Adjust the logic of how the player picks up items.
调整玩家捡起物品的逻辑。
This commit is contained in:
parent
801b3dd93b
commit
9435f76fc0
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@ -3,6 +3,7 @@ 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.health;
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using ColdMint.scripts.health;
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using ColdMint.scripts.inventory;
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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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@ -29,6 +30,16 @@ public partial class CharacterTemplate : CharacterBody2D
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protected string? CharacterName;
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protected string? CharacterName;
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//Item containers are used to store items.
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//物品容器用于存储物品。
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protected IItemContainer? _itemContainer;
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public IItemContainer? ItemContainer
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{
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get => _itemContainer;
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set => _itemContainer = value;
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}
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//Items currently held
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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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@ -167,17 +178,53 @@ public partial class CharacterTemplate : CharacterBody2D
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///<para>Whether successfully picked up</para>
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///<para>Whether successfully picked up</para>
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///<para>是否成功拾起</para>
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///<para>是否成功拾起</para>
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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 (CurrentItem == null)
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if (pickAbleItem == null)
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{
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if (pickAbleItem is WeaponTemplate weaponTemplate)
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{
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if (weaponTemplate.Owner != null && weaponTemplate.Owner != this)
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{
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{
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return false;
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return false;
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}
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}
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if (_itemContainer == null)
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{
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return false;
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}
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//Get the currently selected node
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//拿到当前选择的节点
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var itemSlotNode = _itemContainer.GetSelectItemSlotNode();
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if (itemSlotNode == null)
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{
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return false;
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}
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if (pickAbleItem is not IItem item)
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{
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return false;
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}
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//First check if we can pick up the item.
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//先检查我们能否拾起此物品。
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var canPick = _itemContainer.CanAddItem(item);
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if (!canPick)
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{
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return false;
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}
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//Is it successfully added to the container?
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//再检查是否成功的添加到容器内了?
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var addSuccess = _itemContainer.AddItem(item);
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if (!addSuccess)
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{
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return false;
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}
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//Set up routine handling of picked up items.
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//设置捡起物品的常规处理。
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//You can supplement picking up state handling for more types of objects here.
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//您可以在这里补充更多类型对象的捡起状态处理。
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if (pickAbleItem is WeaponTemplate weaponTemplate)
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{
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weaponTemplate.Owner = this;
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weaponTemplate.Owner = this;
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weaponTemplate.SetCollisionMaskValue(Config.LayerNumber.Platform, false);
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weaponTemplate.SetCollisionMaskValue(Config.LayerNumber.Platform, false);
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weaponTemplate.SetCollisionMaskValue(Config.LayerNumber.Ground, false);
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weaponTemplate.SetCollisionMaskValue(Config.LayerNumber.Ground, false);
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@ -185,13 +232,21 @@ public partial class CharacterTemplate : CharacterBody2D
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weaponTemplate.Sleeping = true;
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weaponTemplate.Sleeping = true;
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}
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}
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pickAbleItem.Reparent(ItemMarker2D);
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if (itemSlotNode.GetItem() != null && itemSlotNode.GetItem() == item && CurrentItem == null)
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pickAbleItem.Position = Vector2.Zero;
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{
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//If the selected item slot in the item container is a newly picked item, and there is no item in the hand, then we put the selected item into the hand.
