Extracted from UniversalItemContainer.

提取UniversalItemContainer类。
This commit is contained in:
Cold-Mint 2024-06-12 21:33:29 +08:00
parent 7805a63174
commit 856a957c6a
Signed by: Cold-Mint
GPG Key ID: C5A9BF8A98E0CE99
10 changed files with 365 additions and 332 deletions

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@ -1,6 +1,6 @@
[![Star History Chart](https://api.star-history.com/svg?repos=Cold-Mint/Traveller&type=Date)](https://star-history.com/#Cold-Mint/Traveller&Date)
English [简体中文](README_ZH.md) [にほんご](README_JP.md)
English [简体中文](README_ZH.md) [にほんご](README_JA.md)
## Intro
@ -13,8 +13,8 @@ A pixel cross-platform roguelite game.
| Task | status |
| ----------------------------------------------------------- | ------------------ |
| Randomly generated map | complete |
| loot | In progress |
| Support still out of the knapsack system | await |
| loot | complete |
| Support still out of the knapsack system | In progress |
| Add AI agents to creatures | await |
## Screenshot

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@ -13,8 +13,8 @@
| ミッション | じょうたい |
| ----------------------------------------------------------- | ------------------ |
| マップをランダムに生成します | 成し遂げる |
| 戦利品 | 進行中です |
| バックパックのシステムをサポートしています | すたんばい |
| 戦利品 | 成し遂げる |
| バックパックのシステムをサポートしています | 進行中です |
| 生物にAIエージェントを追加します | すたんばい |
## スクリーンショットです
@ -50,7 +50,7 @@ git clone https://github.com/Cold-Mint/Traveller.git
[GPL-3.0 license](LICENSE)
プロトコルの日本語訳を見ます:[GPL-3.0 license にほんご](LICENSE_JP)
プロトコルの日本語訳を見ます:[GPL-3.0 license にほんご](LICENSE_JA)
商用に対応しており、誰でも修正、構築、販売、無料配布が可能です。このプロジェクトのすべての派生バージョンについて、GPLプロトコルに基づいて、あなたは**作者の著作権**を保持し、**ソースコードの修正を公開します**。

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@ -1,6 +1,6 @@
[![Star History Chart](https://api.star-history.com/svg?repos=Cold-Mint/Traveller&type=Date)](https://star-history.com/#Cold-Mint/Traveller&Date)
[English](README.md) 简体中文 [にほんご](README_JP.md)
[English](README.md) 简体中文 [にほんご](README_JA.md)
## 简介
@ -10,11 +10,11 @@
## 近期研发进度
| 任务 | 状态 |
| ----------------------------------------------------------- | ------------------ |
| 随机生成地图 | 完成 |
| 战利品 | 进行中 |
| 支持仍出的背包系统 | 等待 |
| 任务 | 状态 |
| ----------------------------------------------------------- |----|
| 随机生成地图 | 完成 |
| 战利品 | 完成 |
| 支持仍出的背包系统 | 进行中 |
| 为生物添加AI代理 | 等待 |
## 屏幕截图

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@ -161,7 +161,3 @@ locale/translations=PackedStringArray("res://locals/DeathInfo.en.translation", "
[physics]
2d/default_gravity=480.0
[rendering]
renderer/rendering_method="mobile"

