Bind the item container to the item container display.

将物品容器和物品容器显示器绑定。
This commit is contained in:
Cold-Mint 2024-09-22 23:13:59 +08:00
parent 32299877c6
commit 234241b74a
Signed by: Cold-Mint
GPG Key ID: C5A9BF8A98E0CE99
8 changed files with 225 additions and 112 deletions

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@ -10,13 +10,15 @@ namespace ColdMint.scripts.inventory;
public partial class HotBar : HBoxContainer
{
private IItemContainer? _itemContainer;
private IItemContainerDisplay? _itemContainerDisplay;
public override void _Ready()
{
base._Ready();
_itemContainer = new UniversalItemContainer(Config.HotBarSize);
_itemContainer.SupportSelect = true;
_itemContainerDisplay = new ItemSlotContainerDisplay(this);
_itemContainerDisplay.BindItemContainer(_itemContainer);
NodeUtils.DeleteAllChild(this);
}

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@ -0,0 +1,13 @@
using System.Collections.Generic;
namespace ColdMint.scripts.inventory;
public interface IItemContainerDisplay : IEnumerable<IItemDisplay>
{
/// <summary>
/// <para>Bind an item container to the item container display</para>
/// <para>为物品容器显示器绑定物品容器</para>
/// </summary>
/// <param name="itemContainer"></param>
void BindItemContainer(IItemContainer itemContainer);
}

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@ -0,0 +1,34 @@
namespace ColdMint.scripts.inventory;
/// <summary>
/// <para>IItemDisplay</para>
/// <para>物品显示器</para>
/// </summary>
public interface IItemDisplay
{
/// <summary>
/// <para>Call this method to refresh the display when the item's information changes</para>
/// <para>物品的信息发生变更时,调用此方法刷新显示器</para>
/// </summary>
/// <remarks>
///<param name="item">
///<para>New data for items after changes</para>
///<para>发生改变后的物品新数据</para>
/// </param>
/// </remarks>
void Update(IItem? item);
/// <summary>
/// <para>Show item Display</para>
/// <para>显示物品显示器</para>
/// </summary>
void ShowSelf();
/// <summary>
/// <para>Hide item Display</para>
/// <para>隐藏物品显示器</para>
/// </summary>
void HideSelf();
}

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@ -0,0 +1,127 @@
using System.Collections;
using System.Collections.Generic;
using ColdMint.scripts.map.events;
namespace ColdMint.scripts.inventory;
public abstract class ItemContainerDisplayTemplate : IItemContainerDisplay
{
protected readonly List<IItemDisplay> ItemDisplayList = [];
private IItemContainer? _itemContainer;
public void BindItemContainer(IItemContainer itemContainer)
{
if (_itemContainer == itemContainer)
{
return;
}
if (_itemContainer != null)
{
_itemContainer.SelectedItemChangeEvent -= OnSelectedItemChangeEvent;
}
_itemContainer = itemContainer;
_itemContainer.SelectedItemChangeEvent += OnSelectedItemChangeEvent;
var totalCapacity = itemContainer.GetTotalCapacity();
var currentCapacity = ItemDisplayList.Count;
var capacityDifference = totalCapacity - currentCapacity;
var adjustedEndIndex = totalCapacity;
if (capacityDifference > 0)
{
//There are those that need to be added, and we create them.
//有需要添加的,我们创建他们。
for (var i = 0; i < capacityDifference; i++)
{
AddItemDisplay();
}
}
else if (capacityDifference < 0)
{
//There are things that need to be hidden
//有需要被隐藏的
adjustedEndIndex += capacityDifference;
var loopEndIndex = currentCapacity + capacityDifference;
for (var i = currentCapacity - 1; i >= loopEndIndex; i--)
{
var itemDisplay = ItemDisplayList[i];
itemDisplay.Update(null);
itemDisplay.HideSelf();
}
}
UpdateData(itemContainer, adjustedEndIndex);
}
private void OnSelectedItemChangeEvent(SelectedItemChangeEvent selectedItemChangeEvent)
{
if (_itemContainer == null)
{
return;
}
var usedCapacity = _itemContainer.GetUsedCapacity();
UpdateDataForSingleLocation(_itemContainer, selectedItemChangeEvent.OldIndex, usedCapacity);
UpdateDataForSingleLocation(_itemContainer, selectedItemChangeEvent.NewIndex, usedCapacity);
}
/// <summary>
/// <para>Update data</para>
/// <para>更新数据</para>
/// </summary>
/// <remarks>
///<para>Used to batch update the Item data in itemContainer to the display.</para>
///<para>用于将itemContainer内的Item数据批量更新到显示器内。</para>
/// </remarks>
/// <param name="itemContainer">
///<para>Item container data</para>
///<para>物品容器数据</para>
/// </param>
/// <param name="endIndex">
///<para>endIndex</para>
///<para>结束位置</para>
/// </param>
/// <param name="startIndex">
///<para>startIndex</para>
///<para>起始位置</para>
/// </param>
private void UpdateData(IItemContainer itemContainer, int endIndex, int startIndex = 0)
{
var usedCapacity = itemContainer.GetUsedCapacity();
for (var i = startIndex; i < endIndex; i++)
{
var itemDisplay = ItemDisplayList[i];
itemDisplay.Update(i < usedCapacity ? itemContainer.GetItem(i) : null);
itemDisplay.ShowSelf();
}
}
/// <summary>
/// <para>Update data for a single location</para>
/// <para>更新单个位置的数据</para>
/// </summary>
/// <param name="itemContainer"></param>
/// <param name="index"></param>
/// <param name="usedCapacity"></param>
private void UpdateDataForSingleLocation(IItemContainer itemContainer, int index, int usedCapacity)
{
var itemDisplay = ItemDisplayList[index];
itemDisplay.Update(index < usedCapacity ? itemContainer.GetItem(index) : null);
}
/// <summary>
/// <para>Add item display</para>
/// <para>添加物品显示器</para>
/// </summary>
protected abstract void AddItemDisplay();
public IEnumerator<IItemDisplay> GetEnumerator()
{
return ItemDisplayList.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
}

