Merge branch 'refs/heads/master' into loot_rebuild

# Conflicts:
#	data/itemRegs/weapons.yaml
#	locals/Log.csv
#	prefab/weapons/staffOfTheUndead.tscn
#	scripts/character/CharacterTemplate.cs
#	scripts/item/ItemTypeManager.cs
#	scripts/item/weapon/WeaponTemplate.cs
#	scripts/loader/uiLoader/MainMenuLoader.cs
This commit is contained in:
霧雨烨 2024-06-16 17:32:29 +08:00
commit 9c8d98da02
39 changed files with 1012 additions and 231 deletions

View File

@ -1,4 +1,4 @@
- id: packsack - id: packsack
scene_path: res://prefab/packsacks/packsack.tscn scene_path: res://prefab/packsacks/packsack.tscn
icon_path: res://sprites/Player.png icon_path: res://sprites/packsack.png
max_stack_value: 1 max_stack_value: 1

View File

@ -1,6 +1,6 @@
- id: staff_of_the_undead - id: staff_of_the_undead
scene_path: res://prefab/weapons/staffOfTheUndead.tscn scene_path: res://prefab/weapons/staffOfTheUndead.tscn
icon_path: res://sprites/weapon/staffOfTheUndead.png icon_path: res://sprites/weapon/staffOfTheUndead_icon.png
max_stack_value: 1 max_stack_value: 1
custom_args: custom_args:
- name: FiringIntervalAsMillisecond - name: FiringIntervalAsMillisecond

View File

@ -25,3 +25,11 @@ ui_room_injection_processor,房间注入处理器,Room injection processor,部
ui_game_over_title,游戏结束!,Game Over!,ゲームオーバー! ui_game_over_title,游戏结束!,Game Over!,ゲームオーバー!
ui_death_info_describe,死因,death,死因 ui_death_info_describe,死因,death,死因
ui_restart,重新开始,Restart,ぶり返す ui_restart,重新开始,Restart,ぶり返す
ui_contributor_tips,由{0}位贡献者共同打造,Built by {0} contributors,{0}のコントリビューターが共同で作り上げました
ui_contributor,贡献者,contributor,貢献者です
ui_coder,编程,coder,程序设计
ui_artist,美术,artist,びじゅつ
ui_musician,音乐,musician,音楽
ui_character_voice,角色配音,character_voice,キャラクターボイスです
ui_translator,翻译,translator,翻訳
ui_unordered_list_tip,排名不分先后,Ranking is not in order,順位は関係ありません

1 id zh en ja
25 ui_game_over_title 游戏结束! Game Over! ゲームオーバー!
26 ui_death_info_describe 死因 death 死因
27 ui_restart 重新开始 Restart ぶり返す
28 ui_contributor_tips 由{0}位贡献者共同打造 Built by {0} contributors {0}のコントリビューターが共同で作り上げました
29 ui_contributor 贡献者 contributor 貢献者です
30 ui_coder 编程 coder 程序设计
31 ui_artist 美术 artist びじゅつ
32 ui_musician 音乐 musician 音楽
33 ui_character_voice 角色配音 character_voice キャラクターボイスです
34 ui_translator 翻译 translator 翻訳
35 ui_unordered_list_tip 排名不分先后 Ranking is not in order 順位は関係ありません

View File

@ -1,20 +1,34 @@
[gd_scene load_steps=4 format=3 uid="uid://cn10fimoem04m"] [gd_scene load_steps=5 format=3 uid="uid://cn10fimoem04m"]
[ext_resource type="Script" path="res://scripts/item/Packsack.cs" id="1_slakl"] [ext_resource type="Script" path="res://scripts/item/Packsack.cs" id="1_slakl"]
[ext_resource type="Texture2D" uid="uid://b1twcink38sh0" path="res://sprites/Player.png" id="2_e1ale"] [ext_resource type="Texture2D" uid="uid://dvx10dfjctn7t" path="res://sprites/packsack.png" id="2_40jca"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_brthl"]
size = Vector2(21, 29)
[sub_resource type="RectangleShape2D" id="RectangleShape2D_xqyue"] [sub_resource type="RectangleShape2D" id="RectangleShape2D_xqyue"]
size = Vector2(41, 57) size = Vector2(21, 29)
[node name="RigidBody2D" type="RigidBody2D"] [node name="RigidBody2D" type="RigidBody2D"]
collision_layer = 8 collision_layer = 8
collision_mask = 38 collision_mask = 38
script = ExtResource("1_slakl") script = ExtResource("1_slakl")
Id = "packsack" Id = "packsack"
_minContactInjury = null
_maxContactInjury = null
[node name="Player" type="Sprite2D" parent="."] [node name="DamageArea2D" type="Area2D" parent="."]
texture = ExtResource("2_e1ale") collision_layer = 8
collision_mask = 102
[node name="CollisionShape2D" type="CollisionShape2D" parent="DamageArea2D"]
position = Vector2(-2.5, 1.5)
shape = SubResource("RectangleShape2D_brthl")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."] [node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(-0.5, 3.5) position = Vector2(-2.5, 1.5)
shape = SubResource("RectangleShape2D_xqyue") shape = SubResource("RectangleShape2D_xqyue")
[node name="Packsack" type="Sprite2D" parent="."]
scale = Vector2(0.5, 0.5)
texture = ExtResource("2_40jca")

View File

@ -6,6 +6,7 @@
[node name="ItemSlot" type="MarginContainer"] [node name="ItemSlot" type="MarginContainer"]
offset_right = 38.0 offset_right = 38.0
offset_bottom = 38.0 offset_bottom = 38.0
size_flags_vertical = 3
theme_override_constants/margin_left = 3 theme_override_constants/margin_left = 3
theme_override_constants/margin_top = 3 theme_override_constants/margin_top = 3
theme_override_constants/margin_right = 3 theme_override_constants/margin_right = 3
@ -16,16 +17,18 @@ script = ExtResource("1_fbwot")
layout_mode = 2 layout_mode = 2
texture = ExtResource("1_y2wyt") texture = ExtResource("1_y2wyt")
[node name="CenterContainer" type="CenterContainer" parent="BackgroundTexture"] [node name="IconTextureRect" type="TextureRect" parent="BackgroundTexture"]
layout_mode = 2 layout_mode = 1
offset_right = 160.0 anchors_preset = 15
offset_bottom = 160.0 anchor_right = 1.0
anchor_bottom = 1.0
offset_left = 3.0
offset_top = 3.0
offset_right = -3.0
offset_bottom = -3.0
grow_horizontal = 2 grow_horizontal = 2
grow_vertical = 2 grow_vertical = 2
scale = Vector2(0.2, 0.2) expand_mode = 1
[node name="IconTextureRect" type="TextureRect" parent="BackgroundTexture/CenterContainer"]
layout_mode = 2
[node name="Control" type="Control" parent="."] [node name="Control" type="Control" parent="."]
layout_mode = 2 layout_mode = 2

View File

@ -0,0 +1,36 @@
[gd_scene load_steps=2 format=3 uid="uid://6i7rgx3sdu1k"]
[ext_resource type="Script" path="res://scripts/loader/uiLoader/ContributorGroupLoader.cs" id="1_xwjh1"]
[node name="ContributorGroup" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
size_flags_vertical = 3
script = ExtResource("1_xwjh1")
[node name="TitleLabel" type="Label" parent="."]
layout_mode = 1
anchors_preset = 10
anchor_right = 1.0
offset_left = 20.0
offset_right = -1082.0
offset_bottom = 39.0
grow_horizontal = 2
theme_override_font_sizes/font_size = 25
text = "组名"
[node name="HFlowContainer" type="HFlowContainer" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = 15.0
offset_top = 45.0
offset_right = -14.0
offset_bottom = -6.0
grow_horizontal = 2
grow_vertical = 2