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//如果物品容器内选中的物品槽是刚刚捡到的物品,且手里没有物品持有,那么我们将选中的物品放到手上。
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CurrentItem = pickAbleItem;
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CurrentItem = pickAbleItem;
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return true;
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}
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else
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{
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pickAbleItem.Visible = false;
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pickAbleItem.ProcessMode = ProcessModeEnum.Disabled;
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}
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}
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return false;
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pickAbleItem.Reparent(ItemMarker2D);
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pickAbleItem.Position = Vector2.Zero;
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return true;
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}
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}
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@ -20,6 +20,9 @@ public partial class Player : CharacterTemplate
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protected Control FloatLabel;
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protected Control FloatLabel;
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//Empty object projectile
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//空的物品抛射线
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private Vector2[] emptyVector2Array = new[] { Vector2.Zero };
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//抛物线
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//抛物线
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private Line2D Parabola;
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private Line2D Parabola;
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@ -172,39 +175,40 @@ public partial class Player : CharacterTemplate
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protected override void HookPhysicsProcess(ref Vector2 velocity, double delta)
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protected override void HookPhysicsProcess(ref Vector2 velocity, double delta)
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{
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{
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//When the collision state between the platform detection ray and the platform changes
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//在平台检测射线与平台碰撞状态改变时
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//在平台检测射线与平台碰撞状态改变时
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if (PlatformDetectionRayCast2D.IsColliding() != CollidingWithPlatform)
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if (PlatformDetectionRayCast2D.IsColliding() != CollidingWithPlatform)
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{
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{
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//When the state changes, update the action hint
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//当状态改变时,更新操作提示
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//当状态改变时,更新操作提示
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CollidingWithPlatform = PlatformDetectionRayCast2D.IsColliding();
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CollidingWithPlatform = PlatformDetectionRayCast2D.IsColliding();
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UpdateOperationTip();
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UpdateOperationTip();
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}
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}
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//If the character is on the ground, give an upward velocity when the jump button is pressed
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//如果角色正在地面上,按下跳跃键时,给予一个向上的速度
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//如果角色正在地面上,按下跳跃键时,给予一个向上的速度
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if (Input.IsActionJustPressed("ui_up") && IsOnFloor())
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if (Input.IsActionJustPressed("ui_up") && IsOnFloor())
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velocity.Y = JumpVelocity;
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velocity.Y = JumpVelocity;
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//Moving left and right
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//左右移动
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//左右移动
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var axis = Input.GetAxis("ui_left", "ui_right");
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var axis = Input.GetAxis("ui_left", "ui_right");
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velocity.X = axis * Speed;
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velocity.X = axis * Speed;
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//Use items
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//使用物品
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//使用物品
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if (Input.IsActionPressed("use_item"))
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if (Input.IsActionPressed("use_item"))
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{
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{
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UseItem(GetGlobalMousePosition());
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UseItem(GetGlobalMousePosition());
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}
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}
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//Pick up an item
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//捡起物品
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//捡起物品
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if (Input.IsActionJustPressed("pick_up"))
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if (Input.IsActionJustPressed("pick_up"))
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{
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{
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var success = PickItem(PickAbleItem);
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var success = PickItem(PickAbleItem);
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if (success)
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if (success)
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{
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{
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if (PickAbleItem is WeaponTemplate weaponTemplate)
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{
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GameSceneNodeHolder.HotBar.AddItem(weaponTemplate);
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}
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PickAbleItem = null;
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PickAbleItem = null;
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TotalNumberOfPickups--;
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TotalNumberOfPickups--;
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if (FloatLabel != null)
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if (FloatLabel != null)
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@ -221,6 +225,7 @@ public partial class Player : CharacterTemplate
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{
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{
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if (CollidingWithPlatform)
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if (CollidingWithPlatform)
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{
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{
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//When the character stands on the platform and presses the ui_down key, we cancel the collision between the character and the platform
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//当角色站在平台上按下 ui_down 键时,我们取消角色与平台的碰撞
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//当角色站在平台上按下 ui_down 键时,我们取消角色与平台的碰撞
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var timer = new Timer();
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var timer = new Timer();
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AddChild(timer);
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AddChild(timer);
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@ -237,16 +242,23 @@ public partial class Player : CharacterTemplate
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}
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}
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//Display a parabola when an item is thrown
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//抛出物品时,显示抛物线
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//抛出物品时,显示抛物线
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if (Input.IsActionPressed("throw"))
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if (Input.IsActionPressed("throw"))
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{
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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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Parabola.Points = emptyVector2Array;
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}
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else
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{
