Fixed an issue where players could pick up items that had already been picked up by other creatures. Reuse floating label instances.
修复玩家能够捡起已被其他生物捡起的物品的问题。复用悬浮标签实例。
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61618c13a9
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@ -73,3 +73,6 @@ log_chase_no_enemy,追逐没有敌人。,Chase no enemy.,敵がいない追跡
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log_bubble_not_found,找不到气泡{0}。,Bubble {0} not found.,バブル{0}が見つかりません。
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log_owner_is_not_AiCharacter,所有者不是AiCharacter。,Owner is not AiCharacter.,所有者はAiCharacterではありません。
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log_weaponContainer_is_null,武器容器为空。,Weapon container is null.,武器コンテナが空です。
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log_find_nearest_item,查找最近的物品。,Find the nearest item.,最も近いアイテムを見つけます。
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log_float_label_instantiate_failed,浮动标签实例化失败。,Float label instantiation failed.,フロートラベルのインスタンス化に失敗しました。
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log_pickable_picked_up,可拾捡物被捡起了,那么不显示标签。,"If the pickable item is picked up, the label is not displayed.",でも、拾得物が拾い上げられたら、ラベルは表示されません。
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@ -218,20 +218,14 @@ public partial class CharacterTemplate : CharacterBody2D
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/// <returns></returns>
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public Node2D? FindTheNearestItem()
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{
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LogCat.Log("find_nearest_item");
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if (PickingRangeBodiesList == null || PickingRangeBodiesList.Count == 0)
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{
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return null;
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}
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HashSet<Node>? exclude = null;
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if (_currentItem != null)
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{
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//Prevent picking up objects in your hands again.
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//防止再次捡起自己手上的物品。
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exclude = new HashSet<Node> { _currentItem };
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}
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return NodeUtils.GetTheNearestNode(this, PickingRangeBodiesList.ToArray(), exclude);
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return NodeUtils.GetTheNearestNode(this, PickingRangeBodiesList.ToArray(), true,
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node => !CanPickItem(node));
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}
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@ -308,25 +302,53 @@ public partial class CharacterTemplate : CharacterBody2D
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}
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}
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/// <summary>
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/// <para>Whether you can pick up specified items</para>
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/// <para>是否能捡起指定物品</para>
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/// </summary>
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/// <param name="node"></param>
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/// <returns></returns>
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private bool CanPickItem(Node node)
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{
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if (_currentItem != null && node == _currentItem)
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{
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//Do not include your own belongings.
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//不包含自己手上的物品。
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return false;
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}
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if (node is PickAbleTemplate pickAbleTemplate)
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{
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//Does not contain items that have been picked up.
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//不包含已被捡起的物品。
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return !pickAbleTemplate.Picked;
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}
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return false;
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}
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/// <summary>
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/// <para>Pick up the specified items</para>
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/// <para>将指定物品拾起来</para>
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/// </summary>
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/// <param name="pickAbleItem"></param>
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/// <param name="pickAbleItemNode2D"></param>
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/// <returns>
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///<para>Whether successfully picked up</para>
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///<para>是否成功拾起</para>
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/// </returns>
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public bool PickItem(Node2D? pickAbleItem)
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protected bool PickItem(Node2D? pickAbleItemNode2D)
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{
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//Empty reference checking is implicitly performed here.
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//此处隐式的执行了空引用检查。
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if (pickAbleItem is not IItem item)
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if (pickAbleItemNode2D is not IItem item)
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{
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return false;
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}
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if (ItemContainer == null)
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//The item store is marked null, or the item container is null.
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//物品存放的标记为null,或者物品容器为null。
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if (ItemMarker2D == null || ItemContainer == null)
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{
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return false;
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}
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@ -339,10 +361,10 @@ public partial class CharacterTemplate : CharacterBody2D
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return false;
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}
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//First check if we can pick up the item.
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//先检查我们能否拾起此物品。
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var canPick = ItemContainer.CanAddItem(item);
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if (!canPick)
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//Check to see if you can fit the item into the container first.
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//先检查是否能将物品放入容器。
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var canAddItem = ItemContainer.CanAddItem(item);
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if (!canAddItem)
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{
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return false;
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}
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@ -359,7 +381,7 @@ public partial class CharacterTemplate : CharacterBody2D
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//设置捡起物品的常规处理。
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//You can supplement picking up state handling for more types of objects here.