32
prefab/ui/packsackUI.tscn Normal file
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@ -0,0 +1,32 @@
[gd_scene load_steps=2 format=3 uid="uid://dsat7xk63bfg2"]
[ext_resource type="Script" path="res://scripts/inventory/PacksackUi.cs" id="1_jgs18"]
[node name="PacksackUi" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = 33.0
offset_top = 81.0
offset_right = -58.0
offset_bottom = -35.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_jgs18")
[node name="GridContainer" type="GridContainer" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="Label" type="Label" parent="."]
layout_mode = 0
offset_left = 3.0
offset_top = -43.0
offset_right = 43.0
offset_bottom = -18.0
text = "背包"

View File

@ -21,7 +21,7 @@ metadata/Projectiles = PackedStringArray("res://prefab/projectile/curseOfTheUnde
[node name="DamageArea2D" type="Area2D" parent="."] [node name="DamageArea2D" type="Area2D" parent="."]
collision_layer = 8 collision_layer = 8
collision_mask = 71 collision_mask = 70
[node name="CollisionShape2D" type="CollisionShape2D" parent="DamageArea2D"] [node name="CollisionShape2D" type="CollisionShape2D" parent="DamageArea2D"]
position = Vector2(25.5, 0.5) position = Vector2(25.5, 0.5)

View File

@ -153,7 +153,7 @@ locale/translations=PackedStringArray("res://locals/DeathInfo.en.translation", "
2d_physics/layer_1="RoomArea" 2d_physics/layer_1="RoomArea"
2d_physics/layer_2="Ground" 2d_physics/layer_2="Ground"
2d_physics/layer_3="Player" 2d_physics/layer_3="Player"
2d_physics/layer_4="Weapon" 2d_physics/layer_4="PickAbleItem"
2d_physics/layer_5="Projectile" 2d_physics/layer_5="Projectile"
2d_physics/layer_6="Platform" 2d_physics/layer_6="Platform"
2d_physics/layer_7="Mob" 2d_physics/layer_7="Mob"

68
scenes/contributor.tscn Normal file
View File

@ -0,0 +1,68 @@
[gd_scene load_steps=2 format=3 uid="uid://ljvmhhrk1d6j"]
[ext_resource type="Script" path="res://scripts/loader/uiLoader/ContributorLoader.cs" id="1_ia4x6"]
[node name="Contributor" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_ia4x6")
[node name="Panel" type="Panel" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="CenterContainer" type="CenterContainer" parent="."]
layout_mode = 1
anchors_preset = 10
anchor_right = 1.0
offset_bottom = 45.0
grow_horizontal = 2
[node name="Label" type="Label" parent="CenterContainer"]
layout_mode = 2
theme_override_font_sizes/font_size = 30
text = "ui_contributor"
[node name="ExitButton" type="Button" parent="."]
layout_mode = 1
anchors_preset = 1
anchor_left = 1.0
anchor_right = 1.0
offset_left = -86.0
offset_top = 6.0
offset_right = -19.0
offset_bottom = 39.0
grow_horizontal = 0
text = "ui_close"
[node name="VBoxContainer" type="VBoxContainer" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = 20.0
offset_top = 59.0
offset_right = -18.0
offset_bottom = -20.0
grow_horizontal = 2
grow_vertical = 2
[node name="Label" type="Label" parent="."]
layout_mode = 1
anchors_preset = 2
anchor_top = 1.0
anchor_bottom = 1.0
offset_left = 16.0
offset_top = -36.0
offset_right = 168.0
offset_bottom = -11.0
grow_vertical = 0
text = "ui_unordered_list_tip"

View File

@ -119,6 +119,12 @@ grow_vertical = 0
layout_mode = 2 layout_mode = 2
horizontal_alignment = 2 horizontal_alignment = 2
[node name="ContributorButton" type="LinkButton" parent="VBoxContainer2"]
layout_direction = 3
layout_mode = 2
text = "ui_contributor_tips"
underline = 1
[node name="HBoxContainer" type="HBoxContainer" parent="VBoxContainer2"] [node name="HBoxContainer" type="HBoxContainer" parent="VBoxContainer2"]
layout_mode = 2 layout_mode = 2

View File

@ -377,7 +377,7 @@ public static class Config
public const int RoomArea = 1; public const int RoomArea = 1;
public const int Ground = 2; public const int Ground = 2;
public const int Player = 3; public const int Player = 3;
public const int Weapon = 4; public const int PickAbleItem = 4;
public const int Projectile = 5; public const int Projectile = 5;
public const int Platform = 6; public const int Platform = 6;
public const int Mob = 7; public const int Mob = 7;

View File

@ -1,4 +1,4 @@
using ColdMint.scripts.utils; using ColdMint.scripts.utils;
using Godot; using Godot;

View File

@ -11,6 +11,7 @@ using ColdMint.scripts.item;
using ColdMint.scripts.utils; using ColdMint.scripts.utils;
using ColdMint.scripts.item.weapon; using ColdMint.scripts.item.weapon;
using ColdMint.scripts.loot; using ColdMint.scripts.loot;
using ColdMint.scripts.pickable;
using Godot; using Godot;
@ -300,14 +301,14 @@ public partial class CharacterTemplate : CharacterBody2D
//设置捡起物品的常规处理。 //设置捡起物品的常规处理。
//You can supplement picking up state handling for more types of objects here. //You can supplement picking up state handling for more types of objects here.
//您可以在这里补充更多类型对象的捡起状态处理。 //您可以在这里补充更多类型对象的捡起状态处理。
if (pickAbleItem is WeaponTemplate weaponTemplate) if (pickAbleItem is PickAbleTemplate pickAbleTemplate)
{ {
weaponTemplate.Owner = this; pickAbleTemplate.Owner = this;
weaponTemplate.Picked = true; pickAbleTemplate.Picked = true;
weaponTemplate.SetCollisionMaskValue(Config.LayerNumber.Platform, false); pickAbleTemplate.SetCollisionMaskValue(Config.LayerNumber.Platform, false);
weaponTemplate.SetCollisionMaskValue(Config.LayerNumber.Ground, false); pickAbleTemplate.SetCollisionMaskValue(Config.LayerNumber.Ground, false);
weaponTemplate.EnableContactInjury = false; pickAbleTemplate.EnableContactInjury = false;
weaponTemplate.Sleeping = true; pickAbleTemplate.Sleeping = true;
} }
if (itemSlotNode.GetItem() != null && itemSlotNode.GetItem() == item && _currentItem == null) if (itemSlotNode.GetItem() != null && itemSlotNode.GetItem() == item && _currentItem == null)
@ -652,31 +653,31 @@ public partial class CharacterTemplate : CharacterBody2D
CallDeferred(nameof(NodeReparent), node2D); CallDeferred(nameof(NodeReparent), node2D);
switch (item) switch (item)
{ {
case WeaponTemplate weaponTemplate: case PickAbleTemplate pickAbleTemplate:
if (GameSceneNodeHolder.WeaponContainer == null) if (GameSceneNodeHolder.WeaponContainer == null)
{ {
return; return;
} }
weaponTemplate.Picked = false; pickAbleTemplate.Picked = false;
var timer = new Timer(); var timer = new Timer();
weaponTemplate.AddChild(timer); pickAbleTemplate.AddChild(timer);
timer.WaitTime = _itemCollisionRecoveryTime; timer.WaitTime = _itemCollisionRecoveryTime;
timer.OneShot = true; timer.OneShot = true;
timer.Timeout += () => timer.Timeout += () =>
{ {
//We cannot immediately resume the physical collision when the weapon is discharged, which will cause the weapon to collide with the ground and platform earlier, preventing the weapon from flying. //We cannot immediately resume the physical collision when the weapon is discharged, which will cause the weapon to collide with the ground and platform earlier, preventing the weapon from flying.
//仍出武器时,我们不能立即恢复物理碰撞,立即恢复会导致武器更早的与地面和平台碰撞,阻止武器的飞行。 //仍出武器时,我们不能立即恢复物理碰撞,立即恢复会导致武器更早的与地面和平台碰撞,阻止武器的飞行。
weaponTemplate.EnableContactInjury = true; pickAbleTemplate.EnableContactInjury = true;
weaponTemplate.SetCollisionMaskValue(Config.LayerNumber.Ground, true); pickAbleTemplate.SetCollisionMaskValue(Config.LayerNumber.Ground, true);
weaponTemplate.SetCollisionMaskValue(Config.LayerNumber.Platform, true); pickAbleTemplate.SetCollisionMaskValue(Config.LayerNumber.Platform, true);
timer.QueueFree(); timer.QueueFree();
}; };
timer.Start(); timer.Start();
weaponTemplate.Sleeping = false; pickAbleTemplate.Sleeping = false;
//Setting an initial speed of 0 for items here prevents the problem of throwing items too fast. //Setting an initial speed of 0 for items here prevents the problem of throwing items too fast.
//在这里给物品设置一个为0的初始速度可防止扔出物品时速度过快的问题。 //在这里给物品设置一个为0的初始速度可防止扔出物品时速度过快的问题。
weaponTemplate.LinearVelocity = Vector2.Zero; pickAbleTemplate.LinearVelocity = Vector2.Zero;
break; break;
} }