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{
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Parabola.Points =
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Parabola.Points =
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ParabolicUtils.ComputeParabolic(ItemMarker2D.Position, GetThrowVelocity(), Gravity, 0.1f);
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ParabolicUtils.ComputeParabolic(ItemMarker2D.Position, GetThrowVelocity(), Gravity, 0.1f);
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}
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}
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}
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}
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//When you raise your hand, throw the object
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//抬起手时,抛出物品
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//抬起手时,抛出物品
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if (Input.IsActionJustReleased("throw"))
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if (Input.IsActionJustReleased("throw"))
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{
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{
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@ -295,6 +307,7 @@ public partial class Player : CharacterTemplate
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private Vector2 GetThrowVelocity()
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private Vector2 GetThrowVelocity()
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{
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{
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//We take the mouse position, normalize it, and then multiply it by the distance the player can throw
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//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
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//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
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return GetLocalMousePosition().Normalized() * throwingVelocity;
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return GetLocalMousePosition().Normalized() * throwingVelocity;
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}
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}
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switch (axis)
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switch (axis)
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{
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{
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case -1:
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case -1:
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//Minus 1, we move to the left
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//-1,向左移动
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//-1,向左移动
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FacingLeft = true;
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FacingLeft = true;
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itemMarker2DPosition.X = -ReadOnlyItemMarkerOriginalX;
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itemMarker2DPosition.X = -ReadOnlyItemMarkerOriginalX;
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Flip();
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Flip();
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break;
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break;
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case 1:
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case 1:
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//1, move to the right
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//1,向右移动
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//1,向右移动
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FacingLeft = false;
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FacingLeft = false;
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itemMarker2DPosition.X = ReadOnlyItemMarkerOriginalX;
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itemMarker2DPosition.X = ReadOnlyItemMarkerOriginalX;
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Flip();
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Flip();
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break;
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break;
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default:
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default:
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//0, when it's not pressed
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//0,没有按下时
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//0,没有按下时
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break;
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break;
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}
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}
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@ -329,6 +345,7 @@ public partial class Player : CharacterTemplate
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protected override void Flip()
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protected override void Flip()
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{
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{
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base.Flip();
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base.Flip();
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//If there is a weapon, flip it too
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//如果有武器的话,也要翻转
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//如果有武器的话,也要翻转
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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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@ -341,6 +358,13 @@ public partial class Player : CharacterTemplate
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protected override void EnterThePickingRangeBody(Node node)
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protected override void EnterThePickingRangeBody(Node node)
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{
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{
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if (CurrentItem == node)
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{
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//If the node entering the pick range is the node held by the player, then return.
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//如果说进入拾捡范围的节点是玩家所持有的节点,那么返回。
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return;
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}
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if (node is not Node2D)
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if (node is not Node2D)
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{
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{
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return;
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return;
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TotalNumberOfPickups--;
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TotalNumberOfPickups--;
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if (TotalNumberOfPickups == 0)
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if (TotalNumberOfPickups == 0)
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{
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{
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//Set to null if there are no more items to pick up
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//如果没有可捡的物品了,设置为null
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//如果没有可捡的物品了,设置为null
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PickAbleItem = null;
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PickAbleItem = null;
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}
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}
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/// <para>HotBar</para>
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/// <para>HotBar</para>
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/// <para>快捷物品栏</para>
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/// <para>快捷物品栏</para>
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/// </summary>
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/// </summary>
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public partial class HotBar : HBoxContainer
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public partial class HotBar : HBoxContainer, IItemContainer
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{
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{
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private PackedScene _itemSlotPackedScene;
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private PackedScene _itemSlotPackedScene;
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private List<ItemSlotNode> _itemSlotNodes;
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private List<ItemSlotNode> _itemSlotNodes;
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public override void _Process(double delta)
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public override void _Process(double delta)
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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 (Input.IsActionPressed("throw"))
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{
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//Players are not allowed to switch current items while throwing them.
