This commit is contained in:
Cold-Mint 2024-07-12 20:10:55 +08:00
commit b84fa3da0b
3 changed files with 70 additions and 42 deletions

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@ -72,4 +72,7 @@ log_state_processor_not_found,找不到状态处理器{0}。,State processor {0}
log_chase_no_enemy,追逐没有敌人。,Chase no enemy.,敵がいない追跡です。 log_chase_no_enemy,追逐没有敌人。,Chase no enemy.,敵がいない追跡です。
log_bubble_not_found,找不到气泡{0}。,Bubble {0} not found.,バブル{0}が見つかりません。 log_bubble_not_found,找不到气泡{0}。,Bubble {0} not found.,バブル{0}が見つかりません。
log_owner_is_not_AiCharacter,所有者不是AiCharacter。,Owner is not AiCharacter.,所有者はAiCharacterではありません。 log_owner_is_not_AiCharacter,所有者不是AiCharacter。,Owner is not AiCharacter.,所有者はAiCharacterではありません。
log_weaponContainer_is_null,武器容器为空。,Weapon container is null.,武器コンテナが空です。 log_weaponContainer_is_null,武器容器为空。,Weapon container is null.,武器コンテナが空です。
log_find_nearest_item,查找最近的物品。,Find the nearest item.,最も近いアイテムを見つけます。
log_float_label_instantiate_failed,浮动标签实例化失败。,Float label instantiation failed.,フロートラベルのインスタンス化に失敗しました。
log_pickable_picked_up,可拾捡物被捡起了,那么不显示标签。,"If the pickable item is picked up, the label is not displayed.",でも、拾得物が拾い上げられたら、ラベルは表示されません。
1 id zh en ja
72 log_weaponContainer_is_null 武器容器为空。 Weapon container is null. 武器コンテナが空です。
73 log_find_nearest_item 查找最近的物品。 Find the nearest item. 最も近いアイテムを見つけます。
74 log_float_label_instantiate_failed 浮动标签实例化失败。 Float label instantiation failed. フロートラベルのインスタンス化に失敗しました。
75 log_pickable_picked_up 可拾捡物被捡起了,那么不显示标签。 If the pickable item is picked up, the label is not displayed. でも、拾得物が拾い上げられたら、ラベルは表示されません。
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@ -218,6 +218,7 @@ public partial class CharacterTemplate : CharacterBody2D
/// <returns></returns> /// <returns></returns>
public Node2D? FindTheNearestItem() public Node2D? FindTheNearestItem()
{ {
LogCat.Log("find_nearest_item");
if (PickingRangeBodiesList == null || PickingRangeBodiesList.Count == 0) if (PickingRangeBodiesList == null || PickingRangeBodiesList.Count == 0)
{ {
return null; return null;

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@ -17,8 +17,6 @@ namespace ColdMint.scripts.character;
/// </summary> /// </summary>
public partial class Player : CharacterTemplate public partial class Player : CharacterTemplate
{ {
private PackedScene? _floatLabelPackedScene;
private Control? _floatLabel; private Control? _floatLabel;
//Empty object projectile //Empty object projectile
@ -52,7 +50,17 @@ public partial class Player : CharacterTemplate
CharacterName = TranslationServerUtils.Translate("default_player_name"); CharacterName = TranslationServerUtils.Translate("default_player_name");
LogCat.LogWithFormat("player_spawn_debug", LogCat.LogLabel.Default, ReadOnlyCharacterName, LogCat.LogWithFormat("player_spawn_debug", LogCat.LogLabel.Default, ReadOnlyCharacterName,
GlobalPosition); GlobalPosition);
_floatLabelPackedScene = GD.Load<PackedScene>("res://prefab/ui/FloatLabel.tscn"); var floatLabelPackedScene = GD.Load<PackedScene>("res://prefab/ui/FloatLabel.tscn");
//Initializes the float label.