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@ -0,0 +1,26 @@
using ColdMint.scripts.utils;
using Godot;
namespace ColdMint.scripts.inventory;
public class ItemSlotContainerDisplay(Node rootNode) : ItemContainerDisplayTemplate
{
private readonly PackedScene? _packedScene = GD.Load<PackedScene>("res://prefab/ui/ItemSlot.tscn");
protected override void AddItemDisplay()
{
if (_packedScene == null)
{
return;
}
var itemSlotNode = NodeUtils.InstantiatePackedScene<ItemSlotNode>(_packedScene);
if (itemSlotNode == null)
{
return;
}
ItemDisplayList.Add(itemSlotNode);
NodeUtils.CallDeferredAddChild(rootNode, itemSlotNode);
}
}

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@ -10,7 +10,7 @@ namespace ColdMint.scripts.inventory;
/// <para>A slot in the inventory</para>
/// <para>物品栏内的一个插槽</para>
/// </summary>
public partial class ItemSlotNode : MarginContainer
public partial class ItemSlotNode : MarginContainer, IItemDisplay
{
private TextureRect? _backgroundTextureRect;
private TextureRect? _iconTextureRect;
@ -21,17 +21,6 @@ public partial class ItemSlotNode : MarginContainer
private Texture2D? _backgroundTextureWhenSelect;
private IItem? _item;
public IItem? Item
{
set
{
//Set item
//设置物品
_item = value;
UpdateAllDisplay();
}
}
public override void _Ready()
{
_backgroundTexture = GD.Load<Texture2D>("res://sprites/ui/ItemBarEmpty.png");
@ -49,8 +38,6 @@ public partial class ItemSlotNode : MarginContainer
{
if (_isSelect || _iconTextureRect == null)
{
//Drag is not allowed if there is no icon or no pile of items.
//如果没有图标或者没有物品堆,那么不允许拖动。
return new Variant();
}
@ -143,34 +130,6 @@ public partial class ItemSlotNode : MarginContainer
/// <summary>
/// <para>Clean out the items in the item slot</para>
/// <para>清理物品槽内的物品</para>
/// </summary>
/// <param name="queueFree">
///<para>Whether to release a node</para>
///<para>是否释放节点</para>
/// </param>
/// <remarks>
///<para>Clean up item object references in item slots.</para>
///<para>清理物品槽内的物品对象引用。</para>
/// </remarks>
public void ClearItem(bool queueFree = true)
{
if (_item == null)
{
return;
}
if (queueFree && _item is Node node)
{
node.QueueFree();
}
_item = null;
UpdateAllDisplay();
}
public override void _DropData(Vector2 atPosition, Variant data)
{
if (_iconTextureRect == null)
@ -202,7 +161,7 @@ public partial class ItemSlotNode : MarginContainer
if (packsack.ItemContainer != null && _item != null)
{
packsack.ItemContainer.AddItem(_item);
ClearItem(false);
// ClearItem(false);
return;
}
}
@ -215,12 +174,12 @@ public partial class ItemSlotNode : MarginContainer
}
customPacksack.ItemContainer.AddItem(sourceItem);
itemSlotNode.ClearItem(false);
// itemSlotNode.ClearItem(false);
return;
}
AddItem(sourceItem);
itemSlotNode.ClearItem(false);
// AddItem(sourceItem);
