Supports the use of mouse wheel and keyboard number keys to adjust HotBar selected items.
支持使用鼠标滚轮和键盘数字键调整HotBar选中的项目了。
This commit is contained in:
parent
a1d40d09b1
commit
b7939af5d0
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@ -1,6 +1,7 @@
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id,zh,en
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product_name,异界旅人,A traveler from another world
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start_game,开始游戏,Start game
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settings,设置,Settings
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pick_up,拾捡,Pick up
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move_left,向左移动,Move left
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move_right,向右移动,Move right
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Binary file not shown.
Binary file not shown.
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@ -24,9 +24,8 @@ grow_horizontal = 2
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grow_vertical = 2
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scale = Vector2(0.2, 0.2)
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[node name="IconTextureRect" type="TextureButton" parent="BackgroundTexture/CenterContainer"]
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[node name="IconTextureRect" type="TextureRect" parent="BackgroundTexture/CenterContainer"]
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layout_mode = 2
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tooltip_text = "老婆"
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[node name="Control" type="Control" parent="."]
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layout_mode = 2
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@ -88,6 +88,66 @@ use_item={
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"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":1,"position":Vector2(211, 16),"global_position":Vector2(215, 57),"factor":1.0,"button_index":1,"canceled":false,"pressed":true,"double_click":false,"script":null)
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]
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}
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hotbar_1={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":49,"physical_keycode":0,"key_label":0,"unicode":49,"echo":false,"script":null)
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]
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}
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hotbar_2={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":50,"physical_keycode":0,"key_label":0,"unicode":50,"echo":false,"script":null)
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]
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}
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hotbar_3={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":51,"physical_keycode":0,"key_label":0,"unicode":51,"echo":false,"script":null)
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]
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}
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hotbar_4={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":52,"physical_keycode":0,"key_label":0,"unicode":52,"echo":false,"script":null)
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]
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}
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hotbar_5={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":53,"physical_keycode":0,"key_label":0,"unicode":53,"echo":false,"script":null)
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]
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}
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hotbar_6={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":54,"physical_keycode":0,"key_label":0,"unicode":54,"echo":false,"script":null)
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]
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}
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hotbar_7={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":55,"physical_keycode":0,"key_label":0,"unicode":55,"echo":false,"script":null)
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]
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}
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hotbar_8={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":56,"physical_keycode":0,"key_label":0,"unicode":56,"echo":false,"script":null)
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]
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}
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hotbar_9={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":57,"physical_keycode":0,"key_label":0,"unicode":57,"echo":false,"script":null)
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]
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}
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hotbar_10={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":48,"physical_keycode":0,"key_label":0,"unicode":48,"echo":false,"script":null)
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]
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}
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hotbar_next={
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"deadzone": 0.5,
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"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":16,"position":Vector2(241, 17),"global_position":Vector2(245, 58),"factor":1.0,"button_index":5,"canceled":false,"pressed":true,"double_click":false,"script":null)
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]
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}
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hotbar_previous={
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"deadzone": 0.5,
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"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":8,"position":Vector2(169, 17),"global_position":Vector2(173, 58),"factor":1.0,"button_index":4,"canceled":false,"pressed":true,"double_click":false,"script":null)
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]
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}
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[internationalization]
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@ -25,6 +25,18 @@ offset_bottom = 201.0
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grow_horizontal = 2
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text = "start_game"
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[node name="SettingsButton" type="Button" parent="."]
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layout_mode = 1
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anchors_preset = 5
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anchor_left = 0.5
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anchor_right = 0.5
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offset_left = -44.5
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offset_top = 215.0
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offset_right = 50.5
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offset_bottom = 248.0
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grow_horizontal = 2
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text = "settings"
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[node name="VBoxContainer" type="VBoxContainer" parent="."]
