Supports the use of mouse wheel to switch currently held items.
支持使用鼠标滚轮切换当前持有的物品了。
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@ -133,11 +133,6 @@ hotbar_9={
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":57,"physical_keycode":0,"key_label":0,"unicode":57,"echo":false,"script":null)
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":57,"physical_keycode":0,"key_label":0,"unicode":57,"echo":false,"script":null)
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]
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]
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}
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}
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hotbar_10={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":48,"physical_keycode":0,"key_label":0,"unicode":48,"echo":false,"script":null)
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]
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}
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hotbar_next={
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hotbar_next={
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"deadzone": 0.5,
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"deadzone": 0.5,
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"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":16,"position":Vector2(241, 17),"global_position":Vector2(245, 58),"factor":1.0,"button_index":5,"canceled":false,"pressed":true,"double_click":false,"script":null)
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"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":16,"position":Vector2(241, 17),"global_position":Vector2(245, 58),"factor":1.0,"button_index":5,"canceled":false,"pressed":true,"double_click":false,"script":null)
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@ -90,7 +90,7 @@ public static class Config
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/// <para>How many item slots are there on the shortcut bar</para>
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/// <para>How many item slots are there on the shortcut bar</para>
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/// <para>快捷栏上有多少个物品槽</para>
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/// <para>快捷栏上有多少个物品槽</para>
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/// </summary>
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/// </summary>
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public const int HotBarSize = 10;
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public const int HotBarSize = 9;
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/// <summary>
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/// <summary>
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@ -13,7 +13,7 @@ public class GameSceneNodeHolder
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/// <para>Player instances within the game scene</para>
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/// <para>Player instances within the game scene</para>
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/// <para>游戏场景内的玩家实例</para>
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/// <para>游戏场景内的玩家实例</para>
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/// </summary>
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/// </summary>
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public static Player Player { get; set; }
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public static Player? Player { get; set; }
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/// <summary>
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/// <summary>
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/// <para>WeaponContainer</para>
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/// <para>WeaponContainer</para>
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@ -2,7 +2,6 @@ using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using ColdMint.scripts.camp;
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using ColdMint.scripts.camp;
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using ColdMint.scripts.damage;
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using ColdMint.scripts.damage;
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using ColdMint.scripts.debug;
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using ColdMint.scripts.health;
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using ColdMint.scripts.health;
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using ColdMint.scripts.weapon;
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using ColdMint.scripts.weapon;
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using Godot;
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using Godot;
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@ -20,44 +19,50 @@ namespace ColdMint.scripts.character;
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public partial class CharacterTemplate : CharacterBody2D
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public partial class CharacterTemplate : CharacterBody2D
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{
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{
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// Get the gravity from the project settings to be synced with RigidBody nodes.
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// Get the gravity from the project settings to be synced with RigidBody nodes.
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public float gravity = ProjectSettings.GetSetting("physics/2d/default_gravity").AsSingle();
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// 从项目设置中获取与RigidBody节点同步的重力。
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public const float Speed = 300.0f;
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protected float Gravity = ProjectSettings.GetSetting("physics/2d/default_gravity").AsSingle();
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protected const float Speed = 300.0f;
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public const float JumpVelocity = -240;
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protected const float JumpVelocity = -240;
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protected string _characterName;
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public string? ReadOnlyCharacterName => CharacterName;
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public string CharacterName => _characterName;
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protected string? CharacterName;
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//Items currently held
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//当前持有的物品
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//当前持有的物品
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public Node2D CurrentItem;
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public Node2D? CurrentItem;
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//Define a pick up range
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//定义一个拾起范围
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//定义一个拾起范围
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private Area2D PickingArea;
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private Area2D? _pickingArea;
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protected AnimatedSprite2D AnimatedSprite2D;
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private AnimatedSprite2D? _animatedSprite2D;
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//一个标志,定义物品的位置
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//A marker that defines the location of the item
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protected Marker2D ItemMarker2D;
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//一个标记,定义物品的位置
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protected Marker2D? ItemMarker2D;
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//The original X-coordinate of the item marker
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//物品标记的原始X坐标
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//物品标记的原始X坐标
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private float ItemMarkerOriginalX;
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private float _itemMarkerOriginalX;
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public float ReadOnlyItemMarkerOriginalX => ItemMarkerOriginalX;
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protected float ReadOnlyItemMarkerOriginalX => _itemMarkerOriginalX;
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//Face left?