//初始化悬浮标签。
_floatLabel = NodeUtils.InstantiatePackedScene<Control>(floatLabelPackedScene);
if (_floatLabel == null)
{
throw new NullReferenceException(TranslationServer.Translate("float_label_instantiate_failed"));
}
_floatLabel.Hide();
NodeUtils.CallDeferredAddChild(this, _floatLabel);
_parabola = GetNode<Line2D>("Parabola"); _parabola = GetNode<Line2D>("Parabola");
_platformDetectionRayCast2D = GetNode<RayCast2D>("PlatformDetectionRayCast"); _platformDetectionRayCast2D = GetNode<RayCast2D>("PlatformDetectionRayCast");
UpdateOperationTip(); UpdateOperationTip();
@ -147,9 +155,8 @@ public partial class Player : CharacterTemplate
operationTipBuilder.Append(TranslationServerUtils.Translate("action_jump_down")); operationTipBuilder.Append(TranslationServerUtils.Translate("action_jump_down"));
} }
//If the PickingRangeBodiesList is not null and the length is greater than 0 var nearestItem = FindTheNearestItem();
//如果PickingRangeBodiesList不是null且长度大于0 if (nearestItem != null)
if (PickingRangeBodiesList is { Count: > 0 })
{ {
operationTipBuilder.Append(' '); operationTipBuilder.Append(' ');
operationTipBuilder.Append("[color="); operationTipBuilder.Append("[color=");
@ -159,6 +166,11 @@ public partial class Player : CharacterTemplate
TranslationServerUtils.Translate(InputMap.ActionGetEvents("pick_up")[0].AsText())); TranslationServerUtils.Translate(InputMap.ActionGetEvents("pick_up")[0].AsText()));
operationTipBuilder.Append("[/color]"); operationTipBuilder.Append("[/color]");
operationTipBuilder.Append(TranslationServerUtils.Translate("action_pick_up")); operationTipBuilder.Append(TranslationServerUtils.Translate("action_pick_up"));
if (nearestItem is IItem item)
{
operationTipBuilder.Append(item.Name);
}
operationTipLabel.Text = operationTipBuilder.ToString(); operationTipLabel.Text = operationTipBuilder.ToString();
} }
@ -232,11 +244,7 @@ public partial class Player : CharacterTemplate
PickingRangeBodiesList?.Remove(pickAbleItem); PickingRangeBodiesList?.Remove(pickAbleItem);
} }
if (_floatLabel != null) RecycleFloatLabel();
{
_floatLabel.QueueFree();
_floatLabel = null;
}
} }
} }
@ -427,35 +435,41 @@ public partial class Player : CharacterTemplate
return; return;
} }
if (_floatLabelPackedScene != null) if (_floatLabel != null)
{ {
//If there is a scene of floating text, then we generate floating text. if (node is not PickAbleTemplate pickAbleTemplate)
//如果有悬浮文本的场景,那么我们生成悬浮文本。
_floatLabel?.QueueFree();
_floatLabel = NodeUtils.InstantiatePackedScene<Control>(_floatLabelPackedScene);
if (_floatLabel != null)
{ {
NodeUtils.CallDeferredAddChild(node, _floatLabel); return;
var rotationDegreesNode2D = node2D.RotationDegrees;
var rotationDegreesNode2DAbs = Math.Abs(rotationDegreesNode2D);
_floatLabel.Position = rotationDegreesNode2DAbs > 90
? new Vector2(0, PromptTextDistance)
: new Vector2(0, -PromptTextDistance);
_floatLabel.RotationDegrees = 0 - rotationDegreesNode2D;
var label = _floatLabel.GetNode<Label>("Label");
if (node is PickAbleTemplate pickAbleTemplate)
{
var stringBuilder = new StringBuilder();
if (pickAbleTemplate.Owner is CharacterTemplate characterTemplate)
{
stringBuilder.Append(characterTemplate.ReadOnlyCharacterName);
stringBuilder.Append(TranslationServerUtils.Translate("de"));
}
stringBuilder.Append(TranslationServerUtils.Translate(pickAbleTemplate.Name));
label.Text = stringBuilder.ToString();
}
} }
if (pickAbleTemplate.Picked)
{
//If the pickables are picked up, the label is not displayed.
//如果可拾捡物被捡起了,那么不显示标签。
LogCat.LogWarning("pickable_picked_up");
return;
}
NodeUtils.CallDeferredReparent(node, _floatLabel);
var rotationDegreesNode2D = node2D.RotationDegrees;
var rotationDegreesNode2DAbs = Math.Abs(rotationDegreesNode2D);
_floatLabel.GlobalPosition = node2D.GlobalPosition;
_floatLabel.Position = rotationDegreesNode2DAbs > 90
? new Vector2(0, PromptTextDistance)
: new Vector2(0, -PromptTextDistance);
_floatLabel.RotationDegrees = 0 - rotationDegreesNode2D;
var label = _floatLabel.GetNode<Label>("Label");
var stringBuilder = new StringBuilder();
if (pickAbleTemplate.Owner is CharacterTemplate characterTemplate)
{
stringBuilder.Append(characterTemplate.ReadOnlyCharacterName);
stringBuilder.Append(TranslationServerUtils.Translate("de"));
}
stringBuilder.Append(TranslationServerUtils.Translate(pickAbleTemplate.Name));
label.Text = stringBuilder.ToString();
_floatLabel.Show();
} }
UpdateOperationTip(); UpdateOperationTip();
@ -469,13 +483,23 @@ public partial class Player : CharacterTemplate
return; return;
} }
if (_floatLabel != null) RecycleFloatLabel();
UpdateOperationTip();
}
/// <summary>
/// <para>Recycle Float Label</para>
/// <para>回收悬浮标签</para>
/// </summary>
private void RecycleFloatLabel()
{
if (_floatLabel == null)
{ {
_floatLabel.QueueFree(); return;
_floatLabel = null;
} }
UpdateOperationTip(); _floatLabel.Hide();
NodeUtils.CallDeferredReparent(this, _floatLabel);
} }
protected override void OnHit(DamageTemplate damageTemplate) protected override void OnHit(DamageTemplate damageTemplate)