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。
This commit is contained in:
Cold-Mint 2024-05-04 22:59:46 +08:00
parent b7939af5d0
commit 801b3dd93b
Signed by: Cold-Mint
GPG Key ID: C5A9BF8A98E0CE99
10 changed files with 622 additions and 480 deletions

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@ -133,11 +133,6 @@ hotbar_9={
"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) "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)
] ]
} }
hotbar_10={
"deadzone": 0.5,
"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)
]
}
hotbar_next={ hotbar_next={
"deadzone": 0.5, "deadzone": 0.5,
"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) "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)

View File

@ -90,7 +90,7 @@ public static class Config
/// <para>How many item slots are there on the shortcut bar</para> /// <para>How many item slots are there on the shortcut bar</para>
/// <para>快捷栏上有多少个物品槽</para> /// <para>快捷栏上有多少个物品槽</para>
/// </summary> /// </summary>
public const int HotBarSize = 10; public const int HotBarSize = 9;
/// <summary> /// <summary>

View File

@ -13,7 +13,7 @@ public class GameSceneNodeHolder
/// <para>Player instances within the game scene</para> /// <para>Player instances within the game scene</para>
/// <para>游戏场景内的玩家实例</para> /// <para>游戏场景内的玩家实例</para>
/// </summary> /// </summary>
public static Player Player { get; set; } public static Player? Player { get; set; }
/// <summary> /// <summary>
/// <para>WeaponContainer</para> /// <para>WeaponContainer</para>