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@ -1,4 +1,4 @@
using System.Collections.Generic;
using ColdMint.scripts.character;
using ColdMint.scripts.utils;
using Godot;
@ -8,87 +8,24 @@ namespace ColdMint.scripts.inventory;
/// <para>HotBar</para>
/// <para>快捷物品栏</para>
/// </summary>
public partial class HotBar : HBoxContainer, IItemContainer
public partial class HotBar : HBoxContainer
{
private PackedScene? _itemSlotPackedScene;
private List<ItemSlotNode>? _itemSlotNodes;
/// <summary>
/// <para>UnknownIndex</para>
/// <para>未知位置</para>
/// </summary>
private const int UnknownIndex = -1;
//_selectIndex默认为0.
private int _selectIndex;
private UniversalItemContainer? _universalItemContainer;
public override void _Ready()
{
base._Ready();
_universalItemContainer = new UniversalItemContainer
{
CharacterTemplate = new Player()
};
NodeUtils.DeleteAllChild(this);
_itemSlotNodes = new List<ItemSlotNode>();
_itemSlotPackedScene = GD.Load<PackedScene>("res://prefab/ui/ItemSlot.tscn");
for (var i = 0; i < Config.HotBarSize; i++)
{
AddItemSlot(i);
_universalItemContainer.AddItemSlot(this, i);
}
}
/// <summary>
/// <para>Select the next item slot</para>
/// <para>选择下一个物品槽</para>
/// </summary>
private void SelectTheNextItemSlot()
{
if (_itemSlotNodes == null)
{
return;
}
var count = _itemSlotNodes.Count;
if (count == 0)
{
return;
}
var oldSelectIndex = _selectIndex;
_selectIndex++;
if (_selectIndex >= count)
{
_selectIndex = 0;
}
SelectItemSlot(oldSelectIndex, _selectIndex);
}
/// <summary>
/// <para>Select the previous item slot</para>
/// <para>选择上一个物品槽</para>
/// </summary>
private void SelectThePreviousItemSlot()
{
if (_itemSlotNodes == null)
{
return;
}
var count = _itemSlotNodes.Count;
if (count == 0)
{
return;
}
var oldSelectIndex = _selectIndex;
_selectIndex--;
if (_selectIndex < 0)
{
_selectIndex = count - 1;
}
SelectItemSlot(oldSelectIndex, _selectIndex);
}
public override void _Process(double delta)
{
base._Process(delta);
@ -96,14 +33,14 @@ public partial class HotBar : HBoxContainer, IItemContainer
{
//Mouse wheel down
//鼠标滚轮向下
SelectTheNextItemSlot();
_universalItemContainer?.SelectTheNextItemSlot();
}
if (Input.IsActionJustPressed("hotbar_previous"))
{
//Mouse wheel up
//鼠标滚轮向上
SelectThePreviousItemSlot();
_universalItemContainer?.SelectThePreviousItemSlot();
}
if (Input.IsActionJustPressed("hotbar_1"))
@ -161,250 +98,15 @@ public partial class HotBar : HBoxContainer, IItemContainer
/// <param name="shortcutKeyIndex"></param>
private void SelectItemSlotByHotBarShortcutKey(int shortcutKeyIndex)
{
if (_itemSlotNodes == null)
if (_universalItemContainer == null)
{
return;
}
var safeIndex = GetSafeIndex(shortcutKeyIndex);
if (safeIndex == UnknownIndex)
{
return;
}
SelectItemSlot(_selectIndex, safeIndex);
_selectIndex = safeIndex;
_universalItemContainer.SelectItemSlot(shortcutKeyIndex);
}
/// <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)
public IItemContainer? GetItemContainer()
{
return RemoveItemFromItemSlot(_selectIndex, number);
}
public int GetItemSlotCount()
{
if (_itemSlotNodes == null)
{
return 0;
}
return _itemSlotNodes.Count;
}
public ItemSlotNode? GetItemSlotNode(int index)
{
if (_itemSlotNodes == null)
{
return null;
}
var safeIndex = GetSafeIndex(index);
return _itemSlotNodes[safeIndex];
}
