Add an event where item data changes.
加入物品数据改变的事件。
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@ -57,7 +57,6 @@ log_backpack_not_allowed,不允许添加到背包。,Not allowed to add to backp
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log_item_is_null,物品为空。,Item is null.,アイテムが空です。
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log_item_id_not_same,物品ID不同。,Item ID is different.,アイテムIDが異なります。
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log_max_quantity_exceeded,超过最大数量。,Exceeded maximum quantity.,最大数量を超えました。
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log_item_slot_is_selected_and_not_allowed,已选择物品槽,不允许添加。,"Item slot is selected, not allowed to add.",アイテムスロットが選択されており、追加は許可されていません。
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log_patrol_enemy_detected,检测到敌人。,Enemy detected.,敵を検出しました。
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log_attacker_or_target_is_null,攻击者或目标为空。,Attacker or target is null.,攻撃者またはターゲットが空です。
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log_in_the_same_camp,在同一阵营。,In the same camp.,同じ陣営です。
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@ -211,6 +211,29 @@ public static class Config
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public const string TimeInterval = "TimeInterval";
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}
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/// <summary>
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/// <para>Item data changes the event type</para>
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/// <para>物品数据改变事件类型</para>
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/// </summary>
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public enum ItemDataChangeEventType
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{
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/// <summary>
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/// <para>add</para>
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/// <para>添加</para>
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/// </summary>
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Add,
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/// <summary>
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/// <para>Quantity Added</para>
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/// <para>物品数量增加</para>
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/// </summary>
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QuantityAdded,
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/// <summary>
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/// <para>remove</para>
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/// <para>移除</para>
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/// </summary>
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Remove
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}
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public enum OsEnum
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{
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//unknown
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@ -8,10 +8,6 @@ namespace ColdMint.scripts.inventory;
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/// <para>item container</para>
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/// <para>物品容器</para>
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/// </summary>
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/// <remarks>
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///<para>Item containers can store items. Things like backpacks and Hotbars are containers with visual pages.</para>
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///<para>物品容器可以储存物品。像背包和hotbar是具有可视化页面的容器。</para>
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/// </remarks>
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public interface IItemContainer : IEnumerable<IItem>
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{
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/// <summary>
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@ -20,6 +16,12 @@ public interface IItemContainer : IEnumerable<IItem>
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/// </summary>
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Action<SelectedItemChangeEvent>? SelectedItemChangeEvent { get; set; }
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/// <summary>
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/// <para>This event is triggered when the item's data changes, such as the number increases, decreases, or new items are added to the container</para>
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/// <para>当物品的数据发生改变时,例如数量增加,减少,或者新物品被添加到容器内触发此事件</para>
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/// </summary>
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Action<ItemDataChangeEvent>? ItemDataChangeEvent { get; set; }
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/// <summary>
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/// <para>Can the specified item be added to the container?</para>
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/// <para>指定的物品是否可添加到容器内?</para>
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@ -1,5 +1,6 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using ColdMint.scripts.map.events;
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namespace ColdMint.scripts.inventory;
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@ -19,10 +20,12 @@ public abstract class ItemContainerDisplayTemplate : IItemContainerDisplay
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if (_itemContainer != null)
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{
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_itemContainer.SelectedItemChangeEvent -= OnSelectedItemChangeEvent;
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_itemContainer.ItemDataChangeEvent -= OnItemDataChangeEvent;
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}
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_itemContainer = itemContainer;
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_itemContainer.SelectedItemChangeEvent += OnSelectedItemChangeEvent;
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_itemContainer.ItemDataChangeEvent += OnItemDataChangeEvent;
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var totalCapacity = itemContainer.GetTotalCapacity();
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var currentCapacity = ItemDisplayList.Count;
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var capacityDifference = totalCapacity - currentCapacity;
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@ -53,6 +56,17 @@ public abstract class ItemContainerDisplayTemplate : IItemContainerDisplay
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UpdateData(itemContainer, adjustedEndIndex);
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}
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private void OnItemDataChangeEvent(ItemDataChangeEvent itemDataChangeEvent)
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{
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if (_itemContainer == null)
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{
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return;
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}
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var usedCapacity = _itemContainer.GetUsedCapacity();
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UpdateDataForSingleLocation(_itemContainer, itemDataChangeEvent.NewIndex, usedCapacity);
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}
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private void OnSelectedItemChangeEvent(SelectedItemChangeEvent selectedItemChangeEvent)
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{