View File

@ -2,7 +2,6 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using ColdMint.scripts.camp; using ColdMint.scripts.camp;
using ColdMint.scripts.damage; using ColdMint.scripts.damage;
using ColdMint.scripts.debug;
using ColdMint.scripts.health; using ColdMint.scripts.health;
using ColdMint.scripts.weapon; using ColdMint.scripts.weapon;
using Godot; using Godot;
@ -19,383 +18,397 @@ namespace ColdMint.scripts.character;
/// </remarks> /// </remarks>
public partial class CharacterTemplate : CharacterBody2D public partial class CharacterTemplate : CharacterBody2D
{ {
// Get the gravity from the project settings to be synced with RigidBody nodes. // Get the gravity from the project settings to be synced with RigidBody nodes.
public float gravity = ProjectSettings.GetSetting("physics/2d/default_gravity").AsSingle(); // 从项目设置中获取与RigidBody节点同步的重力。
public const float Speed = 300.0f; protected float Gravity = ProjectSettings.GetSetting("physics/2d/default_gravity").AsSingle();
protected const float Speed = 300.0f;
public const float JumpVelocity = -240; protected const float JumpVelocity = -240;
protected string _characterName; public string? ReadOnlyCharacterName => CharacterName;
public string CharacterName => _characterName; protected string? CharacterName;
//当前持有的物品
public Node2D CurrentItem;
//定义一个拾起范围 //Items currently held
private Area2D PickingArea; //当前持有的物品
public Node2D? CurrentItem;
protected AnimatedSprite2D AnimatedSprite2D; //Define a pick up range
//定义一个拾起范围
private Area2D? _pickingArea;
//一个标志,定义物品的位置 private AnimatedSprite2D? _animatedSprite2D;
protected Marker2D ItemMarker2D;
//物品标记的原始X坐标 //A marker that defines the location of the item
private float ItemMarkerOriginalX; //一个标记,定义物品的位置
protected Marker2D? ItemMarker2D;
public float ReadOnlyItemMarkerOriginalX => ItemMarkerOriginalX; //The original X-coordinate of the item marker
//物品标记的原始X坐标
private float _itemMarkerOriginalX;
//面向左边吗 protected float ReadOnlyItemMarkerOriginalX => _itemMarkerOriginalX;
public bool FacingLeft = false;
//The force added by the AddForce method //Face left?
//由AddForce方法追加的力 //面向左边吗
private Vector2 additionalForce = Vector2.Zero; public bool FacingLeft = false;
protected int CurrentHp; //The force added by the AddForce method
//由AddForce方法追加的力
private Vector2 _additionalForce = Vector2.Zero;
//The initial health of the character after creation protected int CurrentHp;
//角色创建后的初始血量
private int InitialHp;
protected int MaxHp; //The initial health of the character after creation
//角色创建后的初始血量
private int _initialHp;
/// <summary> protected int MaxHp;
/// <para>The camp ID of the role</para>
/// <para>角色的阵营ID</para>
/// </summary>
public string CampId;
private DamageNumberNodeSpawn DamageNumber; /// <summary>
/// <para>The camp ID of the role</para>
/// <para>角色的阵营ID</para>
/// </summary>
public string CampId = null!;
private HealthBar _healthBar; private DamageNumberNodeSpawn? _damageNumber;
private DateTime _lastDamageTime;
/// <summary> private HealthBar? _healthBar;
/// <para>Pick up all items within range</para> private DateTime _lastDamageTime;
/// <para>拾捡范围内的所有物品</para>
/// </summary>
private List<Node> _pickingRangeBodies;
public Node[] PickingRangeBodies => _pickingRangeBodies.ToArray(); /// <summary>
/// <para>Pick up all items within range</para>
/// <para>拾捡范围内的所有物品</para>
/// </summary>
private List<Node>? _pickingRangeBodies;
public Node[] PickingRangeBodies => _pickingRangeBodies?.ToArray() ?? Array.Empty<Node>();
/// <summary> /// <summary>