View File

@ -4,11 +4,11 @@ using System.Threading.Tasks;
using ColdMint.scripts.damage; using ColdMint.scripts.damage;
using ColdMint.scripts.deathInfo; using ColdMint.scripts.deathInfo;
using ColdMint.scripts.debug;
using ColdMint.scripts.item; using ColdMint.scripts.item;
using ColdMint.scripts.map.events; using ColdMint.scripts.map.events;
using ColdMint.scripts.utils; using ColdMint.scripts.utils;
using ColdMint.scripts.item.weapon; using ColdMint.scripts.pickable;
using Godot; using Godot;
namespace ColdMint.scripts.character; namespace ColdMint.scripts.character;
@ -24,7 +24,7 @@ public partial class Player : CharacterTemplate
//Empty object projectile //Empty object projectile
//空的物品抛射线 //空的物品抛射线
private readonly Vector2[] _emptyVector2Array = new[] { Vector2.Zero }; private readonly Vector2[] _emptyVector2Array = [Vector2.Zero];
//抛物线 //抛物线
private Line2D? _parabola; private Line2D? _parabola;
@ -337,9 +337,9 @@ public partial class Player : CharacterTemplate
base.Flip(); base.Flip();
//If there is a weapon, flip it too //If there is a weapon, flip it too
//如果有武器的话,也要翻转 //如果有武器的话,也要翻转
if (CurrentItem is WeaponTemplate weapon) if (CurrentItem is PickAbleTemplate pickAbleTemplate)
{ {
weapon.Flip(FacingLeft); pickAbleTemplate.Flip(FacingLeft);
} }
} }
@ -408,16 +408,16 @@ public partial class Player : CharacterTemplate
: new Vector2(0, -PromptTextDistance); : new Vector2(0, -PromptTextDistance);
_floatLabel.RotationDegrees = 0 - rotationDegreesNode2D; _floatLabel.RotationDegrees = 0 - rotationDegreesNode2D;
var label = _floatLabel.GetNode<Label>("Label"); var label = _floatLabel.GetNode<Label>("Label");
if (node is WeaponTemplate weapon) if (node is PickAbleTemplate pickAbleTemplate)
{ {
var stringBuilder = new StringBuilder(); var stringBuilder = new StringBuilder();
if (weapon.Owner is CharacterTemplate characterTemplate) if (pickAbleTemplate.Owner is CharacterTemplate characterTemplate)
{ {
stringBuilder.Append(characterTemplate.ReadOnlyCharacterName); stringBuilder.Append(characterTemplate.ReadOnlyCharacterName);
stringBuilder.Append(TranslationServerUtils.Translate("de")); stringBuilder.Append(TranslationServerUtils.Translate("de"));
} }
stringBuilder.Append(TranslationServerUtils.Translate(weapon.Name)); stringBuilder.Append(TranslationServerUtils.Translate(pickAbleTemplate.Name));
label.Text = stringBuilder.ToString(); label.Text = stringBuilder.ToString();
} }
} }

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@ -0,0 +1,32 @@
namespace ColdMint.scripts.contribute;
/// <summary>
/// <para>Contributor information</para>
/// <para>贡献者数据</para>
/// </summary>
public class ContributorData
{
/// <summary>
/// <para>Contributor's name</para>
/// <para>贡献者的名字</para>
/// </summary>
public string? Name { get; set; }
/// <summary>
/// <para>Links to contributors' home pages</para>
/// <para>贡献者的主页链接</para>
/// </summary>
public string? Url { get; set; }
/// <summary>
/// <para>ToolTip</para>
/// <para>工具提示</para>
/// </summary>
public string? ToolTip { get; set; }
/// <summary>
/// <para>Type of contribution</para>
/// <para>贡献的类型</para>
/// </summary>
public ContributorType[]? ContributorTypes { get; set; }
}