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if (_itemContainer == null)
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@ -1,6 +1,4 @@
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using System;
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using ColdMint.scripts.debug;
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using ColdMint.scripts.pickable;
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using ColdMint.scripts.utils;
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using Godot;
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@ -16,7 +14,6 @@ public partial class ItemSlotNode : MarginContainer, IItemDisplay
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private TextureRect? _iconTextureRect;
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private Label? _quantityLabel;
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private Control? _control;
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private bool _isSelect;
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private Texture2D? _backgroundTexture;
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private Texture2D? _backgroundTextureWhenSelect;
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private IItem? _item;
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@ -31,12 +28,11 @@ public partial class ItemSlotNode : MarginContainer, IItemDisplay
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_quantityLabel = GetNode<Label>("Control/QuantityLabel");
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_control = GetNode<Control>("Control");
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_quantityLabel.Hide();
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UpdateBackground(_isSelect);
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}
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public override Variant _GetDragData(Vector2 atPosition)
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{
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if (_isSelect || _iconTextureRect == null)
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if (_iconTextureRect == null)
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{
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return new Variant();
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}
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@ -51,14 +47,6 @@ public partial class ItemSlotNode : MarginContainer, IItemDisplay
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public override bool _CanDropData(Vector2 atPosition, Variant data)
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{
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if (_isSelect)
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{
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//Do not place items in the selected item slot, even if the item slot is empty.
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//禁止在已选中的物品槽内放置物品,即使物品槽是空的。
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LogCat.Log("item_slot_is_selected_and_not_allowed");
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return false;
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}
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//If the preplaced slot does not have an icon, the preplaced slot is not allowed.
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//如果预放置的槽位没有图标,那么不允许放置。
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if (_iconTextureRect == null)
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@ -129,7 +117,6 @@ public partial class ItemSlotNode : MarginContainer, IItemDisplay
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}
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public override void _DropData(Vector2 atPosition, Variant data)
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{
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if (_iconTextureRect == null)
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@ -188,15 +175,6 @@ public partial class ItemSlotNode : MarginContainer, IItemDisplay
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/// </summary>
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public bool BackpackAllowed { get; set; }
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public bool IsSelect
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{
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get => _isSelect;
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set
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{
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UpdateBackground(value);
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_isSelect = value;
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}
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}
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private void UpdateBackground(bool isSelect)
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{
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@ -330,8 +308,13 @@ public partial class ItemSlotNode : MarginContainer, IItemDisplay
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public void Update(IItem? item)
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{
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if (item is not PlaceholderItem)
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{
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_item = item;
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UpdateAllDisplay();
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}
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UpdateBackground(item is { IsSelect: true });
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}
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public void ShowSelf()
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{
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32
scripts/inventory/PlaceholderItem.cs
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32
scripts/inventory/PlaceholderItem.cs
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@ -0,0 +1,32 @@
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using Godot;
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namespace ColdMint.scripts.inventory;
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/// <summary>
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/// <para>A blank item used to occupy a space in the display. The IsSelect property is set to true so that the item display always appears selected when drawn.</para>
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/// <para>物品容器显示器内用于占位的空白物品。IsSelect属性设置为true,使得物品显示器绘制时总是显示为选中状态。</para>
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/// </summary>
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public class PlaceholderItem : IItem
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{
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public string Id { get; set; }
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public Texture2D Icon { get; }
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public string Name { get; }
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public string? Description { get; } = null;
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public int Quantity { get; set; } = 1;
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public int MaxQuantity { get; } = 1;
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public bool IsSelect { get; set; } = true;
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public int MergeableItemCount(IItem other, int unallocatedQuantity)
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{
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return 0;
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}
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public IItem? CreateItem(int number)