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//面向左边吗
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//面向左边吗
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public bool FacingLeft = false;
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public bool FacingLeft = false;
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//The force added by the AddForce method
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//The force added by the AddForce method
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//由AddForce方法追加的力
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//由AddForce方法追加的力
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private Vector2 additionalForce = Vector2.Zero;
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private Vector2 _additionalForce = Vector2.Zero;
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protected int CurrentHp;
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protected int CurrentHp;
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//The initial health of the character after creation
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//The initial health of the character after creation
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//角色创建后的初始血量
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//角色创建后的初始血量
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private int InitialHp;
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private int _initialHp;
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protected int MaxHp;
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protected int MaxHp;
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@ -65,20 +70,20 @@ public partial class CharacterTemplate : CharacterBody2D
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/// <para>The camp ID of the role</para>
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/// <para>The camp ID of the role</para>
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/// <para>角色的阵营ID</para>
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/// <para>角色的阵营ID</para>
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/// </summary>
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/// </summary>
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public string CampId;
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public string CampId = null!;
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private DamageNumberNodeSpawn DamageNumber;
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private DamageNumberNodeSpawn? _damageNumber;
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private HealthBar _healthBar;
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private HealthBar? _healthBar;
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private DateTime _lastDamageTime;
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private DateTime _lastDamageTime;
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/// <summary>
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/// <summary>
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/// <para>Pick up all items within range</para>
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/// <para>Pick up all items within range</para>
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/// <para>拾捡范围内的所有物品</para>
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/// <para>拾捡范围内的所有物品</para>
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/// </summary>
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/// </summary>
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private List<Node> _pickingRangeBodies;
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private List<Node>? _pickingRangeBodies;
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public Node[] PickingRangeBodies => _pickingRangeBodies.ToArray();
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public Node[] PickingRangeBodies => _pickingRangeBodies?.ToArray() ?? Array.Empty<Node>();
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/// <summary>
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/// <summary>
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@ -107,23 +112,26 @@ public partial class CharacterTemplate : CharacterBody2D
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{
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{
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base._Ready();
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base._Ready();
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_pickingRangeBodies = new List<Node>();
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_pickingRangeBodies = new List<Node>();
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_characterName = GetMeta("Name", Name).AsString();
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CharacterName = GetMeta("Name", Name).AsString();
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CampId = GetMeta("CampId", Config.CampId.Default).AsString();
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CampId = GetMeta("CampId", Config.CampId.Default).AsString();
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MaxHp = GetMeta("MaxHp", Config.DefaultMaxHp).AsInt32();
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MaxHp = GetMeta("MaxHp", Config.DefaultMaxHp).AsInt32();
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if (MaxHp <= 0)
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if (MaxHp <= 0)
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{
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{
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//If Max blood volume is 0 or less, set Max blood volume to 10
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//若最大血量为0或小于0,则将最大血量设置为10
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//若最大血量为0或小于0,则将最大血量设置为10
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MaxHp = Config.DefaultMaxHp;
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MaxHp = Config.DefaultMaxHp;
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}
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}
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InitialHp = GetMeta("InitialHp", "0").AsInt32();
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_initialHp = GetMeta("InitialHp", "0").AsInt32();
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if (InitialHp <= 0)
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if (_initialHp <= 0)
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{
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{
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//If the initial blood volume is less than or equal to 0, the initial blood volume is set to the maximum blood volume
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//若初始血量小于等于0,则将初始血量设置为最大血量
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//若初始血量小于等于0,则将初始血量设置为最大血量
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InitialHp = MaxHp;
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_initialHp = MaxHp;
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}
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}
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CurrentHp = InitialHp;
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CurrentHp = _initialHp;
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//The health bar of a creature may be null.
