(temp):ItemSlot has already changed into new interfaces
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@ -41,14 +41,7 @@ public partial class CharacterTemplate : CharacterBody2D
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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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private 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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public IItemContainer? ItemContainer { get; set; }
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//Items currently held
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//当前持有的物品
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@ -282,14 +275,14 @@ public partial class CharacterTemplate : CharacterBody2D
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return false;
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}
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if (_itemContainer == null)
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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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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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@ -297,7 +290,7 @@ public partial class CharacterTemplate : CharacterBody2D
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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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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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@ -305,7 +298,7 @@ public partial class CharacterTemplate : CharacterBody2D
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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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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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@ -504,7 +497,7 @@ public partial class CharacterTemplate : CharacterBody2D
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/// <param name="node"></param>
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protected virtual void EnterThePickingRangeBody(Node node)
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{
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if (node is not IItem)
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if (node is not IItem_New item)
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{
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return;
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}
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@ -519,7 +512,7 @@ public partial class CharacterTemplate : CharacterBody2D
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/// <param name="node"></param>
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protected virtual void ExitThePickingRangeBody(Node node)
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{
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if (node is not IItem)
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if (node is not IItem_New)
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{
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return;
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}
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@ -549,12 +542,12 @@ public partial class CharacterTemplate : CharacterBody2D
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{
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//If the item container is null, then return
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//如果物品容器为null,那么返回
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if (_itemContainer == null)
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if (ItemContainer == null)
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{
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return;
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}
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var len = _itemContainer.GetItemSlotCount();
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var len = ItemContainer.GetItemSlotCount();
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if (len == 0)
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{
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return;
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@ -599,7 +592,7 @@ public partial class CharacterTemplate : CharacterBody2D
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/// </param>
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protected void ThrowItem(int index, int number, Vector2 velocity)
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{
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var itemSlotNode = _itemContainer?.GetItemSlotNode(index);
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var itemSlotNode = ItemContainer?.GetItemSlotNode(index);
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var item = itemSlotNode?.GetItem();
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@ -339,7 +339,7 @@ public partial class HotBar : HBoxContainer, IItemContainer
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{
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return false;
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}
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return itemSlotNode.SetItem(item);
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return itemSlotNode.ReplaceItemStack(item);
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}
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public int GetSelectIndex()
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@ -374,7 +374,7 @@ public partial class HotBar : HBoxContainer, IItemContainer
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foreach (var itemSlotNode in _itemSlotNodes)
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{
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if (itemSlotNode.CanSetItem(item))
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if (itemSlotNode.CanAddItem(item))
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{
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//If there is an item slot to put this item in, then we return it.
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//如果有物品槽可放置此物品,那么我们返回它。
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@ -42,7 +42,49 @@ public partial class ItemSlotNode : MarginContainer
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/// <para>获取物品槽内的物品堆</para>
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/// </summary>
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/// <returns></returns>
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public IItemStack GetItemStack() => _itemStack;
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public IItemStack? GetItemStack() => _itemStack;
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/// <summary>
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/// <para>If present, get the item at the top of the item stack in this slot</para>
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/// <para>如果存在,获取该槽位中物品堆顶部的物品</para>
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/// </summary>
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public IItem_New? GetItem() => _itemStack?.GetItem();
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/// <summary>
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/// <para>If present, remove an item in this slot and return it.</para>
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/// <para>如果存在,移除该槽位中的一个物品并将其返回</para>
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/// </summary>
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/// <seealso cref="PickItems"/>
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public IItem_New? PickItem()
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{
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if (_itemStack is null) return null;
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var result = _itemStack.PickItem();
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if (_itemStack.Quantity == 0) ClearSlot();
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else UpdateAllDisplay();
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return result;
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}
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/// <summary>
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/// <para>Remove the specified number of items and return them as a new item stack</para>
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/// <para>取出当前物品槽中指定数量的物品,并作为新的物品堆返回</para>
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/// </summary>
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/// <param name="value">
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/// <para>Quantity to be taken out, inputs below zero represent all items</para>
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/// <para>要取出的数量,小于0的输入代表全部物品</para>
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/// </param>
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/// <seealso cref="PickItem"/>
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public IItemStack? PickItems(int value)
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{
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if (_itemStack is null) return null;
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var result = _itemStack.PickItems(value);
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if (_itemStack.Quantity == 0) ClearSlot();
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else UpdateAllDisplay();
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return result;
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}
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/// <summary>
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/// <para>Removes the specified number of items from the item slot</para>
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@ -53,6 +95,9 @@ public partial class ItemSlotNode : MarginContainer
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/// <para>The remaining number, if the number of items in the current item stack is less than the specified number. Otherwise,0</para>
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/// <para>若物品槽内物品少于指定的数量,返回相差的数量。否则返回0</para>
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/// </returns>
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/// <remarks>
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/// <para>会将移除的物品从游戏中删除,如果目的并非如此,请考虑使用</para>
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/// </remarks>
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public int RemoveItem(int number)
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{
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if (_itemStack == null)
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@ -64,133 +109,139 @@ public partial class ItemSlotNode : MarginContainer
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//If the specified number of items is removed, the number of items is less than or equal to 0. Then we empty the inventory.