/// <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>
/// <param name="number">
///<para>The number of items removed</para>
///<para>移除物品的数量</para>
/// </param>
public bool RemoveItemFromItemSlot(int itemSlotIndex, int number)
{
if (_itemSlotNodes == null)
{
return false;
}
var safeIndex = GetSafeIndex(itemSlotIndex);
if (safeIndex == UnknownIndex)
{
return false;
}
var itemSlot = _itemSlotNodes[safeIndex];
return itemSlot.RemoveItem(number);
}
/// <summary>
/// <para>Gets a secure subscript index</para>
/// <para>获取安全的下标索引</para>
/// </summary>
/// <param name="itemSlotIndex"></param>
/// <returns>
///<para>-1 is returned on failure, and the index that does not result in an out-of-bounds subscript is returned on success</para>
///<para>失败返回-1成功返回不会导致下标越界的索引</para>
/// </returns>
private int GetSafeIndex(int itemSlotIndex)
{
if (_itemSlotNodes == null)
{
return UnknownIndex;
}
var count = _itemSlotNodes.Count;
if (count == 0)
{
//Prevents the dividend from being 0
//防止被除数为0
return UnknownIndex;
}
return itemSlotIndex % count;
}
/// <summary>
/// <para>Select an item slot</para>
/// <para>选中某个物品槽</para>
/// </summary>
private void SelectItemSlot(int oldSelectIndex, int newSelectIndex)
{
if (oldSelectIndex == newSelectIndex)
{
return;
}
if (_itemSlotNodes == null)
{
return;
}
_itemSlotNodes[oldSelectIndex].IsSelect = false;
_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)
{
if (GameSceneNodeHolder.Player != null)
{
GameSceneNodeHolder.Player.CurrentItem = null;
}
}
else
{
if (item is Node2D node2D)
{
node2D.ProcessMode = ProcessModeEnum.Inherit;
node2D.Show();
if (GameSceneNodeHolder.Player != null)
{
GameSceneNodeHolder.Player.CurrentItem = node2D;
}
}
else
{
if (GameSceneNodeHolder.Player != null)
{
GameSceneNodeHolder.Player.CurrentItem = null;
}
}
}
}
public bool CanAddItem(IItem item)
{
return Matching(item) != null;
}
/// <summary>
/// <para>Add an item to the HotBar</para>
/// <para>在HotBar内添加一个物品</para>
/// </summary>
/// <param name="item"></param>
/// <returns></returns>
public bool AddItem(IItem item)
{
var itemSlotNode = Matching(item);
if (itemSlotNode == null)
{
return false;
}
return itemSlotNode.SetItem(item);
}
public int GetSelectIndex()
{
return _selectIndex;
}
public ItemSlotNode? GetSelectItemSlotNode()
{
if (_itemSlotNodes == null || _itemSlotNodes.Count == 0)
{
return null;
}
if (_selectIndex < _itemSlotNodes.Count)
{
//Prevent subscripts from going out of bounds.
//防止下标越界。
return _itemSlotNodes[_selectIndex];
}
return null;
}
public ItemSlotNode? Matching(IItem item)
{
if (_itemSlotNodes == null || _itemSlotNodes.Count == 0)
{
return null;
}
foreach (var itemSlotNode in _itemSlotNodes)
{
if (itemSlotNode.CanSetItem(item))
{
//If there is an item slot to put this item in, then we return it.
//如果有物品槽可放置此物品,那么我们返回它。
return itemSlotNode;
}
}
return null;
}
/// <summary>
/// <para>Add items tank</para>
/// <para>添加物品槽</para>
/// </summary>
private void AddItemSlot(int index)
{
if (_itemSlotNodes == null || _itemSlotPackedScene == null)
{
return;
}
var itemSlotNode = NodeUtils.InstantiatePackedScene<ItemSlotNode>(_itemSlotPackedScene);
if (itemSlotNode == null)
{
return;
}
AddChild(itemSlotNode);
itemSlotNode.IsSelect = index == _selectIndex;
_itemSlotNodes.Add(itemSlotNode);
return _universalItemContainer;
}
}