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//生物的健康条,可能为null。
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//生物的健康条,可能为null。
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_healthBar = GetNodeOrNull<HealthBar>("HealthBar");
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_healthBar = GetNodeOrNull<HealthBar>("HealthBar");
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if (_healthBar != null)
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if (_healthBar != null)
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@ -133,19 +141,20 @@ public partial class CharacterTemplate : CharacterBody2D
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ItemMarker2D = GetNode<Marker2D>("ItemMarker2D");
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ItemMarker2D = GetNode<Marker2D>("ItemMarker2D");
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ItemMarkerOriginalX = ItemMarker2D.Position.X;
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_itemMarkerOriginalX = ItemMarker2D.Position.X;
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AnimatedSprite2D = GetNode<AnimatedSprite2D>("AnimatedSprite2D");
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_animatedSprite2D = GetNode<AnimatedSprite2D>("AnimatedSprite2D");
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PickingArea = GetNode<Area2D>("Area2DPickingArea");
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_pickingArea = GetNode<Area2D>("Area2DPickingArea");
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DamageNumber = GetNode<Marker2D>("DamageNumber") as DamageNumberNodeSpawn;
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_damageNumber = GetNode<Marker2D>("DamageNumber") as DamageNumberNodeSpawn;
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if (PickingArea != null)
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if (_pickingArea != null)
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{
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{
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//If true, the zone will detect objects or areas entering and leaving the zone.
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//如果为true,该区域将检测进出该区域的物体或区域。
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//如果为true,该区域将检测进出该区域的物体或区域。
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PickingArea.Monitoring = true;
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_pickingArea.Monitoring = true;
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//Other regions cannot detect our pick region
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//Other regions cannot detect our pick region
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//其他区域不能检测到我们的拾取区域
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//其他区域不能检测到我们的拾取区域
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PickingArea.Monitorable = false;
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_pickingArea.Monitorable = false;
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PickingArea.BodyEntered += EnterThePickingRangeBody;
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_pickingArea.BodyEntered += EnterThePickingRangeBody;
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PickingArea.BodyExited += ExitThePickingRangeBody;
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_pickingArea.BodyExited += ExitThePickingRangeBody;
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}
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}
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}
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}
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@ -160,11 +169,6 @@ public partial class CharacterTemplate : CharacterBody2D
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/// </returns>
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/// </returns>
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public bool PickItem(Node2D pickAbleItem)
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public bool PickItem(Node2D pickAbleItem)
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{
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{
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if (pickAbleItem == null)
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{
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return false;
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}
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if (CurrentItem == null)
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if (CurrentItem == null)
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{
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{
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if (pickAbleItem is WeaponTemplate weaponTemplate)
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if (pickAbleItem is WeaponTemplate weaponTemplate)
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@ -190,6 +194,7 @@ public partial class CharacterTemplate : CharacterBody2D
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return false;
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return false;
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}
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}
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/// <summary>
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/// <summary>
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/// <para>Use what you have in your hand</para>
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/// <para>Use what you have in your hand</para>
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/// <para>使用手中的物品</para>
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/// <para>使用手中的物品</para>
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@ -213,6 +218,7 @@ public partial class CharacterTemplate : CharacterBody2D
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{
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{
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base._Process(delta);
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base._Process(delta);
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//If the time difference between the last injury and the current time is greater than the time displayed in the health bar, the health bar is hidden
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//如果上次受到伤害的时间与当前时间的时间差大于健康条显示时间,则隐藏健康条
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//如果上次受到伤害的时间与当前时间的时间差大于健康条显示时间,则隐藏健康条
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var timeSpan = DateTime.Now - _lastDamageTime;
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var timeSpan = DateTime.Now - _lastDamageTime;
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if (timeSpan > Config.HealthBarDisplaysTime)
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if (timeSpan > Config.HealthBarDisplaysTime)
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@ -228,7 +234,7 @@ public partial class CharacterTemplate : CharacterBody2D
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/// <para>Update the role's health bar</para>
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/// <para>Update the role's health bar</para>