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//如果移除指定数量的物品后,物品数量小于或等于0。那么我们清空物品栏。
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if (_itemStack.Quantity == 0) ClearSlot();
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else
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{
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UpdateTooltipText(_itemStack);
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UpdateQuantityLabel(_itemStack.Quantity);
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}
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else UpdateAllDisplay();
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return result;
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// var newNumber = _item.Quantity - number;
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// if (newNumber <= 0)
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// {
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// //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.
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// //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。
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// ClearItem();
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// return true;
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// }
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// else
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// {
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// _item.Quantity = newNumber;
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// UpdateTooltipText(_item);
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// UpdateQuantityLabel(_item.Quantity);
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// return true;
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// }
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}
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/// <summary>
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/// <para>Remove item stack from slot and return it, equivalent to ReplaceItemStack(null)</para>
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/// <para>从当前槽位中移出并返回物品堆,等价于ReplaceItemStack(null)</para>
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/// <seealso cref="ReplaceItemStack"/>
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/// </summary>
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public IItemStack? RemoveItemStack() => ReplaceItemStack(null);
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/// <summary>
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/// <para>Empty the item slot</para>
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/// <para>清空物品槽</para>
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/// <para>清空当前物品槽</para>
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/// </summary>
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/// <remarks>
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///<para>This method does not calculate how many items should be left. If you want to remove a specified number of items, call the <see cref="RemoveItem"/> method.</para>
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///<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<see cref="RemoveItem"/>方法。</para>
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///<para>This method will remove all items stored in the item slots from the game, if this is not what you want to do, consider using the <see cref="RemoveItemStack"/> method.</para>
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///<para>此方法会从游戏中移除储存于物品槽中的所有物品,若这不是您希望的操作,请考虑使用<see cref="RemoveItemStack"/>方法。</para>
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/// </remarks>
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public void ClearSlot()
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{
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_itemStack?.ClearStack();
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_itemStack = null;
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if (_iconTextureRect != null)
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{
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_iconTextureRect.Texture = null;
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UpdateAllDisplay();
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}
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if (_control != null)
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{
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_control.TooltipText = null;
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}
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_quantityLabel?.Hide();
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}
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//Todo: I searched until here.
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/// <summary>
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/// <para>Can the specified item be placed in the item slot?</para>
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/// <para>指定的物品是否可设置在物品槽内?</para>
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/// </summary>
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/// <param name="item"></param>
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/// <returns></returns>
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public bool CanSetItem(IItem item)
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public bool CanAddItem(IItem_New item)
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{
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if (_item == null)
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{
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return true;
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}
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//This inventory already has items, but the items in this inventory are not the same as the incoming items
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//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
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if (_item.Id != item.Id)
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{
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return false;
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}
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var newQuantity = _item.Quantity + item.Quantity;
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if (newQuantity > item.MaxStackQuantity)
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{
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//If the amount of the current item exceeds the maximum stack amount after placing it in this inventory
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//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
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return false;
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}
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return true;
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if (_itemStack == null) return true;
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return _itemStack.CanAddItem(item);
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}
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/// <summary>
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/// <para>Sets items for the item slot</para>
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/// <para>为物品槽设置物品</para>
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/// <para>
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/// Set item stack for this slot, this will completely replace current item stack.