/// <para>Get all weapons within range of the pick up</para> /// <para>Get all weapons within range of the pick up</para>
/// <para>获取所有在拾捡范围内的武器</para> /// <para>获取所有在拾捡范围内的武器</para>
/// </summary> /// </summary>
/// <returns></returns> /// <returns></returns>
public WeaponTemplate[] GetCanPickedWeapon() public WeaponTemplate[] GetCanPickedWeapon()
{ {
var weaponTemplates = new List<WeaponTemplate>(); var weaponTemplates = new List<WeaponTemplate>();
foreach (var pickingRangeBody in PickingRangeBodies) foreach (var pickingRangeBody in PickingRangeBodies)
{ {
if (pickingRangeBody is not WeaponTemplate weaponTemplate) continue; if (pickingRangeBody is not WeaponTemplate weaponTemplate) continue;
if (weaponTemplate.Owner != null) if (weaponTemplate.Owner != null)
{ {
continue; continue;
} }
weaponTemplates.Add(weaponTemplate); weaponTemplates.Add(weaponTemplate);
} }
return weaponTemplates.ToArray(); return weaponTemplates.ToArray();
} }
public override void _Ready() public override void _Ready()
{ {
base._Ready(); base._Ready();
_pickingRangeBodies = new List<Node>(); _pickingRangeBodies = new List<Node>();
_characterName = GetMeta("Name", Name).AsString(); CharacterName = GetMeta("Name", Name).AsString();
CampId = GetMeta("CampId", Config.CampId.Default).AsString(); CampId = GetMeta("CampId", Config.CampId.Default).AsString();
MaxHp = GetMeta("MaxHp", Config.DefaultMaxHp).AsInt32(); MaxHp = GetMeta("MaxHp", Config.DefaultMaxHp).AsInt32();
if (MaxHp <= 0) if (MaxHp <= 0)
{ {
//若最大血量为0或小于0则将最大血量设置为10 //If Max blood volume is 0 or less, set Max blood volume to 10
MaxHp = Config.DefaultMaxHp; //若最大血量为0或小于0则将最大血量设置为10
} MaxHp = Config.DefaultMaxHp;
}
InitialHp = GetMeta("InitialHp", "0").AsInt32(); _initialHp = GetMeta("InitialHp", "0").AsInt32();
if (InitialHp <= 0) if (_initialHp <= 0)
{ {
//若初始血量小于等于0则将初始血量设置为最大血量 //If the initial blood volume is less than or equal to 0, the initial blood volume is set to the maximum blood volume
InitialHp = MaxHp; //若初始血量小于等于0则将初始血量设置为最大血量
} _initialHp = MaxHp;
}
CurrentHp = InitialHp; CurrentHp = _initialHp;
//生物的健康条可能为null。 //The health bar of a creature may be null.
_healthBar = GetNodeOrNull<HealthBar>("HealthBar"); //生物的健康条可能为null。
if (_healthBar != null) _healthBar = GetNodeOrNull<HealthBar>("HealthBar");
{ if (_healthBar != null)
_healthBar.MaxValue = MaxHp; {
} _healthBar.MaxValue = MaxHp;
}
ItemMarker2D = GetNode<Marker2D>("ItemMarker2D"); ItemMarker2D = GetNode<Marker2D>("ItemMarker2D");
ItemMarkerOriginalX = ItemMarker2D.Position.X; _itemMarkerOriginalX = ItemMarker2D.Position.X;
AnimatedSprite2D = GetNode<AnimatedSprite2D>("AnimatedSprite2D"); _animatedSprite2D = GetNode<AnimatedSprite2D>("AnimatedSprite2D");
PickingArea = GetNode<Area2D>("Area2DPickingArea"); _pickingArea = GetNode<Area2D>("Area2DPickingArea");
DamageNumber = GetNode<Marker2D>("DamageNumber") as DamageNumberNodeSpawn; _damageNumber = GetNode<Marker2D>("DamageNumber") as DamageNumberNodeSpawn;
if (PickingArea != null) if (_pickingArea != null)
{ {
//如果为true该区域将检测进出该区域的物体或区域。 //If true, the zone will detect objects or areas entering and leaving the zone.
PickingArea.Monitoring = true; //如果为true该区域将检测进出该区域的物体或区域。
//Other regions cannot detect our pick region _pickingArea.Monitoring = true;
//其他区域不能检测到我们的拾取区域 //Other regions cannot detect our pick region
PickingArea.Monitorable = false; //其他区域不能检测到我们的拾取区域
PickingArea.BodyEntered += EnterThePickingRangeBody; _pickingArea.Monitorable = false;
PickingArea.BodyExited += ExitThePickingRangeBody; _pickingArea.BodyEntered += EnterThePickingRangeBody;