View File

@ -0,0 +1,159 @@
using System;
using System.Collections.Generic;
using ColdMint.scripts.utils;
namespace ColdMint.scripts.contribute;
/// <summary>
/// <para>Contributor data Manager</para>
/// <para>贡献者数据管理器</para>
/// </summary>
public static class ContributorDataManager
{
private static Dictionary<ContributorType, List<ContributorData>>? _contributorTypeDictionary;
private static readonly ContributorData[] ContributorArray =
[
new ContributorData
{
Name = "Cold-Mint",
Url = "https://github.com/Cold-Mint",
ContributorTypes = [ContributorType.Coder],
},
new ContributorData
{
Name = "霧雨烨",
Url = "https://github.com/Web13234",
ContributorTypes = [ContributorType.Coder]
},
new ContributorData
{
Name = "[HYPERLINK BLOCKED]",
Url = "https://www.pixiv.net/users/74412798",
ContributorTypes = [ContributorType.Artist],
ToolTip = "贡献死灵法杖和背包的贴图。"
},
new ContributorData
{
Name = "\u2605如爱生",
Url = "https://space.bilibili.com/425243934",
ContributorTypes = [ContributorType.Artist],
ToolTip = "贡献了一些枪械贴图。"
}
];
/// <summary>
/// <para>Get contributor totals</para>
/// <para>获取贡献者总数</para>
/// </summary>
/// <returns></returns>
public static int GetContributorTotals()
{
return ContributorArray.Length;
}
/// <summary>
/// <para>Gets a dictionary of contribution types to the contributor array</para>
/// <para>获取贡献类型到贡献者数组的字典</para>
/// </summary>
/// <remarks>
///<para>Cache the results after calling this method, as it is very expensive to generate results.</para>
///<para>调用此方法后请将结果缓存起来,因为生成结果是非常昂贵的。</para>
/// </remarks>
/// <returns>
/// </returns>
public static Dictionary<ContributorType, ContributorData[]>? GetContributorTypeToContributorDataArray()
{
if (_contributorTypeDictionary == null)
{
return null;
}
var result = new Dictionary<ContributorType, ContributorData[]>();
foreach (var contributorType in _contributorTypeDictionary.Keys)
{
result[contributorType] = _contributorTypeDictionary[contributorType].ToArray();
}
return result;
}
/// <summary>
/// <para>Register all contributor data</para>
/// <para>注册所有的贡献者数据</para>
/// </summary>
public static void RegisterAllContributorData()
{
if (_contributorTypeDictionary!= null)
{
return;
}
foreach (var contributorData in ContributorArray)
{
RegisterContributorData(contributorData);
}
}
/// <summary>
/// <para>Gets a string description of a contribution type</para>
/// <para>获取某个贡献类型的字符串描述</para>
/// </summary>
/// <param name="contributorType"></param>
/// <returns></returns>
/// <exception cref="ArgumentOutOfRangeException"></exception>
public static string? ContributorTypeToString(ContributorType contributorType)
{
return contributorType switch
{
ContributorType.Coder => TranslationServerUtils.Translate("ui_coder"),
ContributorType.Artist => TranslationServerUtils.Translate("ui_artist"),
ContributorType.Musician => TranslationServerUtils.Translate("ui_musician"),
ContributorType.CharacterVoice => TranslationServerUtils.Translate("ui_character_voice"),
ContributorType.Translator => TranslationServerUtils.Translate("ui_translator"),
_ => throw new ArgumentOutOfRangeException(nameof(contributorType), contributorType, null)
};
}
/// <summary>
/// <para>Register contributor data to the type dictionary</para>
/// <para>注册贡献者数据到类型字典</para>
/// </summary>
/// <param name="contributorType"></param>
/// <param name="contributorData"></param>
private static void AddContributorDataToTypeDictionary(ContributorType contributorType,
ContributorData contributorData)
{
if (_contributorTypeDictionary == null)
{
return;
}
if (_contributorTypeDictionary.ContainsKey(contributorType))
{
_contributorTypeDictionary[contributorType].Add(contributorData);
}
else
{
_contributorTypeDictionary[contributorType] = [contributorData];
}
}
/// <summary>
/// <para>Register Contributor data</para>
/// <para>注册贡献者数据</para>
/// </summary>
/// <param name="contributorData"></param>
private static void RegisterContributorData(ContributorData contributorData)
{
if (contributorData.Name == null || contributorData.ContributorTypes == null)
{
return;
}
_contributorTypeDictionary ??= new Dictionary<ContributorType, List<ContributorData>>();
foreach (var contributorDataContributorType in contributorData.ContributorTypes)
{
AddContributorDataToTypeDictionary(contributorDataContributorType, contributorData);
}
}
}

View File

@ -0,0 +1,54 @@
namespace ColdMint.scripts.contribute;
/// <summary>
/// <para>Contribution type</para>
/// <para>贡献类型</para>
/// </summary>
public enum ContributorType
{
/// <summary>
/// <para>Coder</para>
/// <para>程序员</para>
/// </summary>
/// <remarks>
///<para>Contributed code to the project</para>
///<para>为项目贡献了代码</para>
/// </remarks>
Coder,
/// <summary>
/// <para>Artist</para>
/// <para>美术</para>
/// </summary>
/// <remarks>
///<para>Contributed art assets to the project</para>
///<para>为项目贡献了美术资产</para>
/// </remarks>
Artist,
/// <summary>
/// <para>Musician</para>
/// <para>音乐家</para>
/// </summary>
/// <remarks>
///<para>Contributed music, sound assets to the project</para>
///<para>为项目贡献了音乐,音效资产</para>
/// </remarks>
Musician,
/// <summary>
/// <para>CharacterVoice</para>
/// <para>角色配音</para>
/// </summary>
/// <remarks>
///<para>Contributed voice to the game character</para>
///<para>为游戏角色贡献了语音</para>
/// </remarks>
CharacterVoice,
/// <summary>
/// <para>Translator</para>
/// <para>翻译者</para>
/// </summary>
/// <remarks>
///<para>Contribute to localization of the project(specified language)</para>
///<para>为项目的本地化做出贡献(指定的语言)</para>
/// </remarks>
Translator
}

View File

@ -70,7 +70,9 @@ public static class LogCat
} }
StringBuilder.Append(DateTime.Now.ToString(" yyyy-M-d HH:mm:ss : ")); StringBuilder.Append(DateTime.Now.ToString(" yyyy-M-d HH:mm:ss : "));
StringBuilder.Append(TranslationServerUtils.Translate($"log_{message}")); var key = $"log_{message}";
var translationResult = TranslationServerUtils.Translate(key);
StringBuilder.Append(translationResult == key ? message : translationResult);
return StringBuilder; return StringBuilder;
} }

View File

@ -1,9 +1,7 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using ColdMint.scripts.item; using ColdMint.scripts.item;
using ColdMint.scripts.item.itemStacks; using ColdMint.scripts.item.itemStacks;
using Godot; using Godot;
namespace ColdMint.scripts.inventory; namespace ColdMint.scripts.inventory;
@ -193,7 +191,10 @@ public interface IItemContainer : IEnumerable<ItemSlotNode>
/// <para>Match the first item slot that satisfies the predicate</para> /// <para>Match the first item slot that satisfies the predicate</para>
/// <para>匹配首个拥有满足指定条件的物品槽</para> /// <para>匹配首个拥有满足指定条件的物品槽</para>
/// </summary> /// </summary>
/// <param name="predicate"></param> /// <param name="predicate">
///<para>predicate</para>
///<para>谓语</para>
/// </param>
/// <returns> /// <returns>
/// <para>Return null if there is no slot satisfies the predicate</para> /// <para>Return null if there is no slot satisfies the predicate</para>
/// <para>若没有满足条件的槽位返回null</para> /// <para>若没有满足条件的槽位返回null</para>
@ -210,7 +211,6 @@ public interface IItemContainer : IEnumerable<ItemSlotNode>
/// <para>IEnumerable for the item slot matched to, will be empty if there's no slot satisfies the predicate</para> /// <para>IEnumerable for the item slot matched to, will be empty if there's no slot satisfies the predicate</para>
/// <para>包含匹配到的槽位的IEnumerable当没有满足条件的槽位时为空</para> /// <para>包含匹配到的槽位的IEnumerable当没有满足条件的槽位时为空</para>
/// </returns> /// </returns>
/// <seealso cref="Match(Func{IItemStack?,bool})"/>
IEnumerable<ItemSlotNode> MatchAll(Func<ItemSlotNode, bool> predicate); IEnumerable<ItemSlotNode> MatchAll(Func<ItemSlotNode, bool> predicate);

