Support for displaying item details now.

支持显示物品详情了。
This commit is contained in:
Cold-Mint 2024-05-02 16:28:22 +08:00
parent e204aae56a
commit a1d40d09b1
Signed by: Cold-Mint
GPG Key ID: C5A9BF8A98E0CE99
13 changed files with 133 additions and 94 deletions

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@ -11,4 +11,4 @@ use_item,使用,Use
jump_down,跳下平台,Jump off platform
de,的,'s
default_player_name,白纸,blankPaper
item_prompt_debug,ID{0}\n名称{1}\n数量{2}\n最大叠加数量{3}\n数据类型{4},ID: {0}\n Name: {1}\n Quantity: {2}\n Maximum stacking quantity: {3}\n Data type: {4}
item_prompt_debug,ID{0}\n名称{1}\n数量{2}\n最大叠加数量{3}\n数据类型{4}\n描述{5},ID: {0}\nName: {1}\nQuantity: {2}\nMaximum stacking quantity: {3}\nData type: {4}\nDescription{5}
1 id zh en
11 jump_down 跳下平台 Jump off platform
12 de 's
13 default_player_name 白纸 blankPaper
14 item_prompt_debug ID:{0}\n名称:{1}\n数量:{2}\n最大叠加数量:{3}\n数据类型:{4} ID:{0}\n名称:{1}\n数量:{2}\n最大叠加数量:{3}\n数据类型:{4}\n描述:{5} ID: {0}\n Name: {1}\n Quantity: {2}\n Maximum stacking quantity: {3}\n Data type: {4} ID: {0}\nName: {1}\nQuantity: {2}\nMaximum stacking quantity: {3}\nData type: {4}\nDescription:{5}

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@ -1,2 +1,3 @@
id,zh,en
staff_of_the_undead,死灵法杖,StaffOfTheUndead
staff_of_the_undead,死灵法杖,StaffOfTheUndead
staff_of_the_undead_desc,发射诅咒,可将敌人转化为邪恶的怪物。,Cast a curse that transforms enemies into evil monsters.
1 id zh en
2 staff_of_the_undead 死灵法杖 StaffOfTheUndead
3 staff_of_the_undead_desc 发射诅咒,可将敌人转化为邪恶的怪物。 Cast a curse that transforms enemies into evil monsters.

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@ -19,6 +19,8 @@ metadata/Name = "staff_of_the_undead"
metadata/FiringIntervalArray = PackedInt64Array(5000, 500, 250)
metadata/Icon = ExtResource("2_l5lni")
metadata/ID = "StaffOfTheUndead"
metadata/MaxStackQuantity = 1
metadata/Description = "staff_of_the_undead_desc"
[node name="Area2D" type="Area2D" parent="."]
collision_layer = 8

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@ -92,6 +92,7 @@ use_item={
[internationalization]
locale/translations=PackedStringArray("res://locals/UI.en.translation", "res://locals/UI.zh.translation", "res://locals/Error.zh.translation", "res://locals/Error.en.translation", "res://locals/slogan.en.translation", "res://locals/slogan.zh.translation", "res://locals/Log.en.translation", "res://locals/Log.zh.translation", "res://locals/Weapon.en.translation", "res://locals/Weapon.zh.translation", "res://locals/InputMapping.en.translation", "res://locals/InputMapping.zh.translation")
locale/test="en"
[layer_names]

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@ -1,5 +1,6 @@
using System;
using System.IO;
using System.Text;
using Godot;
using Environment = System.Environment;
@ -107,8 +108,26 @@ public static class Config
///<para>在禁用版本隔离时用的</para>
/// </remarks>
public const string DefaultVersionName = "Default";
/// <summary>
/// <para>IsDebug</para>
/// <para>是否为Debug模式</para>
/// </summary>
/// <returns></returns>
public static bool IsDebug()
{
return OS.HasFeature("debug");
}
public static string GetVersion()
{
var stringBuilder = new StringBuilder();
stringBuilder.Append(ProjectSettings.GetSetting("application/config/version").AsString());
stringBuilder.Append(IsDebug() ? "_debug" : "_release");
return stringBuilder.ToString();
}
/// <summary>
/// <para>GetGameDataDirectory</para>
/// <para>获取游戏数据目录</para>

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@ -34,6 +34,12 @@ public interface IItem
/// <para>物品有名称</para>
/// </summary>
string Name { get; set; }
/// <summary>
/// <para>Description</para>
/// <para>描述</para>
/// </summary>
string Description { get; set; }
/// <summary>