} _pickingArea.BodyExited += ExitThePickingRangeBody;
} }
}
/// <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="pickAbleItem"></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) public bool PickItem(Node2D pickAbleItem)
{ {
if (pickAbleItem == null) if (CurrentItem == null)
{ {
return false; if (pickAbleItem is WeaponTemplate weaponTemplate)
} {
if (weaponTemplate.Owner != null && weaponTemplate.Owner != this)
{
return false;
}
if (CurrentItem == null) weaponTemplate.Owner = this;
{ weaponTemplate.SetCollisionMaskValue(Config.LayerNumber.Platform, false);
if (pickAbleItem is WeaponTemplate weaponTemplate) weaponTemplate.SetCollisionMaskValue(Config.LayerNumber.Ground, false);
{ weaponTemplate.EnableContactInjury = false;
if (weaponTemplate.Owner != null && weaponTemplate.Owner != this) weaponTemplate.Sleeping = true;
{ }
return false;
}
weaponTemplate.Owner = this; pickAbleItem.Reparent(ItemMarker2D);
weaponTemplate.SetCollisionMaskValue(Config.LayerNumber.Platform, false); pickAbleItem.Position = Vector2.Zero;
weaponTemplate.SetCollisionMaskValue(Config.LayerNumber.Ground, false); CurrentItem = pickAbleItem;
weaponTemplate.EnableContactInjury = false; return true;
weaponTemplate.Sleeping = true; }
}
pickAbleItem.Reparent(ItemMarker2D); return false;
pickAbleItem.Position = Vector2.Zero; }
CurrentItem = pickAbleItem;
return true;
}
return false;
}
/// <summary>
/// <para>Use what you have in your hand</para>
/// <para>使用手中的物品</para>
/// </summary>
public bool UseItem(Vector2 position)
{
if (CurrentItem == null)
{
return false;
}
if (CurrentItem is WeaponTemplate weaponTemplate)
{
weaponTemplate.Fire(this, position);
}
return true;
}
public override void _Process(double delta)
{
base._Process(delta);
//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
var timeSpan = DateTime.Now - _lastDamageTime;
if (timeSpan > Config.HealthBarDisplaysTime)
{
if (_healthBar != null)
{
_healthBar.Visible = false;
}
}
}
/// <summary>
/// <para>Update the role's health bar</para>
/// <para>更新角色的健康条</para>
/// </summary>
protected void UpDataHealthBar(DamageTemplate damageTemplate)
{
if (_healthBar == null)
{
return;
}
if (GameSceneNodeHolder.Player == null)
{
//We didn't know who the player was, so we showed it as a hostile color
//我们不知道玩家是谁,所以我们将其显示为敌对颜色
_healthBar.SetEnemyTones();
}
else
{
//If we set up a player node, then compare the injured party ID to the player's party ID
//如果我们设置了玩家节点那么将受伤者的阵营ID与玩家的阵营ID进行比较
var targetCamp = CampManager.GetCamp(CampId);
var playerCamp = CampManager.GetCamp(GameSceneNodeHolder.Player.CampId);
if (CampManager.CanCauseHarm(targetCamp, playerCamp))
{
if (targetCamp.ID == playerCamp.ID)
{
//If an attack is allowed and you are on the same side, it is displayed as a friendly color (friend damage).
//如果允许攻击,且属于同一阵营,则显示为友好颜色(友伤)
_healthBar.SetFriendlyTones();
}
else
{
//If the injured target is an enemy of the player, it is displayed as an enemy color
//如果受伤的目标是玩家的敌人,则显示为敌对颜色
_healthBar.SetEnemyTones();
}
}
else
{
_healthBar.SetFriendlyTones();
}
}
_healthBar.Visible = true;
_healthBar.Value = CurrentHp;
}
/// <summary>
/// <para>Deal damage to the character</para>
/// <para>对角色造成伤害</para>
/// </summary>
/// <param name="damageTemplate">
///<para>Damage template</para>
///<para>伤害模板</para>
/// </param>
/// <returns>
///<para>Return whether the damage was done successfully</para>
///<para>返回是否成功造成了伤害</para>
/// </returns>
public bool Damage(DamageTemplate damageTemplate)
{
_lastDamageTime = DateTime.Now;
DamageNumber.Display(damageTemplate);