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/// <para>更新角色的健康条</para>
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/// <para>更新角色的健康条</para>
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/// </summary>
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/// </summary>
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protected void UpDataHealthBar(DamageTemplate damageTemplate)
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private void UpDataHealthBar(DamageTemplate damageTemplate)
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{
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{
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if (_healthBar == null)
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if (_healthBar == null)
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{
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{
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public bool Damage(DamageTemplate damageTemplate)
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public bool Damage(DamageTemplate damageTemplate)
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{
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{
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_lastDamageTime = DateTime.Now;
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_lastDamageTime = DateTime.Now;
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DamageNumber.Display(damageTemplate);
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_damageNumber?.Display(damageTemplate);
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CurrentHp -= damageTemplate.Damage;
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CurrentHp -= damageTemplate.Damage;
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OnHit(damageTemplate);
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OnHit(damageTemplate);
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if (CurrentHp <= 0)
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if (CurrentHp <= 0)
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{
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{
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//Character death
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//角色死亡
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//角色死亡
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OnDie(damageTemplate);
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OnDie(damageTemplate);
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return true;
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return true;
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/// <param name="force"></param>
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/// <param name="force"></param>
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public void AddForce(Vector2 force)
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public void AddForce(Vector2 force)
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{
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{
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additionalForce = force;
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_additionalForce = force;
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}
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}
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protected virtual void OnHit(DamageTemplate damageTemplate)
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protected virtual void OnHit(DamageTemplate damageTemplate)
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/// <param name="node"></param>
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/// <param name="node"></param>
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protected virtual void EnterThePickingRangeBody(Node node)
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protected virtual void EnterThePickingRangeBody(Node node)
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{
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{
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_pickingRangeBodies.Add(node);
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_pickingRangeBodies?.Add(node);
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}
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}
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/// <summary>
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/// <summary>
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/// <param name="node"></param>
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/// <param name="node"></param>
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protected virtual void ExitThePickingRangeBody(Node node)
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protected virtual void ExitThePickingRangeBody(Node node)
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{
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{
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_pickingRangeBodies.Remove(node);
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_pickingRangeBodies?.Remove(node);
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}
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}
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/// <summary>
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/// <summary>
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/// </summary>
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/// </summary>
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protected virtual void Flip()
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protected virtual void Flip()
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{
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{
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AnimatedSprite2D.FlipH = FacingLeft;
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if (_animatedSprite2D == null)
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{
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return;
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}
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_animatedSprite2D.FlipH = FacingLeft;
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}
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}
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// Add the gravity.
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// Add the gravity.
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//增加重力。
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//增加重力。
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if (!IsOnFloor())
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if (!IsOnFloor())
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velocity.Y += gravity * (float)delta;
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velocity.Y += Gravity * (float)delta;
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// The ref keyword passes its pointer to the following method so that it can be modified in the method.
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// The ref keyword passes its pointer to the following method so that it can be modified in the method.