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//玩家在抛物品时禁止切换当前物品。
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return;
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}
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if (Input.IsActionJustPressed("hotbar_next"))
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if (Input.IsActionJustPressed("hotbar_next"))
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{
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{
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var count = _itemSlotNodes.Count;
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var count = _itemSlotNodes.Count;
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var item = _itemSlotNodes[newSelectIndex].GetItem();
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var item = _itemSlotNodes[newSelectIndex].GetItem();
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if (item == null)
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if (item == null)
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{
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{
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LogCat.Log("选择" + oldSelectIndex + "新的为" + newSelectIndex + "空对象");
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if (GameSceneNodeHolder.Player != null)
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{
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GameSceneNodeHolder.Player.CurrentItem = null;
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GameSceneNodeHolder.Player.CurrentItem = null;
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LogCat.Log("我是空吗" + (GameSceneNodeHolder.Player.CurrentItem == null));
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}
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}
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}
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else
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else
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{
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{
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if (item is Node2D node2D)
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if (item is Node2D node2D)
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{
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{
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LogCat.Log("我是空吗" + (GameSceneNodeHolder.Player.CurrentItem == null));
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LogCat.Log("选择" + oldSelectIndex + "新的为" + newSelectIndex + "已赋值" + node2D);
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node2D.ProcessMode = ProcessModeEnum.Inherit;
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node2D.ProcessMode = ProcessModeEnum.Inherit;
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node2D.Show();
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node2D.Show();
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if (GameSceneNodeHolder.Player != null)
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{
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GameSceneNodeHolder.Player.CurrentItem = node2D;
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GameSceneNodeHolder.Player.CurrentItem = node2D;
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}
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}
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}
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else
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else
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{
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if (GameSceneNodeHolder.Player != null)
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{
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{
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GameSceneNodeHolder.Player.CurrentItem = null;
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GameSceneNodeHolder.Player.CurrentItem = null;
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}
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}
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}
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}
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}
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}
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}
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public bool CanAddItem(IItem item)
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{
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return Matching(item) != null;
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}
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/// <summary>
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/// <summary>
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/// <para>Add an item to the HotBar</para>
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/// <para>Add an item to the HotBar</para>
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@ -227,9 +232,54 @@ public partial class HotBar : HBoxContainer
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/// <returns></returns>
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/// <returns></returns>
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public bool AddItem(IItem item)
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public bool AddItem(IItem item)
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{
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{
|
||||||
return _itemSlotNodes.Count != 0 && _itemSlotNodes.Any(itemSlotNode => itemSlotNode.SetItem(item));
|
var itemSlotNode = Matching(item);
|
||||||
|