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@ -1,4 +1,6 @@
namespace ColdMint.scripts.inventory;
using Godot;
namespace ColdMint.scripts.inventory;
/// <summary>
/// <para>item container</para>
@ -54,7 +56,7 @@ public interface IItemContainer
/// </summary>
/// <returns></returns>
int GetItemSlotCount();
/// <summary>
/// <para>Gets the item slot for the specified location</para>
/// <para>获取指定位置的物品槽</para>
@ -82,4 +84,31 @@ public interface IItemContainer
///<para>若没有槽可放置此物品则返回null</para>
/// </returns>
ItemSlotNode? Matching(IItem item);
/// <summary>
/// <para>AddItemSlot</para>
/// <para>添加物品槽</para>
/// </summary>
/// <param name="rootNode"></param>
/// <param name="index"></param>
void AddItemSlot(Node rootNode, int index);
/// <summary>
/// <para>SelectTheNextItemSlot</para>
/// <para>选择下一个物品槽</para>
/// </summary>
void SelectTheNextItemSlot();
/// <summary>
/// <para>SelectThePreviousItemSlot</para>
/// <para>选择上一个物品槽</para>
/// </summary>
void SelectThePreviousItemSlot();
/// <summary>
/// <para>选择物品槽</para>
/// <para>SelectItemSlot</para>
/// </summary>
/// <param name="newSelectIndex"></param>
void SelectItemSlot(int newSelectIndex);
}