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// ref关键字将其指针传递给下面的方法,以便在方法中修改它。
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// ref关键字将其指针传递给下面的方法,以便在方法中修改它。
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HookPhysicsProcess(ref velocity, delta);
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HookPhysicsProcess(ref velocity, delta);
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Velocity = velocity + additionalForce;
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Velocity = velocity + _additionalForce;
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additionalForce = Vector2.Zero;
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_additionalForce = Vector2.Zero;
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MoveAndSlide();
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MoveAndSlide();
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}
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}
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@ -390,6 +402,7 @@ public partial class CharacterTemplate : CharacterBody2D
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return;
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return;
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}
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}
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// Apply the rotation Angle to the node
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// 将旋转角度应用于节点
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// 将旋转角度应用于节点
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CurrentItem.LookAt(position);
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CurrentItem.LookAt(position);
|
||||||
}
|
}
|
||||||
|
|
|
@ -7,6 +7,7 @@ using System.Threading.Tasks;
|
||||||
using ColdMint.scripts;
|
using ColdMint.scripts;
|
||||||
using ColdMint.scripts.character;
|
using ColdMint.scripts.character;
|
||||||
using ColdMint.scripts.damage;
|
using ColdMint.scripts.damage;
|
||||||
|
using ColdMint.scripts.debug;
|
||||||
using ColdMint.scripts.utils;
|
using ColdMint.scripts.utils;
|
||||||
using ColdMint.scripts.weapon;
|
using ColdMint.scripts.weapon;
|
||||||
|
|
||||||
|
@ -51,7 +52,7 @@ public partial class Player : CharacterTemplate
|
||||||
public override void _Ready()
|
public override void _Ready()
|
||||||
{
|
{
|
||||||
base._Ready();
|
base._Ready();
|
||||||
_characterName = TranslationServer.Translate("default_player_name");
|
CharacterName = TranslationServer.Translate("default_player_name");
|
||||||
FloatLabelPackedScene = GD.Load<PackedScene>("res://prefab/ui/FloatLabel.tscn");
|
FloatLabelPackedScene = GD.Load<PackedScene>("res://prefab/ui/FloatLabel.tscn");
|
||||||
Parabola = GetNode<Line2D>("Parabola");
|
Parabola = GetNode<Line2D>("Parabola");
|
||||||
PlatformDetectionRayCast2D = GetNode<RayCast2D>("PlatformDetectionRayCast");
|
PlatformDetectionRayCast2D = GetNode<RayCast2D>("PlatformDetectionRayCast");
|
||||||
|
@ -203,6 +204,7 @@ public partial class Player : CharacterTemplate
|
||||||
{
|
{
|
||||||
GameSceneNodeHolder.HotBar.AddItem(weaponTemplate);
|
GameSceneNodeHolder.HotBar.AddItem(weaponTemplate);
|
||||||
}
|
}
|
||||||
|
|
||||||
PickAbleItem = null;
|
PickAbleItem = null;
|
||||||
TotalNumberOfPickups--;
|
TotalNumberOfPickups--;
|
||||||
if (FloatLabel != null)
|
if (FloatLabel != null)
|
||||||
|
@ -241,7 +243,7 @@ public partial class Player : CharacterTemplate
|
||||||
if (CurrentItem != null)
|
if (CurrentItem != null)
|
||||||
{
|
{
|
||||||
Parabola.Points =
|
Parabola.Points =
|
||||||
ParabolicUtils.ComputeParabolic(ItemMarker2D.Position, GetThrowVelocity(), gravity, 0.1f);
|
ParabolicUtils.ComputeParabolic(ItemMarker2D.Position, GetThrowVelocity(), Gravity, 0.1f);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -284,13 +286,13 @@ public partial class Player : CharacterTemplate