// itemSlotNode.ClearItem(false);
}
/// <summary>
@ -251,24 +210,6 @@ public partial class ItemSlotNode : MarginContainer
public TextureRect? BackgroundTextureRect => _backgroundTextureRect;
/// <summary>
/// <para>Whether the item in this node is empty</para>
/// <para>此节点内的物品是否为空的</para>
/// </summary>
/// <returns>
///<para>Return true if the number of items is 0 or the item object does not exist</para>
///<para>当物品数量为0或物品对象不存在时返回true</para>
/// </returns>
public bool IsEmpty()
{
if (_item == null || _item.Quantity == 0)
{
return true;
}
return false;
}
/// <summary>
/// <para>Update all displays of this slot</para>
@ -386,53 +327,19 @@ public partial class ItemSlotNode : MarginContainer
return true;
}
/// <summary>
/// <para>Remove items from the item slot</para>
/// <para>从物品槽内移除物品</para>
/// </summary>
/// <param name="number">
///<para>number(Less than 0, remove all items)</para>
///<para>物品数量(小于0则移除全部物品)</para>
/// </param>
/// <returns>
///<para>How many items were actually removed</para>
///<para>实际移除了多少个物品</para>
/// </returns>
public int RemoveItem(int number)
public void Update(IItem? item)
{
if (_item == null)
{
return 0;
}
//The number of actual removals
//实际移除的数量
var removeNumber = number < 0 ? _item.Quantity : number;
_item.Quantity -= removeNumber;
if (_item.Quantity <= 0)
{
ClearItem();
}
return removeNumber;
UpdateAllDisplay();
}
public bool AddItem(IItem item)
public void ShowSelf()
{
if (_item == null)
{
Item = item;
return true;
}
Show();
}
var newQuantity = item.Quantity + _item.Quantity;
_item.Quantity = Math.Min(newQuantity, _item.MaxQuantity);
if (item is Node2D node2D)
{
node2D.QueueFree();
}
UpdateQuantityLabel();
return true;
public void HideSelf()
{
Hide();
}
}

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@ -280,10 +280,12 @@ public class UniversalItemContainer(int totalCapacity) : IItemContainer
var oldItem = _itemList[oldIndex];
oldItem.IsSelect = false;
var newItem= _itemList[newIndex];
var newItem = _itemList[newIndex];
newItem.IsSelect = true;
SelectedItemChangeEvent?.Invoke(new SelectedItemChangeEvent
{
NewIndex = newIndex,
OldIndex = oldIndex,
NewItem = newItem,
OldItem = oldItem
});

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@ -8,6 +8,10 @@ namespace ColdMint.scripts.map.events;
/// </summary>
public class SelectedItemChangeEvent
{
public int NewIndex { get; set; }
public int OldIndex { get; set; }
/// <summary>
/// <para>Newly selected item</para>
/// <para>新选中的物品</para>
@ -18,7 +22,5 @@ public class SelectedItemChangeEvent
/// <para>Lost the selected item</para>
/// <para>失去选中的物品</para>
/// </summary>
// ReSharper disable UnusedAutoPropertyAccessor.Global
public IItem? OldItem { get; set; }
// ReSharper restore UnusedAutoPropertyAccessor.Global
}