临时保存

This commit is contained in:
Cold-Mint 2024-07-11 20:29:04 +08:00
parent 61618c13a9
commit 750e7860ec
3 changed files with 184 additions and 163 deletions

View File

@ -223,15 +223,8 @@ public partial class CharacterTemplate : CharacterBody2D
return null; return null;
} }
HashSet<Node>? exclude = null; return NodeUtils.GetTheNearestNode(this, PickingRangeBodiesList.ToArray(), true,
if (_currentItem != null) node => !CanPickItem(node));
{
//Prevent picking up objects in your hands again.
//防止再次捡起自己手上的物品。
exclude = new HashSet<Node> { _currentItem };
}
return NodeUtils.GetTheNearestNode(this, PickingRangeBodiesList.ToArray(), exclude);
} }
@ -308,25 +301,53 @@ public partial class CharacterTemplate : CharacterBody2D
} }
} }
/// <summary>
/// <para>Whether you can pick up specified items</para>
/// <para>是否能捡起指定物品</para>
/// </summary>
/// <param name="node"></param>
/// <returns></returns>
private bool CanPickItem(Node node)
{
if (_currentItem != null && node == _currentItem)
{
//Do not include your own belongings.
//不包含自己手上的物品。
return false;
}
if (node is PickAbleTemplate pickAbleTemplate)
{
//Does not contain items that have been picked up.
//不包含已被捡起的物品。
return !pickAbleTemplate.Picked;
}
return false;
}
/// <summary> /// <summary>
/// <para>Pick up the specified items</para> /// <para>Pick up the specified items</para>
/// <para>将指定物品拾起来</para> /// <para>将指定物品拾起来</para>
/// </summary> /// </summary>
/// <param name="pickAbleItem"></param> /// <param name="pickAbleItemNode2D"></param>
/// <returns> /// <returns>
///<para>Whether successfully picked up</para> ///<para>Whether successfully picked up</para>
///<para>是否成功拾起</para> ///<para>是否成功拾起</para>
/// </returns> /// </returns>
public bool PickItem(Node2D? pickAbleItem) protected bool PickItem(Node2D? pickAbleItemNode2D)
{ {
//Empty reference checking is implicitly performed here. //Empty reference checking is implicitly performed here.
//此处隐式的执行了空引用检查。 //此处隐式的执行了空引用检查。
if (pickAbleItem is not IItem item) if (pickAbleItemNode2D is not IItem item)
{ {
return false; return false;
} }
if (ItemContainer == null)
//The item store is marked null, or the item container is null.
//物品存放的标记为null或者物品容器为null。
if (ItemMarker2D == null || ItemContainer == null)
{ {
return false; return false;
} }
@ -339,10 +360,10 @@ public partial class CharacterTemplate : CharacterBody2D
return false; return false;
} }
//First check if we can pick up the item. //Check to see if you can fit the item into the container first.
//先检查我们能否拾起此物品 //先检查是否能将物品放入容器
var canPick = ItemContainer.CanAddItem(item); var canAddItem = ItemContainer.CanAddItem(item);
if (!canPick) if (!canAddItem)
{ {
return false; return false;
} }
@ -359,7 +380,7 @@ public partial class CharacterTemplate : CharacterBody2D
//设置捡起物品的常规处理。 //设置捡起物品的常规处理。
//You can supplement picking up state handling for more types of objects here. //You can supplement picking up state handling for more types of objects here.
//您可以在这里补充更多类型对象的捡起状态处理。 //您可以在这里补充更多类型对象的捡起状态处理。
if (pickAbleItem is PickAbleTemplate pickAbleTemplate) if (pickAbleItemNode2D is PickAbleTemplate pickAbleTemplate)
{ {
pickAbleTemplate.Owner = this; pickAbleTemplate.Owner = this;
pickAbleTemplate.Picked = true; pickAbleTemplate.Picked = true;
@ -374,16 +395,16 @@ public partial class CharacterTemplate : CharacterBody2D
{ {
//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. //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.
//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。 //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。
CurrentItem = pickAbleItem; CurrentItem = pickAbleItemNode2D;
} }
else else
{ {
pickAbleItem.Hide(); pickAbleItemNode2D.Hide();
pickAbleItem.ProcessMode = ProcessModeEnum.Disabled; pickAbleItemNode2D.ProcessMode = ProcessModeEnum.Disabled;
} }
pickAbleItem.Reparent(ItemMarker2D); NodeUtils.CallDeferredReparent(ItemMarker2D, pickAbleItemNode2D);
pickAbleItem.Position = Vector2.Zero; pickAbleItemNode2D.Position = Vector2.Zero;
return true; return true;
} }

View File

@ -175,17 +175,17 @@ public static class NodeUtils
///<para>Node array</para> ///<para>Node array</para>
///<para>节点数组</para> ///<para>节点数组</para>
/// </param> /// </param>
/// <param name="exclude">
///<para>Which nodes are excluded</para>
///<para>排除哪些节点</para>
/// </param>
/// <param name="excludeInvisibleNodes"> /// <param name="excludeInvisibleNodes">
///<para>Whether or not unseen nodes should be excluded</para> ///<para>Whether or not unseen nodes should be excluded</para>
///<para>是否排除不可见的节点</para> ///<para>是否排除不可见的节点</para>
/// </param> /// </param>
/// <param name="filter">
///<para>Filter, which returns true within the function to filter the specified node.</para>
///<para>过滤器在函数内返回true则过滤指定节点。</para>
/// </param>
/// <returns></returns> /// <returns></returns>
public static Node2D? GetTheNearestNode(Node2D origin, Node[] array, HashSet<Node>? exclude = null, public static Node2D? GetTheNearestNode(Node2D origin, Node[] array,
bool excludeInvisibleNodes = true) bool excludeInvisibleNodes = true, Func<Node2D, bool>? filter = null)
{ {
var closestDistance = float.MaxValue; var closestDistance = float.MaxValue;
Node2D? closestNode = null; Node2D? closestNode = null;
@ -199,10 +199,10 @@ public static class NodeUtils
continue; continue;
} }
if (exclude != null && exclude.Contains(node)) if (filter != null && filter.Invoke(node2D))
{ {
//If the current node, is within our exclusion project. So the next one. //If there is a filter, and the filter returns true, then the next.
//如果当前节点,在我们的排除项目内。那么下一个。 //如果有过滤器且过滤器返回true那么下一个。
continue; continue;
} }