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@ -0,0 +1,307 @@
using System.Collections.Generic;
using ColdMint.scripts.character;
using ColdMint.scripts.utils;
using Godot;
namespace ColdMint.scripts.inventory;
/// <summary>
/// <para>UniversalItemContainer</para>
/// <para>通用的物品容器</para>
/// </summary>
public class UniversalItemContainer : IItemContainer
{
private readonly PackedScene? _itemSlotPackedScene = GD.Load<PackedScene>("res://prefab/ui/ItemSlot.tscn");
private readonly List<ItemSlotNode>? _itemSlotNodes = new();
/// <summary>
/// <para>Character</para>
/// <para>角色</para>
/// </summary>
public CharacterTemplate? CharacterTemplate { get; set; }
/// <summary>
/// <para>UnknownIndex</para>
/// <para>未知位置</para>
/// </summary>
private const int UnknownIndex = -1;
//_selectIndex默认为0.
private int _selectIndex;
public bool CanAddItem(IItem item)
{
return Matching(item) != null;
}
public bool AddItem(IItem item)
{
var itemSlotNode = Matching(item);
if (itemSlotNode == null)
{
return false;
}
return itemSlotNode.SetItem(item);
}
public int GetSelectIndex()
{
return _selectIndex;
}
public ItemSlotNode? GetSelectItemSlotNode()
{
if (_itemSlotNodes == null || _itemSlotNodes.Count == 0)
{
return null;
}
if (_selectIndex < _itemSlotNodes.Count)
{
//Prevent subscripts from going out of bounds.
//防止下标越界。
return _itemSlotNodes[_selectIndex];
}
return null;
}
public bool RemoveItemFromItemSlotBySelectIndex(int number)
{
return RemoveItemFromItemSlot(_selectIndex, number);
}
public int GetItemSlotCount()
{
if (_itemSlotNodes == null)
{
return 0;
}
return _itemSlotNodes.Count;
}
public ItemSlotNode? GetItemSlotNode(int index)
{
if (_itemSlotNodes == null)
{
return null;
}
var safeIndex = GetSafeIndex(index);
return _itemSlotNodes[safeIndex];
}
public bool RemoveItemFromItemSlot(int itemSlotIndex, int number)
{
if (_itemSlotNodes == null)
{
return false;
}
var safeIndex = GetSafeIndex(itemSlotIndex);
if (safeIndex == UnknownIndex)
{
return false;
}
var itemSlot = _itemSlotNodes[safeIndex];
return itemSlot.RemoveItem(number);
}
public ItemSlotNode? Matching(IItem item)
{
if (_itemSlotNodes == null || _itemSlotNodes.Count == 0)
{
return null;
}
foreach (var itemSlotNode in _itemSlotNodes)
{
if (itemSlotNode.CanSetItem(item))
{
//If there is an item slot to put this item in, then we return it.
//如果有物品槽可放置此物品,那么我们返回它。
return itemSlotNode;
}
}
return null;
}
/// <summary>
/// <para>Gets a secure subscript index</para>
/// <para>获取安全的下标索引</para>
/// </summary>
/// <param name="itemSlotIndex"></param>
/// <returns>
///<para>-1 is returned on failure, and the index that does not result in an out-of-bounds subscript is returned on success</para>
///<para>失败返回-1成功返回不会导致下标越界的索引</para>
/// </returns>
private int GetSafeIndex(int itemSlotIndex)
{
if (_itemSlotNodes == null)
{
return UnknownIndex;
}
var count = _itemSlotNodes.Count;
if (count == 0)
{
//Prevents the dividend from being 0
//防止被除数为0
return UnknownIndex;
}
return itemSlotIndex % count;
}
/// <summary>
/// <para>Add items tank</para>
/// <para>添加物品槽</para>
/// </summary>
public void AddItemSlot(Node rootNode, int index)
{
if (_itemSlotNodes == null || _itemSlotPackedScene == null)
{
return;
}
var itemSlotNode = NodeUtils.InstantiatePackedScene<ItemSlotNode>(_itemSlotPackedScene, rootNode);
if (itemSlotNode == null)
{
return;
}
itemSlotNode.IsSelect = index == _selectIndex;
_itemSlotNodes.Add(itemSlotNode);
}
public void SelectTheNextItemSlot()
{
if (_itemSlotNodes == null)
{
return;
}
var count = _itemSlotNodes.Count;
if (count == 0)
{
return;
}
var oldSelectIndex = _selectIndex;
var newSelectIndex = _selectIndex + 1;
if (newSelectIndex >= count)
{
newSelectIndex = 0;
}
PrivateSelectItemSlot(oldSelectIndex, newSelectIndex);
}
public void SelectThePreviousItemSlot()
{
if (_itemSlotNodes == null)
{
return;
}
var count = _itemSlotNodes.Count;
if (count == 0)
{
return;
}
var oldSelectIndex = _selectIndex;
var newSelectIndex = _selectIndex - 1;
if (newSelectIndex < 0)
{
newSelectIndex = count - 1;
}
PrivateSelectItemSlot(oldSelectIndex, newSelectIndex);
}
public void SelectItemSlot(int newSelectIndex)
{
if (newSelectIndex == _selectIndex)
{
return;
}
var safeIndex = GetSafeIndex(newSelectIndex);
if (safeIndex == UnknownIndex)
{
return;
}
PrivateSelectItemSlot(_selectIndex, newSelectIndex);
}
/// <summary>
/// <para>Select an item slot</para>
/// <para>选中某个物品槽</para>
/// </summary>
private void PrivateSelectItemSlot(int oldSelectIndex, int newSelectIndex)
{
if (oldSelectIndex == newSelectIndex)
{
return;
}
if (_itemSlotNodes == null)
{
return;
}
_itemSlotNodes[oldSelectIndex].IsSelect = false;
_itemSlotNodes[newSelectIndex].IsSelect = true;
var oldItem = _itemSlotNodes[oldSelectIndex].GetItem();
if (oldItem is Node2D oldNode2D)
{
oldNode2D.ProcessMode = Node.ProcessModeEnum.Disabled;
oldNode2D.Hide();
}
var item = _itemSlotNodes[newSelectIndex].GetItem();
switch (item)
{
case null:
{
if (CharacterTemplate != null)
{
CharacterTemplate.CurrentItem = null;
}
break;
}
case Node2D node2D:
{
node2D.ProcessMode = Node.ProcessModeEnum.Inherit;
node2D.Show();
if (CharacterTemplate != null)
{
CharacterTemplate.CurrentItem = node2D;
}
break;
}
default:
{
if (CharacterTemplate != null)
{
CharacterTemplate.CurrentItem = null;
}
break;
}
}
_selectIndex = newSelectIndex;
}
}

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@ -58,7 +58,7 @@ public partial class PlayerSpawn : Marker2D
{
return;
}
playerNode.ItemContainer = GameSceneNodeHolder.HotBar;
playerNode.ItemContainer = GameSceneNodeHolder.HotBar?.GetItemContainer();
GameSceneNodeHolder.Player = playerNode;
playerNode.Position = GlobalPosition;
LogCat.LogWithFormat("player_spawn_debug", playerNode.ReadOnlyCharacterName, playerNode.Position);

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@ -2,7 +2,6 @@ using System;
using ColdMint.scripts.camp;
using ColdMint.scripts.character;
using ColdMint.scripts.damage;
using ColdMint.scripts.debug;
using ColdMint.scripts.inventory;
using Godot;