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/// If you want the item stack to be added to current stack, use the <see cref="AddItemStack"/>.
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/// </para>
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/// <para>为物品槽设置物品堆,将完全替换掉当前物品堆。如果想要物品堆叠加至该物品堆,请使用<see cref="AddItemStack"/></para>
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/// </summary>
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/// <param name="item"></param>
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/// <returns></returns>
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public bool SetItem(IItem item)
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/// <returns>
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/// <para>The item stack that was previously in this slot</para>
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/// <para>该槽位中原本的物品堆</para>
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/// </returns>
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public IItemStack? ReplaceItemStack(IItemStack? newItemStack)
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{
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if (!CanSetItem(item))
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{
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return false;
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var result = _itemStack;
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_itemStack = newItemStack;
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UpdateAllDisplay();
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return result;
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}
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if (_item == null)
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/// <summary>
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/// <para>Try to add an item to this slot, if it can't be added to this slot, return false</para>
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/// <para>尝试向当前槽位中加入物品,如果该物品不能被放入该槽位,返回false</para>
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/// </summary>
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public bool AddItem(IItem_New item)
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{
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if (item.Icon != null && _iconTextureRect != null)
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bool result;
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if (_itemStack is null)
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{
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_iconTextureRect.Texture = item.Icon;
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}
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_item = item;
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UpdateTooltipText(item);
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UpdateQuantityLabel(item.Quantity);
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return true;
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_itemStack = IItemStack.FromItem(item);
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result = true;
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}
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else
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{
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var newQuantity = _item.Quantity + item.Quantity;
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_item.Quantity = newQuantity;
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UpdateTooltipText(item);
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UpdateQuantityLabel(newQuantity);
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return true;
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result = _itemStack.AddItem(item);
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}
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if (result)
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{
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UpdateAllDisplay();
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}
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return result;
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}
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/// <summary>
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/// <para>Try to combine an item stack into this slot</para>
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/// <para>尝试将一个物品堆合并至该槽位中</para>
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/// </summary>
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/// <returns>
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/// <para>Number of items remaining in the source item pile after the operation is completed</para>
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/// <para>操作完成后,源物品堆中剩余的物品数</para>
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/// </returns>
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public int AddItemStack(IItemStack itemStack)
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{
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int result;
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if (_itemStack is null)
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{
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_itemStack = itemStack;
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result = 0;
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}
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else
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{
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result = _itemStack.TakeFrom(itemStack);
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}
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UpdateAllDisplay();
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return result;
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}
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/// <summary>
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/// <para>Update all displays of this slot</para>
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/// <para>更新该槽位的一切显示信息</para>
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/// </summary>
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private void UpdateAllDisplay()
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{
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UpdateIconTexture();
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UpdateQuantityLabel();
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UpdateTooltipText();
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}
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/// <summary>
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/// <para>Update item tips</para>
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/// <para>更新物品的提示内容</para>
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/// </summary>
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/// <param name="item"></param>
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private void UpdateTooltipText(IItem item)
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private void UpdateTooltipText()
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{
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if (_control == null)
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if (_control == null) return;
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if (_itemStack == null)
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{
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_control.TooltipText = null;
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return;
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}
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@ -199,16 +250,16 @@ public partial class ItemSlotNode : MarginContainer
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var debugText = TranslationServerUtils.Translate("item_prompt_debug");
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if (debugText != null)
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{
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_control.TooltipText = string.Format(debugText, item.Id,
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TranslationServerUtils.Translate(item.Name),
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item.Quantity, item.MaxStackQuantity, item.GetType().Name,
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TranslationServerUtils.Translate(item.Description));
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_control.TooltipText = string.Format(debugText, _itemStack.Id,
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TranslationServerUtils.Translate(_itemStack.Name),
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_itemStack.Quantity, _itemStack.MaxQuantity, _itemStack.GetType().Name,
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TranslationServerUtils.Translate(_itemStack.Description));
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}
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}
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else
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{
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_control.TooltipText = TranslationServerUtils.Translate(item.Name) + "\n" +
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TranslationServerUtils.Translate(item.Description);
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_control.TooltipText = TranslationServerUtils.Translate(_itemStack.Name) + "\n" +
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TranslationServerUtils.Translate(_itemStack.Description);
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}
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}
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@ -216,28 +267,36 @@ public partial class ItemSlotNode : MarginContainer
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/// <para>Update quantity label</para>
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/// <para>更新数量标签</para>
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/// </summary>
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/// <param name="quantity"></param>
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private void UpdateQuantityLabel(int? quantity)
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private void UpdateQuantityLabel()
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{
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if (_quantityLabel == null)
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{
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return;
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}
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switch (quantity)
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switch (_itemStack?.Quantity)
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{
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case null:
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case null or 1:
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_quantityLabel.Hide();
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return;
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case > 1:
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//When the quantity is greater than 1, we display the quantity.