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//您可以在这里补充更多类型对象的捡起状态处理。
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if (pickAbleItem is PickAbleTemplate pickAbleTemplate)
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if (pickAbleItemNode2D is PickAbleTemplate pickAbleTemplate)
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{
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pickAbleTemplate.Owner = this;
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pickAbleTemplate.Picked = true;
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@ -374,16 +396,16 @@ public partial class CharacterTemplate : CharacterBody2D
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{
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//If the selected item slot in the item container is a newly picked item, and there is no item in the hand, then we put the selected item into the hand.
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//如果物品容器内选中的物品槽是刚刚捡到的物品,且手里没有物品持有,那么我们将选中的物品放到手上。
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CurrentItem = pickAbleItem;
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CurrentItem = pickAbleItemNode2D;
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}
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else
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{
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pickAbleItem.Hide();
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pickAbleItem.ProcessMode = ProcessModeEnum.Disabled;
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pickAbleItemNode2D.Hide();
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pickAbleItemNode2D.ProcessMode = ProcessModeEnum.Disabled;
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}
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pickAbleItem.Reparent(ItemMarker2D);
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pickAbleItem.Position = Vector2.Zero;
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NodeUtils.CallDeferredReparent(ItemMarker2D, pickAbleItemNode2D);
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pickAbleItemNode2D.Position = Vector2.Zero;
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return true;
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}
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@ -17,8 +17,6 @@ namespace ColdMint.scripts.character;
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/// </summary>
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public partial class Player : CharacterTemplate
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{
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private PackedScene? _floatLabelPackedScene;
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private Control? _floatLabel;
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//Empty object projectile
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@ -52,7 +50,17 @@ public partial class Player : CharacterTemplate
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CharacterName = TranslationServerUtils.Translate("default_player_name");
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LogCat.LogWithFormat("player_spawn_debug", LogCat.LogLabel.Default, ReadOnlyCharacterName,
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GlobalPosition);
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_floatLabelPackedScene = GD.Load<PackedScene>("res://prefab/ui/FloatLabel.tscn");
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var floatLabelPackedScene = GD.Load<PackedScene>("res://prefab/ui/FloatLabel.tscn");
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//Initializes the float label.
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//初始化悬浮标签。
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_floatLabel = NodeUtils.InstantiatePackedScene<Control>(floatLabelPackedScene);
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if (_floatLabel == null)
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{
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throw new NullReferenceException(TranslationServer.Translate("float_label_instantiate_failed"));
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}
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_floatLabel.Hide();
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NodeUtils.CallDeferredAddChild(this, _floatLabel);
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_parabola = GetNode<Line2D>("Parabola");
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_platformDetectionRayCast2D = GetNode<RayCast2D>("PlatformDetectionRayCast");
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UpdateOperationTip();
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@ -147,9 +155,8 @@ public partial class Player : CharacterTemplate
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operationTipBuilder.Append(TranslationServerUtils.Translate("action_jump_down"));
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}
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//If the PickingRangeBodiesList is not null and the length is greater than 0
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//如果PickingRangeBodiesList不是null,且长度大于0
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if (PickingRangeBodiesList is { Count: > 0 })
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var nearestItem = FindTheNearestItem();
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if (nearestItem != null)
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{
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operationTipBuilder.Append(' ');
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operationTipBuilder.Append("[color=");
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@ -159,6 +166,11 @@ public partial class Player : CharacterTemplate
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TranslationServerUtils.Translate(InputMap.ActionGetEvents("pick_up")[0].AsText()));
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operationTipBuilder.Append("[/color]");
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operationTipBuilder.Append(TranslationServerUtils.Translate("action_pick_up"));
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if (nearestItem is IItem item)
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{
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operationTipBuilder.Append(item.Name);
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}
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operationTipLabel.Text = operationTipBuilder.ToString();
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}
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@ -232,11 +244,7 @@ public partial class Player : CharacterTemplate
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PickingRangeBodiesList?.Remove(pickAbleItem);
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}
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if (_floatLabel != null)
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{
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_floatLabel.QueueFree();
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_floatLabel = null;
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}
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RecycleFloatLabel();
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}
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}
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@ -427,35 +435,41 @@ public partial class Player : CharacterTemplate
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return;
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}
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if (_floatLabelPackedScene != null)
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if (_floatLabel != null)
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{
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//If there is a scene of floating text, then we generate floating text.