|
||||||
|
|
||||||
CurrentItem = null;
|
CurrentItem = null;
|
||||||
TotalNumberOfPickups++;
|
TotalNumberOfPickups++;
|
||||||
|
GameSceneNodeHolder.HotBar.RemoveItemFromItemSlotBySelectIndex(1);
|
||||||
UpdateOperationTip();
|
UpdateOperationTip();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
private Vector2 GetThrowVelocity()
|
private Vector2 GetThrowVelocity()
|
||||||
{
|
{
|
||||||
//我们拿到鼠标的位置,将其归一化处理,然后乘以玩家可扔出的距离
|
//我们拿到鼠标的位置,将其归一化处理,然后乘以玩家可扔出的距离
|
||||||
|
@ -373,7 +375,7 @@ public partial class Player : CharacterTemplate
|
||||||
{
|
{
|
||||||
if (weapon.Owner is CharacterTemplate characterTemplate)
|
if (weapon.Owner is CharacterTemplate characterTemplate)
|
||||||
{
|
{
|
||||||
stringBuilder.Append(characterTemplate.CharacterName);
|
stringBuilder.Append(characterTemplate.ReadOnlyCharacterName);
|
||||||
stringBuilder.Append(TranslationServer.Translate("de"));
|
stringBuilder.Append(TranslationServer.Translate("de"));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,10 +1,15 @@
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
using ColdMint.scripts.debug;
|
using ColdMint.scripts.debug;
|
||||||
|
using ColdMint.scripts.weapon;
|
||||||
using Godot;
|
using Godot;
|
||||||
|
|
||||||
namespace ColdMint.scripts.inventory;
|
namespace ColdMint.scripts.inventory;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// <para>HotBar</para>
|
||||||
|
/// <para>快捷物品栏</para>
|
||||||
|
/// </summary>
|
||||||
public partial class HotBar : HBoxContainer
|
public partial class HotBar : HBoxContainer
|
||||||
{
|
{
|
||||||
private PackedScene _itemSlotPackedScene;
|
private PackedScene _itemSlotPackedScene;
|
||||||
|
@ -25,6 +30,13 @@ public partial class HotBar : HBoxContainer
|
||||||
public override void _Process(double delta)
|
public override void _Process(double delta)
|
||||||
{
|
{
|
||||||
base._Process(delta);
|
base._Process(delta);
|
||||||
|
if (Input.IsActionPressed("throw"))
|
||||||
|
{
|
||||||
|
//Players are not allowed to switch current items while throwing them.
|
||||||
|
//玩家在抛物品时禁止切换当前物品。
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
if (Input.IsActionJustPressed("hotbar_next"))
|
if (Input.IsActionJustPressed("hotbar_next"))
|
||||||
{
|
{
|
||||||
var count = _itemSlotNodes.Count;
|
var count = _itemSlotNodes.Count;
|
||||||
|
@ -32,6 +44,7 @@ public partial class HotBar : HBoxContainer
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
//Mouse wheel down
|
//Mouse wheel down
|
||||||
//鼠标滚轮向下
|
//鼠标滚轮向下
|
||||||
var oldSelectIndex = selectIndex;
|
var oldSelectIndex = selectIndex;
|
||||||
|
@ -51,6 +64,7 @@ public partial class HotBar : HBoxContainer
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
//Mouse wheel up
|
//Mouse wheel up
|
||||||
//鼠标滚轮向上
|
//鼠标滚轮向上
|
||||||
var oldSelectIndex = selectIndex;
|
var oldSelectIndex = selectIndex;
|
||||||
|
@ -107,11 +121,6 @@ public partial class HotBar : HBoxContainer
|
||||||
{
|
{
|
||||||
SelectItemSlotByHotBarShortcutKey(8);
|
SelectItemSlotByHotBarShortcutKey(8);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (Input.IsActionJustPressed("hotbar_10"))
|
|
||||||
{
|
|
||||||
SelectItemSlotByHotBarShortcutKey(9);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -136,6 +145,41 @@ public partial class HotBar : HBoxContainer
|
||||||
selectIndex = newIndex;
|
selectIndex = newIndex;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// <para>Removes an item from the currently selected inventory</para>
|
||||||
|
/// <para>移除当前选中的物品栏内的物品</para>
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="number"></param>
|
||||||
|
/// <returns></returns>
|
||||||
|
public bool RemoveItemFromItemSlotBySelectIndex(int number)
|
||||||
|
{
|
||||||
|