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//当数量大于1时,我们显示数量
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_quantityLabel.Text = quantity.ToString();
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default:
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//When the quantity is not null or 1, we display the quantity.
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//当数量不为null或1时,我们显示数量
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_quantityLabel.Text = _itemStack?.Quantity.ToString();
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_quantityLabel.Show();
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break;
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default:
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_quantityLabel.Hide();
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break;
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}
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}
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/// <summary>
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/// <para>Update texture of the icon rect</para>
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/// <para>更新显示的物品图标</para>
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/// </summary>
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private void UpdateIconTexture()
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{
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if (_iconTextureRect != null)
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{
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_iconTextureRect.Texture = _itemStack?.Icon;
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}
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}
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@ -4,6 +4,9 @@ using Godot;
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namespace ColdMint.scripts.item;
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/// <summary>
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/// <para>Item stack in an inventory slot</para>
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/// </summary>
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public interface IItemStack
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{
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/// <summary>
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|
@ -36,10 +39,81 @@ public interface IItemStack
|
|||
/// </summary>
|
||||
string? Description { get; }
|
||||
|
||||
/// <summary>
|
||||
/// <para>Determine whether a specified item can be accommodated</para>
|
||||
/// <para>判断能否容纳指定物品</para>
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public bool CanAddItem(IItem_New item);
|
||||
|
||||
/// <summary>
|
||||
/// <para>Removes the specified number of items from current item stack</para>
|
||||
/// <para>在当前物品堆移除指定数量的物品</para>
|
||||
/// <para>Hold a given item</para>
|
||||
/// </summary>
|
||||
/// <param name="item">Item to hold by current stack</param>
|
||||
/// <returns>Whether successful</returns>
|
||||
public bool AddItem(IItem_New item);
|
||||
|
||||
/// <summary>
|
||||
/// <para>判断能从指定物品堆中接收的物品数量</para>
|
||||
/// </summary>
|
||||
/// <param name="itemStack">
|
||||
/// <para>向该物品堆中放入物品的物品堆</para>
|
||||
/// <para>Item stack to add to the current stack</para>
|
||||
/// </param>
|
||||
/// <returns></returns>
|
||||
public int CanTakeFrom(IItemStack itemStack);
|
||||
|
||||
/// <summary>
|
||||
/// <para>将指定物品堆中尽可能多的物品移动至当前物品堆中,被移入当前堆的物品应从原物品堆中移除。</para>
|
||||
/// </summary>
|
||||
/// <param name="itemStack">
|
||||
/// <para>被移入当前堆的物品堆</para>
|
||||
/// </param>
|
||||
/// <returns>
|
||||
/// <para>操作结束后原物品堆中剩余的物品数</para>
|
||||
/// </returns>
|
||||
public int TakeFrom(IItemStack itemStack);
|
||||
|
||||
/// <summary>
|
||||
/// <para>Get item instance at the top of current stack without removing it from stack</para>
|
||||
/// <para>获取当前物品堆顶部的物品实例而不取出该物品</para>