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@ -12,7 +12,6 @@ namespace ColdMint.scripts.inventory;
/// </summary> /// </summary>
public partial class ItemSlotNode : MarginContainer public partial class ItemSlotNode : MarginContainer
{ {
//private IItem? _item;
private IItemStack? _itemStack; private IItemStack? _itemStack;
private TextureRect? _backgroundTextureRect; private TextureRect? _backgroundTextureRect;
private TextureRect? _iconTextureRect; private TextureRect? _iconTextureRect;
@ -328,7 +327,7 @@ public partial class ItemSlotNode : MarginContainer
_backgroundTextureWhenSelect = GD.Load<Texture2D>("res://sprites/ui/ItemBarFocus.png"); _backgroundTextureWhenSelect = GD.Load<Texture2D>("res://sprites/ui/ItemBarFocus.png");
_backgroundTextureRect = _backgroundTextureRect =
GetNode<TextureRect>("BackgroundTexture"); GetNode<TextureRect>("BackgroundTexture");
_iconTextureRect = GetNode<TextureRect>("BackgroundTexture/CenterContainer/IconTextureRect"); _iconTextureRect = GetNode<TextureRect>("BackgroundTexture/IconTextureRect");
_quantityLabel = GetNode<Label>("Control/QuantityLabel"); _quantityLabel = GetNode<Label>("Control/QuantityLabel");
_control = GetNode<Control>("Control"); _control = GetNode<Control>("Control");
_quantityLabel.Hide(); _quantityLabel.Hide();

View File

@ -0,0 +1,60 @@
using ColdMint.scripts.utils;
using Godot;
namespace ColdMint.scripts.inventory;
/// <summary>
/// <para>Backpack UI</para>
/// <para>背包UI</para>
/// </summary>
public partial class PacksackUi : Control
{
private IItemContainer? _itemContainer;
private PackedScene? _packedScene;
private GridContainer? _gridContainer;
/// <summary>
/// <para>Packsack</para>
/// <para>背包</para>
/// </summary>
public IItemContainer? ItemContainer
{
get => _itemContainer;
set
{
_itemContainer = value;
PlaceItemSlot(value);
}
}
/// <summary>
/// <para>Place item slots according to item information</para>
/// <para>根据物品信息放置物品槽</para>
/// </summary>
/// <param name="itemContainer"></param>
private void PlaceItemSlot(IItemContainer? itemContainer)
{
if (_gridContainer == null || itemContainer == null)
{
return;
}
NodeUtils.DeleteAllChild(_gridContainer);
foreach (var itemSlotNode in itemContainer)
{
itemSlotNode.Reparent(_gridContainer);
}
}
public override void _Ready()
{
_packedScene = GD.Load<PackedScene>("res://prefab/ui/ItemSlot.tscn");
_gridContainer = GetNode<GridContainer>("GridContainer");
_gridContainer.Columns = Config.HotBarSize;
//If the item container was set before this node was placed in the node tree, load it here.
//若物品容器在此节点放置到节点树之前被设置了,那么在这里加载。
PlaceItemSlot(_itemContainer);
}
}

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@ -71,10 +71,6 @@ public interface IItem
/// <para>If this item need a special stack type, return the special item stack instance that contains the item. If else, just leave this null.</para> /// <para>If this item need a special stack type, return the special item stack instance that contains the item. If else, just leave this null.</para>
/// <para>如果该项目需要特殊的物品堆类型重写此方法来返回包含该物品的特殊物品堆实例。否则保留原本的null返回值。</para> /// <para>如果该项目需要特殊的物品堆类型重写此方法来返回包含该物品的特殊物品堆实例。否则保留原本的null返回值。</para>
/// </summary> /// </summary>
/// <remarks>
/// <para>DO NOT use this method to create stack from item, use <see cref="IItemStack.FromItem"/> instead</para>
/// <para>不要使用此方法从一个物品创建堆,请使用 <see cref="IItemStack.FromItem"/></para>。
/// </remarks>
/// <seealso cref="CanStackWith"/> /// <seealso cref="CanStackWith"/>
IItemStack? SpecialStack() => null; IItemStack? SpecialStack() => null;
} }

View File

@ -1,6 +1,6 @@
using ColdMint.scripts.inventory; using ColdMint.scripts.inventory;
using ColdMint.scripts.item.itemStacks; using ColdMint.scripts.pickable;
using ColdMint.scripts.utils;
using Godot; using Godot;
namespace ColdMint.scripts.item; namespace ColdMint.scripts.item;
@ -9,22 +9,12 @@ namespace ColdMint.scripts.item;
/// <para>packsack</para> /// <para>packsack</para>
/// <para>背包</para> /// <para>背包</para>
/// </summary> /// </summary>
public partial class Packsack : RigidBody2D, IItem public partial class Packsack : PickAbleTemplate
{ {
[Export] public string Id { get; protected set; } = "place_holder_id"; private PackedScene? _packedScene;
private PacksackUi? _packsackUi;
protected Texture2D? UniqueIcon { get; set; } public override void Destroy()
public Texture2D Icon => UniqueIcon ?? ItemTypeManager.DefaultIconOf(Id);
protected string? UniqueName { get; set; }
public new string Name => UniqueName ?? ItemTypeManager.DefaultNameOf(Id);
protected string? UniqueDescription { get; set; }
public string? Description => UniqueDescription ?? ItemTypeManager.DefaultDescriptionOf(Id);
public void Use(Node2D? owner, Vector2 targetGlobalPosition) { }
public void Destroy()
{ {
if (ItemContainer == null) return; if (ItemContainer == null) return;
foreach (var itemSlot in ItemContainer) foreach (var itemSlot in ItemContainer)
@ -35,22 +25,26 @@ public partial class Packsack : RigidBody2D, IItem
QueueFree(); QueueFree();
} }
public bool CanStackWith(IItem item) => false; public override void Use(Node2D? owner, Vector2 targetGlobalPosition)
public IItemStack? SpecialStack()
{ {
return new PacksackStack(this); if (_packedScene == null)
{
return;
}
if (_packsackUi == null)
{
_packsackUi = NodeUtils.InstantiatePackedScene<PacksackUi>(_packedScene,this);
}
_packsackUi?.Show();
} }
public IItemContainer? ItemContainer { get; private set; } public IItemContainer? ItemContainer { get; private set; }
public override void _Ready() public override void _Ready()
{ {
base._Ready(); base._Ready();
ItemContainer = new UniversalItemContainer(); ItemContainer = new UniversalItemContainer();
_packedScene = GD.Load<PackedScene>("res://prefab/ui/packsackUI.tscn");
//Test: Add one ItemSlot for pack
ItemContainer.AddItemSlot(this);
} }
} }

View File

@ -159,6 +159,10 @@ public interface IItemStack
/// <para>Create a new ItemStack with the given item as the first item</para> /// <para>Create a new ItemStack with the given item as the first item</para>
/// <para>以给定的物品为第一个物品创建物品堆</para> /// <para>以给定的物品为第一个物品创建物品堆</para>
/// </summary> /// </summary>
/// <remarks>
///<para>Assuming the item implements the <see cref="IItem.SpecialStack"/> method, then use the return value of the SpecialStack method, otherwise extrapolate from the maximum number of stacks of items.</para>
///<para>假设物品实现了<see cref="IItem.SpecialStack"/>方法那么使用SpecialStack方法的返回值否则根据物品的最大堆叠数量来推断。</para>
/// </remarks>
public static IItemStack FromItem(IItem item) => public static IItemStack FromItem(IItem item) =>
item.SpecialStack() ?? item.SpecialStack() ??
ItemTypeManager.MaxStackQuantityOf(item.Id) switch ItemTypeManager.MaxStackQuantityOf(item.Id) switch

