Add PickAbleItem.Change item icon and backgrounds.

加入可拾捡物,更换物品图标和背景。
This commit is contained in:
Cold-Mint 2024-06-16 15:28:16 +08:00
parent 4077d77b32
commit db0a2fa1ee
Signed by: Cold-Mint
GPG Key ID: C5A9BF8A98E0CE99
33 changed files with 465 additions and 258 deletions

View File

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

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@ -1,4 +1,4 @@
- id: staff_of_the_undead
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

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@ -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="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"]
size = Vector2(41, 57)
size = Vector2(21, 29)
[node name="RigidBody2D" type="RigidBody2D"]
collision_layer = 8
collision_mask = 38
script = ExtResource("1_slakl")
Id = "packsack"
_minContactInjury = null
_maxContactInjury = null
[node name="Player" type="Sprite2D" parent="."]
texture = ExtResource("2_e1ale")
[node name="DamageArea2D" type="Area2D" parent="."]
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="."]
position = Vector2(-0.5, 3.5)
position = Vector2(-2.5, 1.5)
shape = SubResource("RectangleShape2D_xqyue")
[node name="Packsack" type="Sprite2D" parent="."]
scale = Vector2(0.5, 0.5)
texture = ExtResource("2_40jca")

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@ -45,42 +45,18 @@ script = ExtResource("2_6p8mv")
[node name="StaffOfTheUndead" parent="." instance=ExtResource("3_ud0w8")]
position = Vector2(231, 116)
_minContactInjury = null
_maxContactInjury = null
_firingIntervalAsMillisecond = null
_recoil = null
[node name="StaffOfTheUndead2" parent="." instance=ExtResource("3_ud0w8")]
position = Vector2(113, 149)
_minContactInjury = null
_maxContactInjury = null
_firingIntervalAsMillisecond = null
_recoil = null
[node name="StaffOfTheUndead5" parent="." instance=ExtResource("3_ud0w8")]
position = Vector2(213, 177)
_minContactInjury = null
_maxContactInjury = null
_firingIntervalAsMillisecond = null
_recoil = null
[node name="StaffOfTheUndead6" parent="." instance=ExtResource("3_ud0w8")]
position = Vector2(290, 167)
_minContactInjury = null
_maxContactInjury = null
_firingIntervalAsMillisecond = null
_recoil = null
[node name="StaffOfTheUndead3" parent="." instance=ExtResource("3_ud0w8")]
position = Vector2(70, 88)
_minContactInjury = null
_maxContactInjury = null
_firingIntervalAsMillisecond = null
_recoil = null
[node name="StaffOfTheUndead4" parent="." instance=ExtResource("3_ud0w8")]
position = Vector2(367, 85)
_minContactInjury = null
_maxContactInjury = null
_firingIntervalAsMillisecond = null
_recoil = null

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

View File

@ -9,7 +9,6 @@ anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
size_flags_horizontal = 3
size_flags_vertical = 3
script = ExtResource("1_xwjh1")
@ -17,6 +16,8 @@ script = ExtResource("1_xwjh1")
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
@ -27,6 +28,9 @@ layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
offset_top = 51.0
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
View File

@ -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

@ -15,16 +15,16 @@ collision_layer = 8
collision_mask = 34
script = ExtResource("1_w8hhv")
ProjectileScenes = [ExtResource("2_34250")]
_firingIntervalAsMillisecond = null
_recoil = null
Id = "staff_of_the_undead"
_minContactInjury = null
_maxContactInjury = null
_firingIntervalAsMillisecond = null
_recoil = null
metadata/Projectiles = PackedStringArray("res://prefab/projectile/curseOfTheUndead.tscn")
[node name="DamageArea2D" type="Area2D" parent="."]
collision_layer = 8
collision_mask = 71
collision_mask = 70
[node name="CollisionShape2D" type="CollisionShape2D" parent="DamageArea2D"]
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_2="Ground"
2d_physics/layer_3="Player"
2d_physics/layer_4="Weapon"
2d_physics/layer_4="PickAbleItem"
2d_physics/layer_5="Projectile"
2d_physics/layer_6="Platform"
2d_physics/layer_7="Mob"