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@ -8,99 +8,107 @@ namespace ColdMint.scripts.inventory;
/// </summary>
public partial class ItemSlotNode : MarginContainer
{
private IItem? _item;
private TextureRect _backgroundTextureRect;
private TextureButton _iconTextureRect;
private Label _quantityLabel;
private Control _control;
private IItem? _item;
private TextureRect _backgroundTextureRect;
private TextureButton _iconTextureRect;
private Label _quantityLabel;
private Control _control;
/// <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 (_item == null)
{
if (item.Icon != null)
{
_iconTextureRect.TextureNormal = item.Icon;
}
/// <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 (_item == null)
{
if (item.Icon != null)
{
_iconTextureRect.TextureNormal = item.Icon;
}
_item = item;
UpdateTooltipText(item);
UpdateQuantityLabel(item.Quantity);
return true;
}
else
{
//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
if (_item.Id != item.Id)
{
return false;
}
_item = item;
UpdateTooltipText(item);
UpdateQuantityLabel(item.Quantity);
return true;
}
else
{
//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
if (_item.Id != item.Id)
{
return false;
}
var newQuantity = _item.Quantity + item.Quantity;
if (newQuantity > item.MaxStackQuantity)
{
//If the amount of the current item exceeds the maximum stack amount after placing it in this inventory
//如果将当前物品放置到这个物品栏后,数量超过了最大叠加数量
return false;
}
var newQuantity = _item.Quantity + item.Quantity;
if (newQuantity > item.MaxStackQuantity)
{
//If the amount of the current item exceeds the maximum stack amount after placing it in this inventory
//如果将当前物品放置到这个物品栏后,数量超过了最大叠加数量
return false;
}
_item.Quantity = newQuantity;
UpdateTooltipText(item);
UpdateQuantityLabel(newQuantity);
return true;
}
}
_item.Quantity = newQuantity;
UpdateTooltipText(item);
UpdateQuantityLabel(newQuantity);
return true;
}
}
/// <summary>
/// <para>Update item tips</para>
/// <para>更新物品的提示内容</para>
/// </summary>
/// <param name="item"></param>
private void UpdateTooltipText(IItem item)
{
_control.TooltipText = string.Format(TranslationServer.Translate("item_prompt_debug"), item.Id,
TranslationServer.Translate(item.Name),
item.Quantity, item.MaxStackQuantity, item.GetType().Name);
}
/// <summary>
/// <para>Update item tips</para>
/// <para>更新物品的提示内容</para>
/// </summary>
/// <param name="item"></param>
private void UpdateTooltipText(IItem item)
{
if (Config.IsDebug())
{
_control.TooltipText = string.Format(TranslationServer.Translate("item_prompt_debug"), item.Id,
TranslationServer.Translate(item.Name),
item.Quantity, item.MaxStackQuantity, item.GetType().Name, TranslationServer.Translate(item.Description));
}
else
{
_control.TooltipText = TranslationServer.Translate(item.Name) + "\n" +
TranslationServer.Translate(item.Description);
}
}
/// <summary>
/// <para>Update quantity label</para>
/// <para>更新数量标签</para>
/// </summary>
/// <param name="quantity"></param>
private void UpdateQuantityLabel(int? quantity)
{
switch (quantity)
{
case null:
_quantityLabel.Visible = false;
return;
case > 1:
//When the quantity is greater than 1, we display the quantity.
//当数量大于1时我们显示数量
_quantityLabel.Text = quantity.ToString();
_quantityLabel.Visible = true;
break;
default:
_quantityLabel.Visible = false;
break;
}
}
/// <summary>
/// <para>Update quantity label</para>
/// <para>更新数量标签</para>
/// </summary>
/// <param name="quantity"></param>
private void UpdateQuantityLabel(int? quantity)
{
switch (quantity)
{
case null:
_quantityLabel.Visible = false;
return;
case > 1:
//When the quantity is greater than 1, we display the quantity.
//当数量大于1时我们显示数量
_quantityLabel.Text = quantity.ToString();
_quantityLabel.Visible = true;
break;
default:
_quantityLabel.Visible = false;
break;
}
}
public override void _Ready()
{
_backgroundTextureRect =
GetNode<TextureRect>("BackgroundTexture");
_iconTextureRect = GetNode<TextureButton>("BackgroundTexture/CenterContainer/IconTextureRect");
_quantityLabel = GetNode<Label>("Control/QuantityLabel");
_control = GetNode<Control>("Control");
_quantityLabel.Visible = false;
}
}
public override void _Ready()
{
_backgroundTextureRect =
GetNode<TextureRect>("BackgroundTexture");
_iconTextureRect = GetNode<TextureButton>("BackgroundTexture/CenterContainer/IconTextureRect");
_quantityLabel = GetNode<Label>("Control/QuantityLabel");
_control = GetNode<Control>("Control");
_quantityLabel.Visible = false;
}
}

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@ -25,7 +25,7 @@ public partial class MainMenuLoader : UiLoaderTemplate
{
//Register the corresponding encoding provider to solve the problem of garbled Chinese path of the compressed package
//注册对应的编码提供程序,解决压缩包中文路径乱码问题
Encoding.RegisterProvider(CodePagesEncodingProvider.Instance);
Encoding.RegisterProvider(CodePagesEncodingProvider.Instance);
//创建游戏数据文件夹
var dataPath = Config.GetGameDataDirectory();
if (dataPath != null && !Directory.Exists(dataPath))
@ -72,7 +72,7 @@ public partial class MainMenuLoader : UiLoaderTemplate
_copyrightBuilder.Append(Config.CompanyName);
_copyrightBuilder.Append(" all rights reserved.");
_copyrightLabel.Text = _copyrightBuilder.ToString();
_versionLabel.Text = "ver." + ProjectSettings.GetSetting("application/config/version").AsString();
_versionLabel.Text = "ver." + Config.GetVersion();
_sloganLabel.Text = SloganProvider.GetSlogan();
}

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@ -22,6 +22,7 @@ public partial class WeaponTemplate : RigidBody2D, IItem
public int MaxStackQuantity { get; set; }
public Texture2D Icon { get; set; }
public string Name { get; set; }
public string Description { get; set; }
public Action<IItem> OnUse { get; set; }
public Func<IItem, Node> OnInstantiation { get; set; }
@ -72,6 +73,7 @@ public partial class WeaponTemplate : RigidBody2D, IItem
MaxStackQuantity = GetMeta("MaxStackQuantity", Config.MaxStackQuantity).AsInt32();
Icon = GetMeta("Icon", "").As<Texture2D>();
Name = GetMeta("Name", "").AsString();
Description =GetMeta("Description", "").AsString();
_firingInterval = TimeSpan.FromMilliseconds(GetMeta("FiringInterval", "100").AsInt64());
_minContactInjury = GetMeta("MinContactInjury", "1").AsInt32();
_maxContactInjury = GetMeta("MaxContactInjury", "2").AsInt32();