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{
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return null;
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}
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public void Use(Node2D? owner, Vector2 targetGlobalPosition)
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{
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}
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}
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@ -37,6 +37,7 @@ public class UniversalItemContainer(int totalCapacity) : IItemContainer
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}
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public Action<SelectedItemChangeEvent>? SelectedItemChangeEvent { get; set; }
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public Action<ItemDataChangeEvent>? ItemDataChangeEvent { get; set; }
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public bool CanAddItem(IItem item)
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{
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@ -75,6 +76,7 @@ public class UniversalItemContainer(int totalCapacity) : IItemContainer
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return unallocatedQuantity < 1;
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}
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public int AddItem(IItem item)
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{
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if (item.MaxQuantity == 1)
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@ -87,12 +89,19 @@ public class UniversalItemContainer(int totalCapacity) : IItemContainer
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}
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_itemList.Add(item);
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ItemDataChangeEvent?.Invoke(new ItemDataChangeEvent
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{
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NewItem = item,
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NewIndex = _itemList.Count - 1,
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Type = Config.ItemDataChangeEventType.QuantityAdded
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});
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return item.Quantity;
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}
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//There can be more than one item, try to share equally.
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//物品可有多个,尝试均摊。
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var originalQuantity = item.Quantity;
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var index = 0;
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foreach (var unitItem in _itemList)
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{
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var number = unitItem.MergeableItemCount(item, item.Quantity);
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@ -103,19 +112,20 @@ public class UniversalItemContainer(int totalCapacity) : IItemContainer
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item.Quantity -= number;
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unitItem.Quantity += number;
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ItemDataChangeEvent?.Invoke(new ItemDataChangeEvent
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{
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NewItem = unitItem,
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NewIndex = index,
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Type = Config.ItemDataChangeEventType.QuantityAdded
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});
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if (item.Quantity < 1)
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{
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//New items are fully shared.
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//新物品完全被均摊。
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return originalQuantity;
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}
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}
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if (item.Quantity < 1)
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{
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//After traversing to the last item, the new item is fully shared.
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//在遍历到最后的物品,新物品完全被均摊。
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return originalQuantity;
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index++;
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}
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//New items have some left over.
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@ -130,6 +140,12 @@ public class UniversalItemContainer(int totalCapacity) : IItemContainer
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//Add the rest to the container.
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//添加剩余到容器内。
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_itemList.Add(item);
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ItemDataChangeEvent?.Invoke(new ItemDataChangeEvent
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{
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NewItem = item,
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NewIndex = _itemList.Count - 1,
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Type = Config.ItemDataChangeEventType.Add
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});
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return originalQuantity;
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}
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16
scripts/map/events/ItemDataChangeEvent.cs
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16
scripts/map/events/ItemDataChangeEvent.cs
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@ -0,0 +1,16 @@
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using ColdMint.scripts.inventory;
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namespace ColdMint.scripts.map.events;
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/// <summary>
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/// <para>Item Data Change Event</para>
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/// <para>项目数据改变事件</para>
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/// </summary>
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public class ItemDataChangeEvent
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{
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public Config.ItemDataChangeEventType Type { get; set; }
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public int OldIndex { get; set; }
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public int NewIndex { get; set; }
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public IItem? NewItem { get; set; }
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public IItem? OldItem { get; set; }
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}
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@ -76,7 +76,7 @@ public partial class PickAbleTemplate : RigidBody2D, IItem
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/// </summary>
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public bool Picked { get; set; }
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public int MaxQuantity { get; set; }
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public int MaxQuantity { get; set; } = 1;
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public bool IsSelect { get; set; }
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private Label? _tipLabel;
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