View File

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

View File

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

View File

@ -10,7 +10,7 @@ using ColdMint.scripts.inventory;
using ColdMint.scripts.item;
using ColdMint.scripts.utils;
using ColdMint.scripts.item.weapon;
using ColdMint.scripts.pickable;
using Godot;
namespace ColdMint.scripts.character;
@ -309,14 +309,14 @@ public partial class CharacterTemplate : CharacterBody2D
//设置捡起物品的常规处理。
//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。
if (pickAbleItem is WeaponTemplate weaponTemplate)
if (pickAbleItem is PickAbleTemplate pickAbleTemplate)
{
weaponTemplate.Owner = this;
weaponTemplate.Picked = true;
weaponTemplate.SetCollisionMaskValue(Config.LayerNumber.Platform, false);
weaponTemplate.SetCollisionMaskValue(Config.LayerNumber.Ground, false);
weaponTemplate.EnableContactInjury = false;
weaponTemplate.Sleeping = true;
pickAbleTemplate.Owner = this;
pickAbleTemplate.Picked = true;
pickAbleTemplate.SetCollisionMaskValue(Config.LayerNumber.Platform, false);
pickAbleTemplate.SetCollisionMaskValue(Config.LayerNumber.Ground, false);
pickAbleTemplate.EnableContactInjury = false;
pickAbleTemplate.Sleeping = true;
}
if (itemSlotNode.GetItem() != null && itemSlotNode.GetItem() == item && _currentItem == null)
@ -674,31 +674,31 @@ public partial class CharacterTemplate : CharacterBody2D
CallDeferred("NodeReparent", node2D);
switch (item)
{
case WeaponTemplate weaponTemplate:
case PickAbleTemplate pickAbleTemplate:
if (GameSceneNodeHolder.WeaponContainer == null)
{
return;
}
weaponTemplate.Picked = false;
pickAbleTemplate.Picked = false;
var timer = new Timer();
weaponTemplate.AddChild(timer);
pickAbleTemplate.AddChild(timer);
timer.WaitTime = _itemCollisionRecoveryTime;
timer.OneShot = true;
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.
//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;
weaponTemplate.SetCollisionMaskValue(Config.LayerNumber.Ground, true);
weaponTemplate.SetCollisionMaskValue(Config.LayerNumber.Platform, true);
pickAbleTemplate.EnableContactInjury = true;
pickAbleTemplate.SetCollisionMaskValue(Config.LayerNumber.Ground, true);
pickAbleTemplate.SetCollisionMaskValue(Config.LayerNumber.Platform, true);
timer.QueueFree();
};
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.
//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;
}

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

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@ -18,6 +18,12 @@ public class ContributorData
/// </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>

View File

@ -18,19 +18,27 @@ public static class ContributorDataManager
{
Name = "Cold-Mint",
Url = "https://github.com/Cold-Mint",
ContributorTypes = [ContributorType.Coder]
ContributorTypes = [ContributorType.Coder],
},
new ContributorData
{
Name = "Web13234",
Name = "霧雨烨",
Url = "https://github.com/Web13234",
ContributorTypes = [ContributorType.Coder]
},
new ContributorData
{
Name = "HYPERLINK BLOCKED",
Name = "[HYPERLINK BLOCKED]",
Url = "https://www.pixiv.net/users/74412798",
ContributorTypes = [ContributorType.Artist]
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。"
}
];

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@ -70,7 +70,9 @@ public static class LogCat
}
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;
}

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@ -1,9 +1,7 @@
using System;
using System.Collections.Generic;
using ColdMint.scripts.item;
using ColdMint.scripts.item.itemStacks;
using Godot;
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>匹配首个拥有满足指定条件的物品槽</para>
/// </summary>
/// <param name="predicate"></param>
/// <param name="predicate">
///<para>predicate</para>
///<para>谓语</para>
/// </param>
/// <returns>
/// <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>

View File

@ -327,7 +327,7 @@ public partial class ItemSlotNode : MarginContainer
_backgroundTextureWhenSelect = GD.Load<Texture2D>("res://sprites/ui/ItemBarFocus.png");
_backgroundTextureRect =
GetNode<TextureRect>("BackgroundTexture");
_iconTextureRect = GetNode<TextureRect>("BackgroundTexture/CenterContainer/IconTextureRect");
_iconTextureRect = GetNode<TextureRect>("BackgroundTexture/IconTextureRect");
_quantityLabel = GetNode<Label>("Control/QuantityLabel");
_control = GetNode<Control>("Control");
_quantityLabel.Hide();