|
||||
/// <seealso cref="PickItem"/>
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public IItem_New? GetItem();
|
||||
|
||||
/// <summary>
|
||||
/// <para>Pop the item instance at the top of current item stack and return it</para>
|
||||
/// <para>取出当前物品堆顶部的物品实例并返回该物品</para>
|
||||
/// <seealso cref="GetItem"/><seealso cref="PickItems"/>
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public IItem_New? PickItem();
|
||||
|
||||
/// <summary>
|
||||
/// <para>Remove the specified number of items and return them as a new item stack</para>
|
||||
/// <para>取出当前堆中指定数量的物品,并作为新的物品堆返回</para>
|
||||
/// <seealso cref="PickItem"/>
|
||||
/// </summary>
|
||||
/// <param name="value">
|
||||
/// <para>Quantity to be taken out, inputs below zero represent all items</para>
|
||||
/// <para>要取出的数量,小于0的输入代表全部物品</para>
|
||||
/// </param>
|
||||
/// <returns>
|
||||
/// <para>The item stack that is taken out, can be null if out nothing, should not be the current item stack itself</para>
|
||||
/// <para>取出的物品堆,没有取出物品时可为null,不应是当前物品堆自身</para>
|
||||
/// </returns>
|
||||
public IItemStack? PickItems(int value);
|
||||
|
||||
/// <summary>
|
||||
/// <para>
|
||||
/// Removes the specified number of items from current item stack,removed items should be removed from the game<br/>
|
||||
/// If you don't want remove them from game, consider <see cref="PickItem"/> and <see cref="PickItems"/>
|
||||
/// </para>
|
||||
/// <para>
|
||||
/// 在当前物品堆移除指定数量的物品,被移除的物品应当从游戏中移除。<br/>
|
||||
/// 如果您不想将它们从游戏中移除,请考虑: <see cref="PickItem"/>、<see cref="PickItems"/>
|
||||
/// </para>
|
||||
/// </summary>
|
||||
/// <param name="number"></param>
|
||||
/// <returns>
|
||||
|
@ -48,6 +122,11 @@ public interface IItemStack
|
|||
/// </returns>
|
||||
public int RemoveItem(int number);
|
||||
|
||||
/// <summary>
|
||||
/// <para>Clear current stack, which means should dispose all items inside current stack here</para>
|
||||
/// </summary>
|
||||
public void ClearStack();
|
||||
|
||||
/// <summary>
|
||||
/// Create a new ItemStack with the given item as the first item
|
||||
/// </summary>
|
||||
|
|
|
@ -28,4 +28,9 @@ public interface IItem_New
|
|||
/// <param name="owner">Owner of current item, if any</param>
|
||||
/// <param name="targetGlobalPosition">Target position, such as the position of the cursor when used by the player</param>
|
||||
void Use(Node2D? owner, Vector2 targetGlobalPosition);
|
||||
|
||||
/// <summary>
|
||||
/// <para>Execute when current item be removed from game.</para>
|
||||
/// </summary>
|
||||
void Destroy();
|
||||
}
|
|
@ -1,21 +1,41 @@
|
|||
using ColdMint.scripts.inventory;
|
||||
using System;
|
||||
|
||||
using ColdMint.scripts.inventory;
|
||||
|
||||
using Godot;
|
||||
|
||||
namespace ColdMint.scripts.item;
|
||||
|
||||
/// <summary>
|
||||
/// <para>Item stack in inventory</para>
|
||||
/// <para>Item stack of single item</para>
|
||||
/// </summary>
|
||||
//maybe we'd move this into inventory namespace
|
||||
public readonly struct SingleItemStack(IItem_New item) : IItemStack
|
||||
public struct SingleItemStack(IItem_New item) : IItemStack
|
||||
{
|
||||
public IItem_New Item { get; init; } = item;
|
||||
|
||||
public string Id => Item.Id;
|
||||
public int MaxQuantity => 1;
|
||||
public int Quantity => 1;
|
||||
public int Quantity { get; set; } = 1;
|
||||
public Texture2D Icon => Item.Icon;
|
||||
public string Name => Item.Name;
|
||||
public string? Description => Item.Description;
|
||||
|
||||
public bool CanAddItem(IItem_New item) => false;
|
||||
|
||||
public bool AddItem(IItem_New item) => false;
|
||||
|
||||
public int CanTakeFrom(IItemStack itemStack) => 0;
|
||||
|
||||
public int TakeFrom(IItemStack itemStack) => 0;
|
||||
|
||||
public int RemoveItem(int number)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void ClearStack()
|
||||
{
|
||||
throw new System.NotImplementedException();
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user