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layout_mode = 1
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anchors_preset = 2
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@ -38,11 +50,13 @@ grow_vertical = 0
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[node name="GithubLink" type="LinkButton" parent="VBoxContainer"]
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layout_mode = 2
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focus_mode = 2
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text = "Github"
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uri = "https://github.com/Cold-Mint/Traveller"
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[node name="BiliBiliLink" type="LinkButton" parent="VBoxContainer"]
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layout_mode = 2
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focus_mode = 2
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text = "Bilibili"
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uri = "https://space.bilibili.com/1383759192"
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@ -85,7 +85,13 @@ public static class Config
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/// <para>公司/创作者名字</para>
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/// </summary>
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public const string CompanyName = "ColdMint";
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/// <summary>
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/// <para>How many item slots are there on the shortcut bar</para>
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/// <para>快捷栏上有多少个物品槽</para>
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/// </summary>
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public const int HotBarSize = 10;
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/// <summary>
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/// <para>UserID</para>
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stringBuilder.Append(IsDebug() ? "_debug" : "_release");
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return stringBuilder.ToString();
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}
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/// <summary>
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/// <para>GetGameDataDirectory</para>
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/// <para>获取游戏数据目录</para>
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@ -1,5 +1,6 @@
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using System.Collections.Generic;
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using System.Linq;
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using ColdMint.scripts.debug;
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using Godot;
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namespace ColdMint.scripts.inventory;
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@ -8,18 +9,143 @@ public partial class HotBar : HBoxContainer
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{
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private PackedScene _itemSlotPackedScene;
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private List<ItemSlotNode> _itemSlotNodes;
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private int selectIndex = 0;
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public override void _Ready()
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{
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base._Ready();
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_itemSlotNodes = new List<ItemSlotNode>();
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_itemSlotPackedScene = GD.Load<PackedScene>("res://prefab/ui/ItemSlot.tscn");
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for (int i = 0; i < 10; i++)
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for (var i = 0; i < Config.HotBarSize; i++)
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{
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AddItemSlot();
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AddItemSlot(i);
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}
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}
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public override void _Process(double delta)
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{
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base._Process(delta);
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if (Input.IsActionJustPressed("hotbar_next"))
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{
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var count = _itemSlotNodes.Count;
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if (count == 0)
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{
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return;
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}
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//Mouse wheel down
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//鼠标滚轮向下
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var oldSelectIndex = selectIndex;
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selectIndex++;
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if (selectIndex >= count)
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{
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selectIndex = 0;
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}
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SelectItemSlot(oldSelectIndex, selectIndex);
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}
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if (Input.IsActionJustPressed("hotbar_previous"))
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{
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var count = _itemSlotNodes.Count;
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if (count == 0)
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{
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return;
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}
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//Mouse wheel up
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//鼠标滚轮向上
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var oldSelectIndex = selectIndex;
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selectIndex--;
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if (selectIndex < 0)
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{
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selectIndex = count - 1;
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}
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SelectItemSlot(oldSelectIndex, selectIndex);
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}
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if (Input.IsActionJustPressed("hotbar_1"))
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{
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SelectItemSlotByHotBarShortcutKey(0);
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}
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if (Input.IsActionJustPressed("hotbar_2"))
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{
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SelectItemSlotByHotBarShortcutKey(1);
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}
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if (Input.IsActionJustPressed("hotbar_3"))
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{
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SelectItemSlotByHotBarShortcutKey(2);
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}
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if (Input.IsActionJustPressed("hotbar_4"))
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{
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SelectItemSlotByHotBarShortcutKey(3);
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}
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if (Input.IsActionJustPressed("hotbar_5"))
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{
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SelectItemSlotByHotBarShortcutKey(4);
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}
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if (Input.IsActionJustPressed("hotbar_6"))
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{
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SelectItemSlotByHotBarShortcutKey(5);
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}
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if (Input.IsActionJustPressed("hotbar_7"))
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{
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SelectItemSlotByHotBarShortcutKey(6);
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}
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if (Input.IsActionJustPressed("hotbar_8"))
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{
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SelectItemSlotByHotBarShortcutKey(7);
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}
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if (Input.IsActionJustPressed("hotbar_9"))
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{
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SelectItemSlotByHotBarShortcutKey(8);
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}
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if (Input.IsActionJustPressed("hotbar_10"))
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{
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SelectItemSlotByHotBarShortcutKey(9);
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}
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}
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/// <summary>
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/// <para>Select the HotBar project using the shortcut keys</para>
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/// <para>通过快捷键选择HotBar项目</para>
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/// </summary>
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/// <para>The Pc version of the shortcut key index is 0-9</para>
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/// <para>Pc版本的快捷键索引为0-9</para>
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/// <param name="shortcutKeyIndex"></param>
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private void SelectItemSlotByHotBarShortcutKey(int shortcutKeyIndex)
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{