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@ -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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@ -16,6 +16,7 @@ namespace ColdMint.scripts.item;
/// </summary>
public static class ItemTypeManager
{
//用于yaml反序列化
//Use for yaml deserialization
private record struct ItemTypeInfo(string Id, string ScenePath, string IconPath, int MaxStackValue) { }
@ -27,32 +28,37 @@ public static class ItemTypeManager
{
LogCat.Log("start_item_register_from_file");
// 初始化yaml反序列化器
// initialize yaml deserializer
var deserializer = new DeserializerBuilder()
.WithNamingConvention(UnderscoredNamingConvention.Instance) // convent snake_case
.Build();
// initialize file dir
string itemRegsDirPath = "res://data/itemRegs/";
//初始化文件目录
//initialize file dir
var itemRegsDirPath = "res://data/itemRegs/";
var itemRegsDir = DirAccess.Open(itemRegsDirPath);
if (DirAccess.GetOpenError() is not Error.Ok)
{
LogCat.LogError("error_when_open_item_regs_dir");
}
// traverse the dir, find files to register
//遍历目录,找到要注册的文件
//traverse the dir, find files to register
foreach (var file in itemRegsDir.GetFiles())
{
if (file is null) continue;
LogCat.LogWithFormat("item_register_from_file", file);
// read file, parse to an IEnumerable of type infos
//读取文件解析为类型为info的IEnumerable
//read file, parse to an IEnumerable of type infos
var yamlFile = FileAccess.Open($"{itemRegsDirPath}/{file}", FileAccess.ModeFlags.Read);
var yamlString = yamlFile.GetAsText();
var typeInfos = deserializer.Deserialize<IEnumerable<ItemTypeInfo>>(yamlString);
yamlFile.Close();
// traverse type infos and register them.
//遍历类型信息并注册它们。
//traverse type infos and register them.
foreach (var typeInfo in typeInfos)
{
LogCat.LogWithFormat("item_register_find_item_in_file", typeInfo.Id);

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@ -1,5 +1,6 @@
using ColdMint.scripts.inventory;
using ColdMint.scripts.item.itemStacks;
using ColdMint.scripts.pickable;
using ColdMint.scripts.utils;
using Godot;
namespace ColdMint.scripts.item;
@ -8,22 +9,12 @@ namespace ColdMint.scripts.item;
/// <para>packsack</para>
/// <para>背包</para>
/// </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 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()
public override void Destroy()
{
if (ItemContainer == null) return;
foreach (var itemSlot in ItemContainer)
@ -34,19 +25,26 @@ public partial class Packsack : RigidBody2D, IItem
QueueFree();
}
public bool CanStackWith(IItem item) => false;
public IItemStack SpecialStack()
public override void Use(Node2D? owner, Vector2 targetGlobalPosition)
{
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 override void _Ready()
{
base._Ready();
ItemContainer = new UniversalItemContainer();
_packedScene = GD.Load<PackedScene>("res://prefab/ui/packsackUI.tscn");
}
}

View File

@ -1,8 +1,6 @@
using System;
using ColdMint.scripts.camp;
using ColdMint.scripts.character;
using ColdMint.scripts.damage;
using ColdMint.scripts.pickable;
using Godot;
namespace ColdMint.scripts.item.weapon;
@ -11,57 +9,14 @@ namespace ColdMint.scripts.item.weapon;
/// <para>WeaponTemplate</para>
/// <para>武器模板</para>
/// </summary>
public abstract partial class WeaponTemplate : RigidBody2D, IItem
public abstract partial class WeaponTemplate : PickAbleTemplate
{
private float _gravity = ProjectSettings.GetSetting("physics/2d/default_gravity").AsSingle();
//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)
public override void Use(Node2D? owner, Vector2 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;
@ -83,115 +38,15 @@ public abstract partial class WeaponTemplate : RigidBody2D, IItem
/// </remarks>
[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()
{
_damageArea2D = GetNode<Area2D>("DamageArea2D");
_damageArea2D.BodyEntered += OnBodyEnter;
_damageArea2D.BodyExited += OnBodyExited;
_firingInterval = TimeSpan.FromMilliseconds(_firingIntervalAsMillisecond);
}
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>

View File

@ -73,8 +73,18 @@ public partial class ContributorGroupLoader : UiLoaderTemplate
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);
}
}

View File

@ -1,5 +1,4 @@
using System.Collections.Generic;
using ColdMint.scripts.contribute;
using ColdMint.scripts.contribute;
using ColdMint.scripts.utils;
using Godot;

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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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