return RemoveItemFromItemSlot(selectIndex, number);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// <para>Remove items from the item slot</para>
|
||||||
|
/// <para>从物品槽内移除物品</para>
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="itemSlotIndex">
|
||||||
|
///<para>When this number is greater than the number of item slots, residual filtering is used.</para>
|
||||||
|
///<para>当此数量大于物品槽的数量时,会使用余数筛选。</para>
|
||||||
|
/// </param>
|
||||||
|
public bool RemoveItemFromItemSlot(int itemSlotIndex, int number)
|
||||||
|
{
|
||||||
|
var count = _itemSlotNodes.Count;
|
||||||
|
if (count == 0)
|
||||||
|
{
|
||||||
|
//Prevents the dividend from being 0
|
||||||
|
//防止被除数为0
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
var newIndex = itemSlotIndex % count;
|
||||||
|
var itemSlot = _itemSlotNodes[newIndex];
|
||||||
|
return itemSlot.RemoveItem(number);
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// <para>Select an item slot</para>
|
/// <para>Select an item slot</para>
|
||||||
/// <para>选中某个物品槽</para>
|
/// <para>选中某个物品槽</para>
|
||||||
|
@ -144,6 +188,35 @@ public partial class HotBar : HBoxContainer
|
||||||
{
|
{
|
||||||
_itemSlotNodes[oldSelectIndex].IsSelect = false;
|
_itemSlotNodes[oldSelectIndex].IsSelect = false;
|
||||||
_itemSlotNodes[newSelectIndex].IsSelect = true;
|
_itemSlotNodes[newSelectIndex].IsSelect = true;
|
||||||
|
var oldItem = _itemSlotNodes[oldSelectIndex].GetItem();
|
||||||
|
if (oldItem != null && oldItem is Node2D oldNode2D)
|
||||||
|
{
|
||||||
|
oldNode2D.ProcessMode = ProcessModeEnum.Disabled;
|
||||||
|
oldNode2D.Hide();
|
||||||
|
}
|
||||||
|
|
||||||
|
var item = _itemSlotNodes[newSelectIndex].GetItem();
|
||||||
|
if (item == null)
|
||||||
|
{
|
||||||
|
LogCat.Log("选择" + oldSelectIndex + "新的为" + newSelectIndex + "空对象");
|
||||||
|
GameSceneNodeHolder.Player.CurrentItem = null;
|
||||||
|
LogCat.Log("我是空吗" + (GameSceneNodeHolder.Player.CurrentItem == null));
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (item is Node2D node2D)
|
||||||
|
{
|
||||||
|
LogCat.Log("我是空吗" + (GameSceneNodeHolder.Player.CurrentItem == null));
|
||||||
|
LogCat.Log("选择" + oldSelectIndex + "新的为" + newSelectIndex + "已赋值" + node2D);
|
||||||
|
node2D.ProcessMode = ProcessModeEnum.Inherit;
|
||||||
|
node2D.Show();
|
||||||
|
GameSceneNodeHolder.Player.CurrentItem = node2D;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
GameSceneNodeHolder.Player.CurrentItem = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
|
|
@ -30,12 +30,69 @@ public partial class ItemSlotNode : MarginContainer
|
||||||
{
|
{
|
||||||
_backgroundTextureRect.Texture = _backgroundTexture;
|
_backgroundTextureRect.Texture = _backgroundTexture;
|
||||||
}
|
}
|
||||||
|
|
||||||
_isSelect = value;
|
_isSelect = value;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public TextureRect BackgroundTextureRect => _backgroundTextureRect;
|
public TextureRect BackgroundTextureRect => _backgroundTextureRect;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// <para>Get the items in the item slot</para>
|
||||||
|
/// <para>获取物品槽内的物品</para>
|
||||||
|
/// </summary>
|
||||||
|
/// <returns></returns>
|
||||||
|
public IItem? GetItem()
|
||||||
|
{
|
||||||
|
return _item;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// <para>Removes the specified number of items from the item slot</para>
|
||||||
|
/// <para>在物品槽内移除指定数量的物品</para>
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="number"></param>
|
||||||
|
/// <returns></returns>
|
||||||
|
public bool RemoveItem(int number)
|
||||||
|
{
|
||||||
|
if (_item == null)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
var newNumber = _item.Quantity - number;
|
||||||
|
if (newNumber <= 0)
|
||||||
|
{
|
||||||
|
//If the specified number of items is removed, the number of items is less than or equal to 0. Then we return the removal successful and empty the inventory.
