Add CanPutInPack property of IItem
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@ -26,6 +26,14 @@ public interface IItem
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/// <para>当前项目的描述</para>
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/// <para>当前项目的描述</para>
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/// </summary>
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/// </summary>
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string? Description { get; }
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string? Description { get; }
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/// <summary>
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/// <para>
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/// Whether the current item can be put into item containers like packsack.<br/>
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/// This attribute is usually set to false for items of the backpack class to avoid pack nesting.
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/// </para>
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/// <para>当前物品是否可以放入背包类的容器中。一般将背包类物品的该属性设为false来避免背包嵌套。</para>
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/// </summary>
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bool CanPutInPack { get; }
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/// <summary>
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/// <summary>
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/// <para>Execute when current item is used <br/> e.g. when player clicks left mouse button with current item in hand</para>
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/// <para>Execute when current item is used <br/> e.g. when player clicks left mouse button with current item in hand</para>
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@ -1,6 +1,7 @@
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using ColdMint.scripts.inventory;
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using ColdMint.scripts.inventory;
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using ColdMint.scripts.pickable;
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using ColdMint.scripts.pickable;
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using ColdMint.scripts.utils;
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using ColdMint.scripts.utils;
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using Godot;
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using Godot;
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namespace ColdMint.scripts.item;
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namespace ColdMint.scripts.item;
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@ -14,6 +15,8 @@ public partial class Packsack : PickAbleTemplate
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private PackedScene? _packedScene;
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private PackedScene? _packedScene;
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private PacksackUi? _packsackUi;
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private PacksackUi? _packsackUi;
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public override bool CanPutInPack => false;
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public override void Destroy()
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public override void Destroy()
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{
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{
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if (ItemContainer == null) return;
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if (ItemContainer == null) return;
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@ -31,10 +34,12 @@ public partial class Packsack : PickAbleTemplate
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{
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{
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return;
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return;
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}
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}
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if (_packsackUi == null)
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if (_packsackUi == null)
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{
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{
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_packsackUi = NodeUtils.InstantiatePackedScene<PacksackUi>(_packedScene,this);
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_packsackUi = NodeUtils.InstantiatePackedScene<PacksackUi>(_packedScene, this);
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}
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}
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_packsackUi?.Show();
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_packsackUi?.Show();
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}
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}
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@ -45,6 +50,5 @@ public partial class Packsack : PickAbleTemplate
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base._Ready();
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base._Ready();
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ItemContainer = new UniversalItemContainer();
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ItemContainer = new UniversalItemContainer();
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_packedScene = GD.Load<PackedScene>("res://prefab/ui/packsackUI.tscn");
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_packedScene = GD.Load<PackedScene>("res://prefab/ui/packsackUI.tscn");
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}
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}
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}
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}
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@ -18,16 +18,15 @@ public class PacksackStack(Packsack packsack) : IItemStack
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public string Name => packsack.Name;
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public string Name => packsack.Name;
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public string? Description => packsack.Description;
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public string? Description => packsack.Description;
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//todo: 只拒绝是背包的物品是权宜之计,应该为物品加入一个“是否可以放入背包”的属性来实现这个判断。
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public bool CanAddItem(IItem item)
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public bool CanAddItem(IItem item)
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{
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{
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if (item is Packsack) return false;
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if (!item.CanPutInPack) return false;
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return packsack.ItemContainer?.CanAddItem(item) ?? false;
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return packsack.ItemContainer?.CanAddItem(item) ?? false;
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}
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}
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public bool AddItem(IItem item)
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public bool AddItem(IItem item)
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{
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{
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if (item is Packsack) return false;
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if (!item.CanPutInPack) return false;
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return packsack.ItemContainer?.AddItem(item) ?? false;
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return packsack.ItemContainer?.AddItem(item) ?? false;
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}
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}
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@ -21,6 +21,7 @@ public partial class PickAbleTemplate : RigidBody2D, IItem
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[Export] protected string? UniqueName { get; set; }
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[Export] protected string? UniqueName { get; set; }
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public new string Name => UniqueName ?? ItemTypeManager.DefaultNameOf(Id);
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public new string Name => UniqueName ?? ItemTypeManager.DefaultNameOf(Id);
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[Export] protected string? UniqueDescription { get; set; }
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[Export] protected string? UniqueDescription { get; set; }
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public virtual bool CanPutInPack => true;
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/// <summary>
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/// <summary>
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/// <para>Owner</para>
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/// <para>Owner</para>
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