if (itemSlotNode == null)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
return itemSlotNode.SetItem(item);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public ItemSlotNode? GetSelectItemSlotNode()
|
||||||
|
{
|
||||||
|
if (_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.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>
|
/// <summary>
|
||||||
/// <para>Add items tank</para>
|
/// <para>Add items tank</para>
|
||||||
|
|
|
@ -27,7 +27,7 @@ public interface IItem
|
||||||
/// <para>Items can be set with Icon</para>
|
/// <para>Items can be set with Icon</para>
|
||||||
/// <para>物品可以设置图标</para>
|
/// <para>物品可以设置图标</para>
|
||||||
/// </summary>
|
/// </summary>
|
||||||
Texture2D Icon { get; set; }
|
Texture2D? Icon { get; set; }
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// <para>Item has a name</para>
|
/// <para>Item has a name</para>
|
||||||
|
|
46
scripts/inventory/IItemContainer.cs
Normal file
46
scripts/inventory/IItemContainer.cs
Normal file
|
@ -0,0 +1,46 @@
|
||||||
|
namespace ColdMint.scripts.inventory;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// <para>item container</para>
|
||||||
|
/// <para>物品容器</para>
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
///<para>Item containers can store items. Things like backpacks and Hotbars are containers with visual pages.</para>
|
||||||
|
///<para>物品容器可以储存物品。像背包和hotbar是具有可视化页面的容器。</para>
|
||||||
|
/// </remarks>
|
||||||
|
public interface IItemContainer
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// <para>Can the specified item be added to the container?</para>
|
||||||
|
/// <para>指定的物品是否可添加到容器内?</para>
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="item"></param>
|
||||||
|
/// <returns></returns>
|
||||||
|
bool CanAddItem(IItem item);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// <para>Implement methods for adding items</para>
|
||||||
|
/// <para>实现添加物品的方法</para>
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="item"></param>
|
||||||
|
/// <returns></returns>
|
||||||
|
bool AddItem(IItem item);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// <para>Gets the currently selected node</para>
|
||||||
|
/// <para>获取当前选中的节点</para>
|
||||||
|
/// </summary>
|
||||||
|
/// <returns></returns>
|
||||||
|
ItemSlotNode? GetSelectItemSlotNode();
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// <para>Based on the given item, match the item slots where it can be placed</para>
|
||||||
|
/// <para>根据给定的物品,匹配可放置它的物品槽</para>
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="item"></param>
|
||||||
|
/// <returns>
|
||||||
|
///<para>Return null if there is no slot to place the item in</para>
|
||||||
|
///<para>若没有槽可放置此物品,则返回null</para>
|
||||||
|
/// </returns>
|
||||||
|
ItemSlotNode? Matching(IItem item);
|
||||||
|
}
|
|
@ -93,28 +93,20 @@ public partial class ItemSlotNode : MarginContainer
|
||||||
_quantityLabel.Visible = false;
|
_quantityLabel.Visible = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// <para>Sets items for the item slot</para>
|
/// <para>Can the specified item be placed in the item slot?</para>
|
||||||
/// <para>为物品槽设置物品</para>
|
/// <para>指定的物品是否可设置在物品槽内?</para>
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="item"></param>
|
/// <param name="item"></param>
|
||||||
/// <returns></returns>
|
/// <returns></returns>
|
||||||
public bool SetItem(IItem item)
|
public bool CanSetItem(IItem item)
|
||||||
{
|
{
|
||||||
if (_item == null)
|
if (_item == null)
|
||||||
{
|
{
|
||||||
if (item.Icon != null)
|
|
||||||
{
|
|
||||||
_iconTextureRect.Texture = item.Icon;
|
|
||||||
}
|
|
||||||
|
|
||||||
_item = item;
|
|
||||||
UpdateTooltipText(item);
|
|
||||||
UpdateQuantityLabel(item.Quantity);
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
else
|
|
||||||
{
|
|
||||||
//This inventory already has items, but the items in this inventory are not the same as the incoming items
|
//This inventory already has items, but the items in this inventory are not the same as the incoming items
|
||||||
//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
|
//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)
|
if (_item.Id != item.Id)
|
||||||
|
@ -130,6 +122,37 @@ public partial class ItemSlotNode : MarginContainer
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// <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 (!CanSetItem(item))
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_item == null)
|
||||||
|
{
|
||||||
|
if (item.Icon != null)
|
||||||
|
{
|
||||||
|
_iconTextureRect.Texture = item.Icon;
|
||||||
|
}
|
||||||
|
|
||||||
|
_item = item;
|
||||||
|
UpdateTooltipText(item);
|
||||||
|
UpdateQuantityLabel(item.Quantity);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
var newQuantity = _item.Quantity + item.Quantity;
|
||||||
_item.Quantity = newQuantity;
|
_item.Quantity = newQuantity;
|
||||||
UpdateTooltipText(item);
|
UpdateTooltipText(item);
|
||||||
UpdateQuantityLabel(newQuantity);
|
UpdateQuantityLabel(newQuantity);
|
||||||
|
|
|
@ -66,7 +66,14 @@ public partial class GameSceneLoader : SceneLoaderTemplate
|
||||||
//Register players in the holder
|
//Register players in the holder
|
||||||
//在持有者内注册玩家
|
//在持有者内注册玩家
|
||||||
var node2D = (Node2D)packedScene.Instantiate();
|
var node2D = (Node2D)packedScene.Instantiate();
|
||||||
GameSceneNodeHolder.Player = node2D as Player;
|
if (node2D is Player player)
|
||||||
|
{
|
||||||
|
GameSceneNodeHolder.Player = player;
|
||||||
|
//Allow the player to pick up items.
|
||||||
|
//使玩家可以捡起物品。
|
||||||
|
player.ItemContainer = GameSceneNodeHolder.HotBar;
|
||||||
|
}
|
||||||
|
|
||||||
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);
|
||||||
|
|
Loading…
Reference in New Issue
Block a user