CurrentHp -= damageTemplate.Damage;
OnHit(damageTemplate);
if (CurrentHp <= 0)
{
//角色死亡
OnDie(damageTemplate);
return true;
}
UpDataHealthBar(damageTemplate);
return true;
}
/// <summary>
/// <para>Add power to the character</para>
/// <para>在角色身上添加力</para>
/// </summary>
/// <param name="force"></param>
public void AddForce(Vector2 force)
{
additionalForce = force;
}
protected virtual void OnHit(DamageTemplate damageTemplate)
{
}
/// <summary>
/// <para>Handle the event of character death</para>
/// <para>处理角色死亡的事件</para>
/// </summary>
/// <param name="damageTemplate"></param>
protected virtual void OnDie(DamageTemplate damageTemplate)
{
QueueFree();
}
/// <summary>
/// <para>When an object enters the picking range</para>
/// <para>当有物体进入拾捡范围时</para>
/// </summary>
/// <param name="node"></param>
protected virtual void EnterThePickingRangeBody(Node node)
{
_pickingRangeBodies.Add(node);
}
/// <summary>
/// <para>When an object exit the picking range</para>
/// <para>当有物体离开拾捡范围时</para>
/// </summary>
/// <param name="node"></param>
protected virtual void ExitThePickingRangeBody(Node node)
{
_pickingRangeBodies.Remove(node);
}
/// <summary>
/// <para>Flip sprites or animations</para>
/// <para>翻转精灵或动画</para>
/// </summary>
protected virtual void Flip()
{
AnimatedSprite2D.FlipH = FacingLeft;
}
public sealed override void _PhysicsProcess(double delta) /// <summary>
{ /// <para>Use what you have in your hand</para>
//We continuously set the position of the items to prevent them from changing as we zoom in and out of the window. /// <para>使用手中的物品</para>
//我们持续设置物品的位置,为了防止放大缩小窗口时物品位置的变化。 /// </summary>
if (CurrentItem != null) public bool UseItem(Vector2 position)
{ {
CurrentItem.Position = Vector2.Zero; if (CurrentItem == null)
} {
return false;
}
var velocity = Velocity; if (CurrentItem is WeaponTemplate weaponTemplate)
// Add the gravity. {
//增加重力。 weaponTemplate.Fire(this, position);
if (!IsOnFloor()) }
velocity.Y += gravity * (float)delta;
// The ref keyword passes its pointer to the following method so that it can be modified in the method.
// 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。
HookPhysicsProcess(ref velocity, delta);
Velocity = velocity + additionalForce;
additionalForce = Vector2.Zero;
MoveAndSlide();
}
/// <summary> return true;
/// <para>Aim the held item at a point</para> }
/// <para>使持有的物品瞄准某个点</para>
/// </summary>
public void AimTheCurrentItemAtAPoint(Vector2 position)
{
if (CurrentItem == null)
{
//Do not currently hold any items.
//当前没有持有任何物品。
return;
}
// 将旋转角度应用于节点 public override void _Process(double delta)
CurrentItem.LookAt(position); {
} base._Process(delta);
//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
//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
var timeSpan = DateTime.Now - _lastDamageTime;
if (timeSpan > Config.HealthBarDisplaysTime)
{
if (_healthBar != null)
{
_healthBar.Visible = false;
}
}
}
/// <summary>
/// <para>Update the role's health bar</para>
/// <para>更新角色的健康条</para>
/// </summary>
private void UpDataHealthBar(DamageTemplate damageTemplate)
{
if (_healthBar == null)
{
return;
}
if (GameSceneNodeHolder.Player == null)
{
//We didn't know who the player was, so we showed it as a hostile color
//我们不知道玩家是谁,所以我们将其显示为敌对颜色
_healthBar.SetEnemyTones();
}
else
{
//If we set up a player node, then compare the injured party ID to the player's party ID
//如果我们设置了玩家节点那么将受伤者的阵营ID与玩家的阵营ID进行比较
var targetCamp = CampManager.GetCamp(CampId);
var playerCamp = CampManager.GetCamp(GameSceneNodeHolder.Player.CampId);