View File

@ -1,7 +1,6 @@
using System; using System;
using ColdMint.scripts.camp;
using ColdMint.scripts.character; using ColdMint.scripts.character;
using ColdMint.scripts.pickable;
using ColdMint.scripts.damage; using ColdMint.scripts.damage;
using Godot; using Godot;
@ -12,57 +11,14 @@ namespace ColdMint.scripts.item.weapon;
/// <para>WeaponTemplate</para> /// <para>WeaponTemplate</para>
/// <para>武器模板</para> /// <para>武器模板</para>
/// </summary> /// </summary>
public abstract partial class WeaponTemplate : RigidBody2D, IItem public abstract partial class WeaponTemplate : PickAbleTemplate
{ {
private float _gravity = ProjectSettings.GetSetting("physics/2d/default_gravity").AsSingle(); private float _gravity = ProjectSettings.GetSetting("physics/2d/default_gravity").AsSingle();
public override void Use(Node2D? owner, Vector2 targetGlobalPosition)
//Implements IItem
[Export] public virtual string Id { get; private set; } = "ID";
protected Texture2D? UniqueIcon { get; set; }
public Texture2D Icon => UniqueIcon ?? ItemTypeManager.DefaultIconOf(Id);
protected string? UniqueName { get; set; }
public new string Name => UniqueName ?? ItemTypeManager.DefaultNameOf(Id);
protected string? UniqueDescription { get; set; }
public string? Description => UniqueDescription ?? ItemTypeManager.DefaultDescriptionOf(Id);
public void Use(Node2D? owner, Vector2 targetGlobalPosition)
{ {
Fire(owner, targetGlobalPosition); Fire(owner, targetGlobalPosition);
} }
public virtual void Destroy()
{
QueueFree();
}
public bool CanStackWith(IItem item) => false;
/// <summary>
/// <para>Whether the weapon is currently picked up</para>
/// <para>当前武器是否被捡起了</para>
/// </summary>
public bool Picked { get; set; }
/// <summary>
/// <para>Owner</para>
/// <para>主人</para>
/// </summary>
public new Node2D? Owner { get; set; }
/// <summary>
/// <para>Enabled contact injury</para>
/// <para>启用接触伤害</para>
/// </summary>
public bool EnableContactInjury;
[Export] private int _minContactInjury = 1;
[Export] private int _maxContactInjury = 2;
private DateTime? _lastFiringTime; private DateTime? _lastFiringTime;
@ -93,113 +49,15 @@ public abstract partial class WeaponTemplate : RigidBody2D, IItem
/// </remarks> /// </remarks>
[Export] private Vector2 _recoil; [Export] private Vector2 _recoil;
/// <summary>
/// <para>This area represents the collision range of the weapon, and when other nodes enter this area, they will deal damage.</para>
/// <para>这个区域表示武器的碰撞范围,当其他节点进入此区域时,会造成伤害。</para>
/// </summary>
private Area2D? _damageArea2D;
/// <summary>
/// <para>The number of tile maps in contact with this weapon</para>
/// <para>与此武器接触的瓦片地图数量</para>
/// </summary>
private int _tileMapNumber;
public override void _Ready() public override void _Ready()
{ {
_damageArea2D = GetNode<Area2D>("DamageArea2D");
_damageArea2D.BodyEntered += OnBodyEnter;
_damageArea2D.BodyExited += OnBodyExited;
} }
private void OnBodyExited(Node node)
{
if (Picked)
{
return;
}
//If it leaves the ground or walls.
//如果离开了地面或墙壁。
if (node is TileMap)
{
_tileMapNumber--;
if (_tileMapNumber == 0)
{
//No longer in contact with any shingles can cause injury
//不再与任何瓦片接触后,可以造成伤害
EnableContactInjury = true;
SetCollisionMaskValue(Config.LayerNumber.Player, false);
}
}
}
/// <summary>
/// <para>Use weapons against the enemy</para>
/// <para>使用武器砸敌人</para>
/// </summary>
/// <param name="node"></param>
private void OnBodyEnter(Node node)
{
if (Picked)
{
return;
}
if (node is TileMap)
{
_tileMapNumber++;
EnableContactInjury = false;
//Items can be pushed by the player when they are on the ground
//当物品在地面上时,可被玩家推动
SetCollisionMaskValue(Config.LayerNumber.Player, true);
}
else if (node is CharacterTemplate characterTemplate)
{
if (!EnableContactInjury)
{
return;
}
if (Owner is not CharacterTemplate ownerCharacterTemplate)
{
return;
}
//Determine if your side can cause damage
//判断所属的阵营是否可以造成伤害
var canCauseHarm = CampManager.CanCauseHarm(CampManager.GetCamp(ownerCharacterTemplate.CampId),
CampManager.GetCamp(characterTemplate.CampId));
if (!canCauseHarm)
{
return;
}
//If allowed to cause harm
//如果允许造成伤害
var damage = new Damage
{
MaxDamage = Math.Abs(_maxContactInjury),
MinDamage = Math.Abs(_minContactInjury),
Attacker = ownerCharacterTemplate
};
damage.CreateDamage();
damage.MoveLeft = LinearVelocity.X < 0;
damage.Type = Config.DamageType.Physical;
characterTemplate.Damage(damage);
//Reduce speed after hitting enemies.
//击中敌人后减少速度。
LinearVelocity *= 1 - Config.ThrownItemsHitEnemiesReduceSpeedByPercentage;
}
}
/// <summary>
/// <para>翻转武器</para>
/// </summary>
/// <param name="facingLeft"></param>
public void Flip(bool facingLeft) { }
/// <summary> /// <summary>

View File

@ -0,0 +1,112 @@
using ColdMint.scripts.contribute;
using ColdMint.scripts.utils;
using Godot;
namespace ColdMint.scripts.loader.uiLoader;
/// <summary>
/// <para>Contributor group loader</para>
/// <para>贡献者组加载器</para>
/// </summary>
public partial class ContributorGroupLoader : UiLoaderTemplate
{
private string? _title;
private ContributorData[]? _contributorDataArray;
/// <summary>
/// <para>Contributor array</para>
/// <para>贡献者数组</para>
/// </summary>
public ContributorData[]? ContributorDataArray
{
get => _contributorDataArray;
set
{
_contributorDataArray = value;
SetContributorData(value);
}
}
/// <summary>
/// <para>The title of the contribution group</para>
/// <para>贡献组的标题</para>
/// </summary>
public string? Title
{
get => _title;
set
{
_title = value;
SetTitle(value);
}
}
private Label? _titleLabel;
private HFlowContainer? _flowContainer;
public override void InitializeUi()
{
_titleLabel = GetNode<Label>("TitleLabel");
_flowContainer = GetNode<HFlowContainer>("HFlowContainer");
//If there is initial data, it is loaded at startup.
//如果有初始数据,那么在启动时加载。
SetTitle(_title);
SetContributorData(_contributorDataArray);
}
/// <summary>
/// <para>Set contributor array</para>
/// <para>设置贡献者数组</para>
/// </summary>
/// <param name="contributorDataArray"></param>
private void SetContributorData(ContributorData[]? contributorDataArray)
{
if (_flowContainer == null)
{
return;
}
NodeUtils.DeleteAllChild(_flowContainer);
if (contributorDataArray == null || contributorDataArray.Length == 0)
{
return;
}
foreach (var contributorData in contributorDataArray)
{
var linkButton = new LinkButton();
linkButton.Underline = LinkButton.UnderlineMode.OnHover;
linkButton.Text = contributorData.Name;
linkButton.Uri = contributorData.Url;
var toolTip = contributorData.ToolTip;
if (toolTip == null)
{
linkButton.TooltipText = contributorData.Url;
}
else
{
linkButton.TooltipText = contributorData.ToolTip;
}
_flowContainer.AddChild(linkButton);
}
}
/// <summary>
/// <para>Set Title</para>
/// <para>设置标题</para>
/// </summary>
/// <param name="title"></param>
private void SetTitle(string? title)
{
if (_titleLabel != null)
{
if (title == null)
{
_titleLabel.Hide();
}
else
{
_titleLabel.Show();
_titleLabel.Text = title;
}
}
}
}