|
||||||
|
//如果移除指定数量的物品后,物品数量小于或等于0。那么我们返回移除成功,并清空物品栏。
|
||||||
|
ClearItem();
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
_item.Quantity = newNumber;
|
||||||
|
UpdateTooltipText(_item);
|
||||||
|
UpdateQuantityLabel(_item.Quantity);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// <para>Empty the items in the item slot</para>
|
||||||
|
/// <para>清空物品槽内的物品</para>
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
///<para>This method does not calculate how many items should be left. If you want to remove a specified number of items, call the RemoveItem method.</para>
|
||||||
|
///<para>此方法不会计算物品应该剩余多少个。若您希望移除指定数量的物品,请调用RemoveItem方法。</para>
|
||||||
|
/// </remarks>
|
||||||
|
public void ClearItem()
|
||||||
|
{
|
||||||
|
_item = null;
|
||||||
|
_iconTextureRect.Texture = null;
|
||||||
|
_control.TooltipText = null;
|
||||||
|
_quantityLabel.Visible = false;
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// <para>Sets items for the item slot</para>
|
/// <para>Sets items for the item slot</para>
|
||||||
/// <para>为物品槽设置物品</para>
|
/// <para>为物品槽设置物品</para>
|
||||||
|
|
|
@ -63,9 +63,10 @@ public partial class GameSceneLoader : SceneLoaderTemplate
|
||||||
{
|
{
|
||||||
_mapGenerator.Generate(_mapGeneratorConfig);
|
_mapGenerator.Generate(_mapGeneratorConfig);
|
||||||
var packedScene = GD.Load<PackedScene>("res://prefab/entitys/Character.tscn");
|
var packedScene = GD.Load<PackedScene>("res://prefab/entitys/Character.tscn");
|
||||||
|
//Register players in the holder
|
||||||
//在持有者内注册玩家
|
//在持有者内注册玩家
|
||||||
GameSceneNodeHolder.Player = (Player)packedScene.Instantiate();
|
|
||||||
var node2D = (Node2D)packedScene.Instantiate();
|
var node2D = (Node2D)packedScene.Instantiate();
|
||||||
|
GameSceneNodeHolder.Player = node2D as Player;
|
||||||
var gameRoot = GetNode<Node2D>(".");
|
var gameRoot = GetNode<Node2D>(".");
|
||||||
gameRoot.AddChild(node2D);
|
gameRoot.AddChild(node2D);
|
||||||
node2D.Position = new Vector2(55, 70);
|
node2D.Position = new Vector2(55, 70);
|
||||||
|
@ -75,6 +76,7 @@ public partial class GameSceneLoader : SceneLoaderTemplate
|
||||||
gameRoot.AddChild(delivererOfDarkMagicPackedSceneNode2D);
|
gameRoot.AddChild(delivererOfDarkMagicPackedSceneNode2D);
|
||||||
delivererOfDarkMagicPackedSceneNode2D.Position = new Vector2(70, 70);
|
delivererOfDarkMagicPackedSceneNode2D.Position = new Vector2(70, 70);
|
||||||
|
|
||||||
|
//Load a weapon
|
||||||
//加载武器
|
//加载武器
|
||||||
var w = GD.Load<PackedScene>("res://prefab/weapons/staffOfTheUndead.tscn");
|
var w = GD.Load<PackedScene>("res://prefab/weapons/staffOfTheUndead.tscn");
|
||||||
for (int i = 0; i < 3; i++)
|
for (int i = 0; i < 3; i++)
|
||||||
|
|
|
@ -30,7 +30,7 @@ public partial class WeaponTemplate : RigidBody2D, IItem
|
||||||
/// <para>Owner</para>
|
/// <para>Owner</para>
|
||||||
/// <para>主人</para>
|
/// <para>主人</para>
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public Node2D Owner { get; set; }
|
public Node2D? Owner { get; set; }
|
||||||
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
|
Binary file not shown.
Before Width: | Height: | Size: 161 B After Width: | Height: | Size: 148 B |
Loading…
Reference in New Issue
Block a user