if (CampManager.CanCauseHarm(targetCamp, playerCamp))
{
if (targetCamp.ID == playerCamp.ID)
{
//If an attack is allowed and you are on the same side, it is displayed as a friendly color (friend damage).
//如果允许攻击,且属于同一阵营,则显示为友好颜色(友伤)
_healthBar.SetFriendlyTones();
}
else
{
//If the injured target is an enemy of the player, it is displayed as an enemy color
//如果受伤的目标是玩家的敌人,则显示为敌对颜色
_healthBar.SetEnemyTones();
}
}
else
{
_healthBar.SetFriendlyTones();
}
}
_healthBar.Visible = true;
_healthBar.Value = CurrentHp;
}
/// <summary>
/// <para>Deal damage to the character</para>
/// <para>对角色造成伤害</para>
/// </summary>
/// <param name="damageTemplate">
///<para>Damage template</para>
///<para>伤害模板</para>
/// </param>
/// <returns>
///<para>Return whether the damage was done successfully</para>
///<para>返回是否成功造成了伤害</para>
/// </returns>
public bool Damage(DamageTemplate damageTemplate)
{
_lastDamageTime = DateTime.Now;
_damageNumber?.Display(damageTemplate);
CurrentHp -= damageTemplate.Damage;
OnHit(damageTemplate);
if (CurrentHp <= 0)
{
//Character death
//角色死亡
OnDie(damageTemplate);
return true;
}
UpDataHealthBar(damageTemplate);
return true;
}
/// <summary>
/// <para>Add power to the character</para>
/// <para>在角色身上添加力</para>
/// </summary>
/// <param name="force"></param>
public void AddForce(Vector2 force)
{
_additionalForce = force;
}
protected virtual void OnHit(DamageTemplate damageTemplate)
{
}
/// <summary>
/// <para>Handle the event of character death</para>
/// <para>处理角色死亡的事件</para>
/// </summary>
/// <param name="damageTemplate"></param>
protected virtual void OnDie(DamageTemplate damageTemplate)
{
QueueFree();
}
/// <summary>
/// <para>When an object enters the picking range</para>
/// <para>当有物体进入拾捡范围时</para>
/// </summary>
/// <param name="node"></param>
protected virtual void EnterThePickingRangeBody(Node node)
{
_pickingRangeBodies?.Add(node);
}
/// <summary>
/// <para>When an object exit the picking range</para>
/// <para>当有物体离开拾捡范围时</para>
/// </summary>
/// <param name="node"></param>
protected virtual void ExitThePickingRangeBody(Node node)
{
_pickingRangeBodies?.Remove(node);
}
/// <summary>
/// <para>Flip sprites or animations</para>
/// <para>翻转精灵或动画</para>
/// </summary>
protected virtual void Flip()
{
if (_animatedSprite2D == null)
{
return;
}
_animatedSprite2D.FlipH = FacingLeft;
}
protected virtual void HookPhysicsProcess(ref Vector2 velocity, double delta) public sealed override void _PhysicsProcess(double delta)
{ {
} //We continuously set the position of the items to prevent them from changing as we zoom in and out of the window.
//我们持续设置物品的位置,为了防止放大缩小窗口时物品位置的变化。
if (CurrentItem != null)
{
CurrentItem.Position = Vector2.Zero;
}
var velocity = Velocity;
// Add the gravity.
//增加重力。
if (!IsOnFloor())
velocity.Y += Gravity * (float)delta;
// The ref keyword passes its pointer to the following method so that it can be modified in the method.
// 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。
HookPhysicsProcess(ref velocity, delta);
Velocity = velocity + _additionalForce;
_additionalForce = Vector2.Zero;
MoveAndSlide();
}
/// <summary>
/// <para>Aim the held item at a point</para>
/// <para>使持有的物品瞄准某个点</para>
/// </summary>
public void AimTheCurrentItemAtAPoint(Vector2 position)
{
if (CurrentItem == null)
{
//Do not currently hold any items.
//当前没有持有任何物品。
return;
}
// Apply the rotation Angle to the node
// 将旋转角度应用于节点
CurrentItem.LookAt(position);
}
protected virtual void HookPhysicsProcess(ref Vector2 velocity, double delta)
{
}
} }