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@ -0,0 +1,72 @@
using ColdMint.scripts.contribute;
using ColdMint.scripts.utils;
using Godot;
namespace ColdMint.scripts.loader.uiLoader;
/// <summary>
/// <para>ContributorLoader</para>
/// <para>贡献者页面加载器</para>
/// </summary>
public partial class ContributorLoader : UiLoaderTemplate
{
private Button? _exitButton;
private VBoxContainer? _boxContainer;
private PackedScene? _packedScene;
private PackedScene? _mainMenu;
private PackedScene? _contributorGroup;
public override void InitializeData()
{
_mainMenu = GD.Load<PackedScene>("res://scenes/mainMenu.tscn");
_packedScene = GD.Load<PackedScene>("res://prefab/ui/contributorGroup.tscn");
_contributorGroup = GD.Load<PackedScene>("res://prefab/ui/contributorGroup.tscn");
}
public override void InitializeUi()
{
_exitButton = GetNode<Button>("ExitButton");
_boxContainer = GetNode<VBoxContainer>("VBoxContainer");
var dictionary =
ContributorDataManager.GetContributorTypeToContributorDataArray();
if (dictionary != null)
{
foreach (var contributorType in dictionary.Keys)
{
AddGroup(ContributorDataManager.ContributorTypeToString(contributorType), dictionary[contributorType]);
}
}
}
private void AddGroup(string? title, ContributorData[] contributorDataArray)
{
if (_boxContainer == null || _contributorGroup == null)
{
return;
}
var contributorGroupLoader = NodeUtils.InstantiatePackedScene<ContributorGroupLoader>(_contributorGroup);
if (contributorGroupLoader != null)
{
contributorGroupLoader.Title = title;
contributorGroupLoader.ContributorDataArray = contributorDataArray;
_boxContainer.AddChild(contributorGroupLoader);
}
}
public override void LoadUiActions()
{
if (_exitButton != null)
{
_exitButton.Pressed += () =>
{
if (_mainMenu == null)
{
return;
}
GetTree().ChangeSceneToPacked(_mainMenu);
};
}
}
}

View File

@ -36,6 +36,7 @@ public partial class LevelGraphEditorLoader : UiLoaderTemplate
private PackedScene? _roomNodeScene; private PackedScene? _roomNodeScene;
private readonly List<Node> _selectedNodes = new(); private readonly List<Node> _selectedNodes = new();
private PackedScene? _mainMenu;
/// <summary> /// <summary>
/// <para>Displays the time to enter the suggestion</para> /// <para>Displays the time to enter the suggestion</para>
@ -59,7 +60,8 @@ public partial class LevelGraphEditorLoader : UiLoaderTemplate
public override void InitializeData() public override void InitializeData()
{ {
base.InitializeData(); base.InitializeData();
_roomNodeScene = (PackedScene)GD.Load("res://prefab/ui/RoomNode.tscn"); _mainMenu = GD.Load<PackedScene>("res://scenes/mainMenu.tscn");
_roomNodeScene = GD.Load<PackedScene>("res://prefab/ui/RoomNode.tscn");
_defaultRoomName = TranslationServerUtils.Translate("ui_default_room_name"); _defaultRoomName = TranslationServerUtils.Translate("ui_default_room_name");
var folder = Config.GetLevelGraphExportDirectory(); var folder = Config.GetLevelGraphExportDirectory();
if (!Directory.Exists(folder)) if (!Directory.Exists(folder))
@ -310,7 +312,11 @@ public partial class LevelGraphEditorLoader : UiLoaderTemplate
{ {
_nodeBinding.ReturnButton.Pressed += () => _nodeBinding.ReturnButton.Pressed += () =>
{ {
GetTree().ChangeSceneToPacked((PackedScene)GD.Load("res://scenes/mainMenu.tscn")); if (_mainMenu == null)
{
return;
}
GetTree().ChangeSceneToPacked(_mainMenu);
}; };
} }

