Merge branch 'master' of https://git.coldmint.top/Cold-Mint/Traveller
This commit is contained in:
commit
b84fa3da0b
|
@ -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_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_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。
|
|
|
@ -218,6 +218,7 @@ public partial class CharacterTemplate : CharacterBody2D
|
|||
/// <returns></returns>
|
||||
public Node2D? FindTheNearestItem()
|
||||
{
|
||||
LogCat.Log("find_nearest_item");
|
||||
if (PickingRangeBodiesList == null || PickingRangeBodiesList.Count == 0)
|
||||
{
|
||||
return null;
|
||||
|
|
|
@ -17,8 +17,6 @@ namespace ColdMint.scripts.character;
|
|||
/// </summary>
|
||||
public partial class Player : CharacterTemplate
|
||||
{
|
||||
private PackedScene? _floatLabelPackedScene;
|
||||
|
||||
private Control? _floatLabel;
|
||||
|
||||
//Empty object projectile
|
||||
|
@ -52,7 +50,17 @@ public partial class Player : CharacterTemplate
|
|||
CharacterName = TranslationServerUtils.Translate("default_player_name");
|
||||
LogCat.LogWithFormat("player_spawn_debug", LogCat.LogLabel.Default, ReadOnlyCharacterName,
|
||||
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");
|
||||
_platformDetectionRayCast2D = GetNode<RayCast2D>("PlatformDetectionRayCast");
|
||||
UpdateOperationTip();
|
||||
|
@ -147,9 +155,8 @@ public partial class Player : CharacterTemplate
|
|||
operationTipBuilder.Append(TranslationServerUtils.Translate("action_jump_down"));
|
||||
}
|
||||
|
||||
//If the PickingRangeBodiesList is not null and the length is greater than 0
|
||||
//如果PickingRangeBodiesList不是null,且长度大于0
|
||||
if (PickingRangeBodiesList is { Count: > 0 })
|
||||
var nearestItem = FindTheNearestItem();
|
||||
if (nearestItem != null)
|
||||
{
|
||||
operationTipBuilder.Append(' ');
|
||||
operationTipBuilder.Append("[color=");
|
||||
|
@ -159,6 +166,11 @@ public partial class Player : CharacterTemplate
|
|||
TranslationServerUtils.Translate(InputMap.ActionGetEvents("pick_up")[0].AsText()));
|
||||
operationTipBuilder.Append("[/color]");
|
||||
operationTipBuilder.Append(TranslationServerUtils.Translate("action_pick_up"));
|
||||
if (nearestItem is IItem item)
|
||||
{
|
||||
operationTipBuilder.Append(item.Name);
|
||||
}
|
||||
|
||||
operationTipLabel.Text = operationTipBuilder.ToString();
|
||||
}
|
||||
|
||||
|
@ -232,11 +244,7 @@ public partial class Player : CharacterTemplate
|
|||
PickingRangeBodiesList?.Remove(pickAbleItem);
|
||||
}
|
||||
|
||||
if (_floatLabel != null)
|
||||
{
|
||||
_floatLabel.QueueFree();
|
||||
_floatLabel = null;
|
||||
}
|
||||
RecycleFloatLabel();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -427,35 +435,41 @@ public partial class Player : CharacterTemplate
|
|||
return;
|
||||
}
|
||||
|
||||
if (_floatLabelPackedScene != null)
|
||||
if (_floatLabel != null)
|
||||
{
|
||||
//If there is a scene of floating text, then we generate floating text.
|
||||
//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)
|
||||
if (node is not PickAbleTemplate pickAbleTemplate)
|
||||
{
|
||||
NodeUtils.CallDeferredAddChild(node, _floatLabel);
|
||||
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();
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
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();
|
||||
|
@ -469,13 +483,23 @@ public partial class Player : CharacterTemplate
|
|||
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();
|
||||
_floatLabel = null;
|
||||
return;
|
||||
}
|
||||
|
||||
UpdateOperationTip();
|
||||
_floatLabel.Hide();
|
||||
NodeUtils.CallDeferredReparent(this, _floatLabel);
|
||||
}
|
||||
|
||||
protected override void OnHit(DamageTemplate damageTemplate)
|
||||
|
|
Loading…
Reference in New Issue
Block a user