View File

@ -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"));
} }
} }

View File

@ -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>

View File

@ -8,132 +8,189 @@ namespace ColdMint.scripts.inventory;
/// </summary> /// </summary>
public partial class ItemSlotNode : MarginContainer public partial class ItemSlotNode : MarginContainer
{ {
private IItem? _item; private IItem? _item;
private TextureRect _backgroundTextureRect; private TextureRect _backgroundTextureRect;
private TextureRect _iconTextureRect; private TextureRect _iconTextureRect;
private Label _quantityLabel; private Label _quantityLabel;
private Control _control; private Control _control;
private bool _isSelect; private bool _isSelect;
private Texture2D _backgroundTexture; private Texture2D _backgroundTexture;
private Texture2D _backgroundTextureWhenSelect; private Texture2D _backgroundTextureWhenSelect;
public bool IsSelect public bool IsSelect
{ {
get => _isSelect; get => _isSelect;
set set
{ {
if (value) if (value)
{ {
_backgroundTextureRect.Texture = _backgroundTextureWhenSelect; _backgroundTextureRect.Texture = _backgroundTextureWhenSelect;
} }
else else
{ {
_backgroundTextureRect.Texture = _backgroundTexture; _backgroundTextureRect.Texture = _backgroundTexture;
} }
_isSelect = value;
}
}
public TextureRect BackgroundTextureRect => _backgroundTextureRect; _isSelect = value;
}
}
/// <summary> public TextureRect BackgroundTextureRect => _backgroundTextureRect;
/// <para>Sets items for the item slot</para>
/// <para>为物品槽设置物品</para>
/// </summary>
/// <param name="item"></param>
/// <returns></returns>
public bool SetItem(IItem item)
{
if (_item == null)
{
if (item.Icon != null)
{
_iconTextureRect.Texture = item.Icon;
}
_item = item; /// <summary>
UpdateTooltipText(item); /// <para>Get the items in the item slot</para>
UpdateQuantityLabel(item.Quantity); /// <para>获取物品槽内的物品</para>
return true; /// </summary>
} /// <returns></returns>
else public IItem? GetItem()
{ {
//This inventory already has items, but the items in this inventory are not the same as the incoming items return _item;
//这个物品栏已经有物品了,但是这个物品栏的物品和传入的物品不一样 }
if (_item.Id != item.Id)
{
return false;
}
var newQuantity = _item.Quantity + item.Quantity; /// <summary>
if (newQuantity > item.MaxStackQuantity) /// <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>
//If the amount of the current item exceeds the maximum stack amount after placing it in this inventory /// </summary>
//如果将当前物品放置到这个物品栏后,数量超过了最大叠加数量 /// <param name="number"></param>
return false; /// <returns></returns>
} public bool RemoveItem(int number)
{
if (_item == null)
{
return false;
}
_item.Quantity = newQuantity; var newNumber = _item.Quantity - number;
UpdateTooltipText(item); if (newNumber <= 0)
UpdateQuantityLabel(newQuantity); {
return true; //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> /// <summary>
/// <para>Update item tips</para> /// <para>Empty the items in the item slot</para>
/// <para>更新物品的提示内容</para> /// <para>清空物品槽内的物品</para>
/// </summary> /// </summary>
/// <param name="item"></param> /// <remarks>
private void UpdateTooltipText(IItem item) ///<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>
if (Config.IsDebug()) /// </remarks>
{ public void ClearItem()
_control.TooltipText = string.Format(TranslationServer.Translate("item_prompt_debug"), item.Id, {
TranslationServer.Translate(item.Name), _item = null;
item.Quantity, item.MaxStackQuantity, item.GetType().Name, _iconTextureRect.Texture = null;
TranslationServer.Translate(item.Description)); _control.TooltipText = null;
} _quantityLabel.Visible = false;
else }
{
_control.TooltipText = TranslationServer.Translate(item.Name) + "\n" +
TranslationServer.Translate(item.Description);
}
}
/// <summary> /// <summary>
/// <para>Update quantity label</para> /// <para>Sets items for the item slot</para>
/// <para>更新数量标签</para> /// <para>为物品槽设置物品</para>
/// </summary> /// </summary>
/// <param name="quantity"></param> /// <param name="item"></param>
private void UpdateQuantityLabel(int? quantity) /// <returns></returns>
{ public bool SetItem(IItem item)
switch (quantity) {
{ if (_item == null)
case null: {
_quantityLabel.Visible = false; if (item.Icon != null)
return; {
case > 1: _iconTextureRect.Texture = item.Icon;
//When the quantity is greater than 1, we display the quantity. }
//当数量大于1时我们显示数量
_quantityLabel.Text = quantity.ToString();
_quantityLabel.Visible = true;
break;
default:
_quantityLabel.Visible = false;
break;
}
}
public override void _Ready() _item = item;
{ UpdateTooltipText(item);
_backgroundTexture = GD.Load<Texture2D>("res://sprites/ui/ItemBarEmpty.png"); UpdateQuantityLabel(item.Quantity);
_backgroundTextureWhenSelect = GD.Load<Texture2D>("res://sprites/ui/ItemBarFocus.png"); return true;
_backgroundTextureRect = }
GetNode<TextureRect>("BackgroundTexture"); else
_iconTextureRect = GetNode<TextureRect>("BackgroundTexture/CenterContainer/IconTextureRect"); {
_quantityLabel = GetNode<Label>("Control/QuantityLabel"); //This inventory already has items, but the items in this inventory are not the same as the incoming items
_control = GetNode<Control>("Control"); //这个物品栏已经有物品了,但是这个物品栏的物品和传入的物品不一样
_quantityLabel.Visible = false; if (_item.Id != item.Id)
} {
return false;
}
var newQuantity = _item.Quantity + item.Quantity;
if (newQuantity > item.MaxStackQuantity)
{
//If the amount of the current item exceeds the maximum stack amount after placing it in this inventory
//如果将当前物品放置到这个物品栏后,数量超过了最大叠加数量
return false;
}
_item.Quantity = newQuantity;
UpdateTooltipText(item);
UpdateQuantityLabel(newQuantity);
return true;
}
}
/// <summary>
/// <para>Update item tips</para>
/// <para>更新物品的提示内容</para>
/// </summary>
/// <param name="item"></param>
private void UpdateTooltipText(IItem item)
{
if (Config.IsDebug())
{
_control.TooltipText = string.Format(TranslationServer.Translate("item_prompt_debug"), item.Id,
TranslationServer.Translate(item.Name),
item.Quantity, item.MaxStackQuantity, item.GetType().Name,
TranslationServer.Translate(item.Description));
}
else
{
_control.TooltipText = TranslationServer.Translate(item.Name) + "\n" +
TranslationServer.Translate(item.Description);
}
}
/// <summary>
/// <para>Update quantity label</para>
/// <para>更新数量标签</para>
/// </summary>
/// <param name="quantity"></param>
private void UpdateQuantityLabel(int? quantity)
{
switch (quantity)
{
case null:
_quantityLabel.Visible = false;
return;
case > 1:
//When the quantity is greater than 1, we display the quantity.
//当数量大于1时我们显示数量
_quantityLabel.Text = quantity.ToString();
_quantityLabel.Visible = true;
break;
default:
_quantityLabel.Visible = false;
break;
}
}
public override void _Ready()
{
_backgroundTexture = GD.Load<Texture2D>("res://sprites/ui/ItemBarEmpty.png");
_backgroundTextureWhenSelect = GD.Load<Texture2D>("res://sprites/ui/ItemBarFocus.png");
_backgroundTextureRect =
GetNode<TextureRect>("BackgroundTexture");
_iconTextureRect = GetNode<TextureRect>("BackgroundTexture/CenterContainer/IconTextureRect");
_quantityLabel = GetNode<Label>("Control/QuantityLabel");
_control = GetNode<Control>("Control");
_quantityLabel.Visible = false;
}
} }

View File

@ -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++)

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@ -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>

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