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@ -3,6 +3,7 @@ using System.IO;
using System.Text; using System.Text;
using ColdMint.scripts.camp; using ColdMint.scripts.camp;
using ColdMint.scripts.contribute;
using ColdMint.scripts.deathInfo; using ColdMint.scripts.deathInfo;
using ColdMint.scripts.debug; using ColdMint.scripts.debug;
using ColdMint.scripts.inventory; using ColdMint.scripts.inventory;
@ -10,6 +11,7 @@ using ColdMint.scripts.item;
using ColdMint.scripts.loot; using ColdMint.scripts.loot;
using ColdMint.scripts.map; using ColdMint.scripts.map;
using ColdMint.scripts.map.roomInjectionProcessor; using ColdMint.scripts.map.roomInjectionProcessor;
using ColdMint.scripts.utils;
using Godot; using Godot;
@ -25,9 +27,12 @@ public partial class MainMenuLoader : UiLoaderTemplate
private Label? _copyrightLabel; private Label? _copyrightLabel;
private StringBuilder? _copyrightBuilder; private StringBuilder? _copyrightBuilder;
private PackedScene? _gameScene; private PackedScene? _gameScene;
private PackedScene? _contributor;
private PackedScene? _levelGraphEditor;
private Label? _sloganLabel; private Label? _sloganLabel;
private Label? _versionLabel; private Label? _versionLabel;
private Button? _levelGraphEditorButton; private Button? _levelGraphEditorButton;
private LinkButton? _contributorButton;
public override void InitializeData() public override void InitializeData()
{ {
@ -45,6 +50,7 @@ public partial class MainMenuLoader : UiLoaderTemplate
} }
ContributorDataManager.RegisterAllContributorData();
DeathInfoGenerator.RegisterDeathInfoHandler(new SelfDeathInfoHandler()); DeathInfoGenerator.RegisterDeathInfoHandler(new SelfDeathInfoHandler());
MapGenerator.RegisterRoomInjectionProcessor(new ChanceRoomInjectionProcessor()); MapGenerator.RegisterRoomInjectionProcessor(new ChanceRoomInjectionProcessor());
MapGenerator.RegisterRoomInjectionProcessor(new TimeIntervalRoomInjectorProcessor()); MapGenerator.RegisterRoomInjectionProcessor(new TimeIntervalRoomInjectorProcessor());
@ -70,7 +76,9 @@ public partial class MainMenuLoader : UiLoaderTemplate
CampManager.AddCamp(mazoku); CampManager.AddCamp(mazoku);
var aborigines = new Camp(Config.CampId.Aborigines); var aborigines = new Camp(Config.CampId.Aborigines);
CampManager.AddCamp(aborigines); CampManager.AddCamp(aborigines);
_gameScene = (PackedScene)GD.Load("res://scenes/game.tscn"); _gameScene = GD.Load<PackedScene>("res://scenes/game.tscn");
_contributor = GD.Load<PackedScene>("res://scenes/contributor.tscn");
_levelGraphEditor = GD.Load<PackedScene>("res://scenes/levelGraphEditor.tscn");
//Register ItemTypes from file //Register ItemTypes from file
//从文件注册物品类型 //从文件注册物品类型
@ -85,6 +93,7 @@ public partial class MainMenuLoader : UiLoaderTemplate
public override void InitializeUi() public override void InitializeUi()
{ {
_contributorButton = GetNode<LinkButton>("VBoxContainer2/ContributorButton");
_startGameButton = GetNode<Button>("StartGameButton"); _startGameButton = GetNode<Button>("StartGameButton");
_levelGraphEditorButton = GetNode<Button>("levelGraphEditorButton"); _levelGraphEditorButton = GetNode<Button>("levelGraphEditorButton");
//The level map editor is only available in debug mode. //The level map editor is only available in debug mode.
@ -112,6 +121,9 @@ public partial class MainMenuLoader : UiLoaderTemplate
_copyrightLabel.Text = _copyrightBuilder.ToString(); _copyrightLabel.Text = _copyrightBuilder.ToString();
_versionLabel.Text = "ver." + Config.GetVersion(); _versionLabel.Text = "ver." + Config.GetVersion();
_sloganLabel.Text = SloganProvider.GetSlogan(); _sloganLabel.Text = SloganProvider.GetSlogan();
_contributorButton.Text =
TranslationServerUtils.TranslateWithFormat("ui_contributor_tips",
ContributorDataManager.GetContributorTotals());
} }
public override void LoadUiActions() public override void LoadUiActions()
@ -121,16 +133,36 @@ public partial class MainMenuLoader : UiLoaderTemplate
_startGameButton.Pressed += () => _startGameButton.Pressed += () =>
{ {
LogCat.Log("start_game"); LogCat.Log("start_game");
if (_gameScene == null)
{
return;
}
GetTree().ChangeSceneToPacked(_gameScene); GetTree().ChangeSceneToPacked(_gameScene);
}; };
} }
if (_contributorButton!=null)
{
_contributorButton.Pressed += () =>
{
if (_contributor == null)
{
return;
}
GetTree().ChangeSceneToPacked(_contributor);
};
}
if (_levelGraphEditorButton != null) if (_levelGraphEditorButton != null)
{ {
_levelGraphEditorButton.Pressed += () => _levelGraphEditorButton.Pressed += () =>
{ {
LogCat.Log("level_graph_editor"); LogCat.Log("level_graph_editor");
GetTree().ChangeSceneToPacked((PackedScene)GD.Load("res://scenes/levelGraphEditor.tscn")); if (_levelGraphEditor == null)
{
return;
}
GetTree().ChangeSceneToPacked(_levelGraphEditor);
}; };
} }
} }

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@ -0,0 +1,165 @@
using System;
using ColdMint.scripts.camp;
using ColdMint.scripts.character;
using ColdMint.scripts.damage;
using ColdMint.scripts.item;
using Godot;
namespace ColdMint.scripts.pickable;
/// <summary>
/// <para>Templates for all fallen objects</para>
/// <para>所有掉落物的模板</para>
/// </summary>
public partial class PickAbleTemplate : RigidBody2D, IItem
{
[Export] public virtual string Id { get; set; } = "ID";
protected Texture2D? UniqueIcon { get; set; }
public Texture2D Icon => UniqueIcon ?? ItemTypeManager.DefaultIconOf(Id);
protected string? UniqueName { get; set; }
public new string Name => UniqueName ?? ItemTypeManager.DefaultNameOf(Id);
protected string? UniqueDescription { get; set; }
/// <summary>
/// <para>Owner</para>
/// <para>主人</para>
/// </summary>
public new Node2D? Owner { get; set; }
/// <summary>
/// <para>Enabled contact injury</para>
/// <para>启用接触伤害</para>
/// </summary>
public bool EnableContactInjury;
[Export] private int _minContactInjury = 1;
[Export] private int _maxContactInjury = 2;
public string? Description => UniqueDescription ?? ItemTypeManager.DefaultDescriptionOf(Id);
/// <summary>
/// <para>The number of tile maps that come into contact with this item</para>
/// <para>与此物品接触的瓦片地图数量</para>
/// </summary>
private int _tileMapNumber;
/// <summary>
/// <para>This area represents the collision range of the weapon, and when other nodes enter this area, they will deal damage.</para>
/// <para>这个区域表示武器的碰撞范围,当其他节点进入此区域时,会造成伤害。</para>
/// </summary>
private Area2D? _damageArea2D;
/// <summary>
/// <para>Whether the item is currently picked up</para>
/// <para>当前物品是否被捡起了</para>
/// </summary>
public bool Picked { get; set; }
public virtual void Use(Node2D? owner, Vector2 targetGlobalPosition)
{
}
public override void _Ready()
{
_damageArea2D = GetNode<Area2D>("DamageArea2D");
_damageArea2D.BodyEntered += OnBodyEnter;
_damageArea2D.BodyExited += OnBodyExited;
}
private void OnBodyExited(Node node)
{
if (Picked)
{
return;
}
//If it leaves the ground or walls.
//如果离开了地面或墙壁。
if (node is TileMap)
{
_tileMapNumber--;
if (_tileMapNumber == 0)
{
//No longer in contact with any shingles can cause injury
//不再与任何瓦片接触后,可以造成伤害
EnableContactInjury = true;
SetCollisionMaskValue(Config.LayerNumber.Player, false);
}
}
}
/// <summary>
/// <para>Use objects to smash enemies</para>
/// <para>使用物品砸敌人</para>
/// </summary>
/// <param name="node"></param>
private void OnBodyEnter(Node node)
{
if (Picked)
{
return;
}
if (node is TileMap)
{
_tileMapNumber++;
EnableContactInjury = false;
//Items can be pushed by the player when they are on the ground
//当物品在地面上时,可被玩家推动
SetCollisionMaskValue(Config.LayerNumber.Player, true);
}
else if (node is CharacterTemplate characterTemplate)
{
if (!EnableContactInjury)
{
return;
}
if (Owner is not CharacterTemplate ownerCharacterTemplate)
{
return;
}
//Determine if your side can cause damage
//判断所属的阵营是否可以造成伤害
var canCauseHarm = CampManager.CanCauseHarm(CampManager.GetCamp(ownerCharacterTemplate.CampId),
CampManager.GetCamp(characterTemplate.CampId));
if (!canCauseHarm)
{
return;
}
//If allowed to cause harm
//如果允许造成伤害
var damage = new Damage
{
MaxDamage = Math.Abs(_maxContactInjury),
MinDamage = Math.Abs(_minContactInjury),
Attacker = ownerCharacterTemplate
};
damage.CreateDamage();
damage.MoveLeft = LinearVelocity.X < 0;
damage.Type = Config.DamageType.Physical;
characterTemplate.Damage(damage);
//Reduce speed after hitting enemies.
//击中敌人后减少速度。
LinearVelocity *= 1 - Config.ThrownItemsHitEnemiesReduceSpeedByPercentage;
}
}
/// <summary>
/// <para>Flip item</para>
/// <para>翻转物品</para>
/// </summary>
/// <param name="facingLeft"></param>
public void Flip(bool facingLeft) { }
public virtual void Destroy()
{
QueueFree();
}
public bool CanStackWith(IItem item) => false;
}

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