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var count = _itemSlotNodes.Count;
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if (count == 0)
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{
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//Prevents the dividend from being 0
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//防止被除数为0
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return;
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}
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var newIndex = shortcutKeyIndex % count;
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SelectItemSlot(selectIndex, newIndex);
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selectIndex = newIndex;
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}
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/// <summary>
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/// <para>Select an item slot</para>
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/// <para>选中某个物品槽</para>
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/// </summary>
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private void SelectItemSlot(int oldSelectIndex, int newSelectIndex)
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{
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_itemSlotNodes[oldSelectIndex].IsSelect = false;
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_itemSlotNodes[newSelectIndex].IsSelect = true;
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}
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/// <summary>
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/// <para>Add an item to the HotBar</para>
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/// <para>在HotBar内添加一个物品</para>
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@ -36,10 +162,16 @@ public partial class HotBar : HBoxContainer
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/// <para>Add items tank</para>
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/// <para>添加物品槽</para>
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/// </summary>
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private void AddItemSlot()
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private void AddItemSlot(int index)
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{
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var node = _itemSlotPackedScene.Instantiate();
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AddChild(node);
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_itemSlotNodes.Add(node as ItemSlotNode);
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var itemSlotNode = _itemSlotPackedScene.Instantiate() as ItemSlotNode;
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if (itemSlotNode == null)
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{
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return;
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}
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AddChild(itemSlotNode);
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itemSlotNode.IsSelect = index == selectIndex;
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_itemSlotNodes.Add(itemSlotNode);
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}
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}
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@ -8,107 +8,132 @@ namespace ColdMint.scripts.inventory;
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/// </summary>
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public partial class ItemSlotNode : MarginContainer
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{
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private IItem? _item;
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private TextureRect _backgroundTextureRect;
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private TextureButton _iconTextureRect;
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private Label _quantityLabel;
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private Control _control;
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private IItem? _item;
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private TextureRect _backgroundTextureRect;
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private TextureRect _iconTextureRect;
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private Label _quantityLabel;
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private Control _control;
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private bool _isSelect;
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private Texture2D _backgroundTexture;
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private Texture2D _backgroundTextureWhenSelect;
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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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/// </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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{
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if (_item == null)
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{
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if (item.Icon != null)
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{
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_iconTextureRect.TextureNormal = item.Icon;
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}
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public bool IsSelect
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{
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get => _isSelect;
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set
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{
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if (value)
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{
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_backgroundTextureRect.Texture = _backgroundTextureWhenSelect;
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}
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else
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{
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_backgroundTextureRect.Texture = _backgroundTexture;
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}
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_isSelect = value;
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}
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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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}
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else
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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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public TextureRect BackgroundTextureRect => _backgroundTextureRect;
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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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/// <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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/// </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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{
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if (_item == null)
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{
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if (item.Icon != null)
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{
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_iconTextureRect.Texture = item.Icon;
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}
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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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}
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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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}
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else
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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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/// <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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{
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if (Config.IsDebug())
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{
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_control.TooltipText = string.Format(TranslationServer.Translate("item_prompt_debug"), item.Id,
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TranslationServer.Translate(item.Name),
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item.Quantity, item.MaxStackQuantity, item.GetType().Name, TranslationServer.Translate(item.Description));
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}
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else
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{
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_control.TooltipText = TranslationServer.Translate(item.Name) + "\n" +
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TranslationServer.Translate(item.Description);
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}
|
||||
}
|
||||
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;
|
||||
}
|
||||
|
||||
/// <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;
|
||||
}
|
||||
}
|
||||
_item.Quantity = newQuantity;
|
||||
UpdateTooltipText(item);
|
||||
UpdateQuantityLabel(newQuantity);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
/// <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;
|
||||
}
|
||||
}
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
_backgroundTexture = GD.Load<Texture2D>("res://sprites/ui/ItemBarEmpty.png");
|
||||
_backgroundTextureWhenSelect = GD.Load<Texture2D>("res://sprites/ui/ItemBarFocus.png");
|
||||
_backgroundTextureRect =
|
||||
GetNode<TextureRect>("BackgroundTexture");
|
||||
_iconTextureRect = GetNode<TextureRect>("BackgroundTexture/CenterContainer/IconTextureRect");
|
||||
_quantityLabel = GetNode<Label>("Control/QuantityLabel");
|
||||
_control = GetNode<Control>("Control");
|
||||
_quantityLabel.Visible = false;
|
||||
}
|
||||
}
|
|
@ -53,6 +53,7 @@ public partial class MainMenuLoader : UiLoaderTemplate
|
|||
public override void InitializeUI()
|
||||
{
|
||||
_startGameButton = GetNode<Button>("StartGameButton");
|
||||
_startGameButton.GrabFocus();
|
||||
_versionLabel = GetNode<Label>("VBoxContainer2/VersionLabel");
|
||||
//Generative copyright
|
||||
//生成版权
|
||||
|
|
Loading…
Reference in New Issue
Block a user