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//如果有悬浮文本的场景,那么我们生成悬浮文本。
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_floatLabel?.QueueFree();
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_floatLabel = NodeUtils.InstantiatePackedScene<Control>(_floatLabelPackedScene);
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if (_floatLabel != null)
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if (node is not PickAbleTemplate pickAbleTemplate)
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{
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NodeUtils.CallDeferredAddChild(node, _floatLabel);
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var rotationDegreesNode2D = node2D.RotationDegrees;
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var rotationDegreesNode2DAbs = Math.Abs(rotationDegreesNode2D);
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_floatLabel.Position = rotationDegreesNode2DAbs > 90
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? new Vector2(0, PromptTextDistance)
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: new Vector2(0, -PromptTextDistance);
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_floatLabel.RotationDegrees = 0 - rotationDegreesNode2D;
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var label = _floatLabel.GetNode<Label>("Label");
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if (node is PickAbleTemplate pickAbleTemplate)
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{
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var stringBuilder = new StringBuilder();
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if (pickAbleTemplate.Owner is CharacterTemplate characterTemplate)
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{
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stringBuilder.Append(characterTemplate.ReadOnlyCharacterName);
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stringBuilder.Append(TranslationServerUtils.Translate("de"));
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}
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stringBuilder.Append(TranslationServerUtils.Translate(pickAbleTemplate.Name));
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label.Text = stringBuilder.ToString();
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}
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return;
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}
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if (pickAbleTemplate.Picked)
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{
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//If the pickables are picked up, the label is not displayed.
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//如果可拾捡物被捡起了,那么不显示标签。
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LogCat.LogWarning("pickable_picked_up");
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return;
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}
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NodeUtils.CallDeferredReparent(node, _floatLabel);
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var rotationDegreesNode2D = node2D.RotationDegrees;
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var rotationDegreesNode2DAbs = Math.Abs(rotationDegreesNode2D);
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_floatLabel.GlobalPosition = node2D.GlobalPosition;
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_floatLabel.Position = rotationDegreesNode2DAbs > 90
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? new Vector2(0, PromptTextDistance)
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: new Vector2(0, -PromptTextDistance);
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_floatLabel.RotationDegrees = 0 - rotationDegreesNode2D;
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var label = _floatLabel.GetNode<Label>("Label");
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var stringBuilder = new StringBuilder();
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if (pickAbleTemplate.Owner is CharacterTemplate characterTemplate)
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{
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stringBuilder.Append(characterTemplate.ReadOnlyCharacterName);
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stringBuilder.Append(TranslationServerUtils.Translate("de"));
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}
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stringBuilder.Append(TranslationServerUtils.Translate(pickAbleTemplate.Name));
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label.Text = stringBuilder.ToString();
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_floatLabel.Show();
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}
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UpdateOperationTip();
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return;
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}
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if (_floatLabel != null)
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RecycleFloatLabel();
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UpdateOperationTip();
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}
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/// <summary>
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/// <para>Recycle Float Label</para>
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/// <para>回收悬浮标签</para>
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/// </summary>
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private void RecycleFloatLabel()
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{
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if (_floatLabel == null)
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{
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_floatLabel.QueueFree();
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_floatLabel = null;
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return;
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}
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UpdateOperationTip();
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_floatLabel.Hide();
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NodeUtils.CallDeferredReparent(this, _floatLabel);
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}
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protected override void OnHit(DamageTemplate damageTemplate)
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@ -175,17 +175,17 @@ public static class NodeUtils
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///<para>Node array</para>
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///<para>节点数组</para>
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/// </param>
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/// <param name="exclude">
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///<para>Which nodes are excluded</para>
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///<para>排除哪些节点</para>
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/// </param>
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/// <param name="excludeInvisibleNodes">
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///<para>Whether or not unseen nodes should be excluded</para>
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///<para>是否排除不可见的节点</para>
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/// </param>
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/// <param name="filter">
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///<para>Filter, which returns true within the function to filter the specified node.</para>
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///<para>过滤器,在函数内返回true,则过滤指定节点。</para>
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/// </param>
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/// <returns></returns>
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public static Node2D? GetTheNearestNode(Node2D origin, Node[] array, HashSet<Node>? exclude = null,
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bool excludeInvisibleNodes = true)
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public static Node2D? GetTheNearestNode(Node2D origin, Node[] array,
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bool excludeInvisibleNodes = true, Func<Node2D, bool>? filter = null)
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{
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var closestDistance = float.MaxValue;
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Node2D? closestNode = null;
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@ -199,10 +199,10 @@ public static class NodeUtils
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continue;
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}
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if (exclude != null && exclude.Contains(node))
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if (filter != null && filter.Invoke(node2D))
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{
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//If the current node, is within our exclusion project. So the next one.
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//如果当前节点,在我们的排除项目内。那么下一个。
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//If there is a filter, and the filter returns true, then the next.
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//如果有过滤器,且过滤器返回true,那么下一个。
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continue;
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}
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