Just a small refactoring in the huge interaction code (regarding ItemSlot and ItemStack), but I think it's necessary to leave a save point, after all, I have to go to sleep first
This commit is contained in:
霧雨烨 2024-06-12 02:22:04 +08:00
parent 7f20a7233c
commit e9656d6992
5 changed files with 71 additions and 42 deletions

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@ -277,7 +277,7 @@ public partial class CharacterTemplate : CharacterBody2D
{ {
//Empty reference checking is implicitly performed here. //Empty reference checking is implicitly performed here.
//此处隐式的执行了空引用检查。 //此处隐式的执行了空引用检查。
if (pickAbleItem is not IItem item) if (pickAbleItem is not IItem_New item)
{ {
return false; return false;
} }

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@ -3,6 +3,7 @@ using Godot;
namespace ColdMint.scripts.inventory; namespace ColdMint.scripts.inventory;
/*
public interface IItem public interface IItem
{ {
/// <summary> /// <summary>
@ -54,3 +55,4 @@ public interface IItem
/// </summary> /// </summary>
Func<IItem, Node>? OnInstantiation { get; set; } Func<IItem, Node>? OnInstantiation { get; set; }
} }
*/

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@ -1,4 +1,6 @@
namespace ColdMint.scripts.inventory; using ColdMint.scripts.item;
namespace ColdMint.scripts.inventory;
/// <summary> /// <summary>
/// <para>item container</para> /// <para>item container</para>
@ -16,7 +18,7 @@ public interface IItemContainer
/// </summary> /// </summary>
/// <param name="item"></param> /// <param name="item"></param>
/// <returns></returns> /// <returns></returns>
bool CanAddItem(IItem item); bool CanAddItem(IItem_New item);
/// <summary> /// <summary>
/// <para>Implement methods for adding items</para> /// <para>Implement methods for adding items</para>
@ -24,7 +26,7 @@ public interface IItemContainer
/// </summary> /// </summary>
/// <param name="item"></param> /// <param name="item"></param>
/// <returns></returns> /// <returns></returns>
bool AddItem(IItem item); bool AddItem(IItem_New item);
/// <summary> /// <summary>
/// <para>Gets the selected location</para> /// <para>Gets the selected location</para>
@ -81,5 +83,5 @@ public interface IItemContainer
///<para>Return null if there is no slot to place the item in</para> ///<para>Return null if there is no slot to place the item in</para>
///<para>若没有槽可放置此物品则返回null</para> ///<para>若没有槽可放置此物品则返回null</para>
/// </returns> /// </returns>
ItemSlotNode? Matching(IItem item); ItemSlotNode? Matching(IItem_New item);
} }

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@ -1,4 +1,6 @@
using ColdMint.scripts.item;
using ColdMint.scripts.utils; using ColdMint.scripts.utils;
using Godot; using Godot;
namespace ColdMint.scripts.inventory; namespace ColdMint.scripts.inventory;
@ -9,7 +11,8 @@ namespace ColdMint.scripts.inventory;
/// </summary> /// </summary>
public partial class ItemSlotNode : MarginContainer public partial class ItemSlotNode : MarginContainer
{ {
private IItem? _item; //private IItem? _item;
private IItemStack? _itemStack;
private TextureRect? _backgroundTextureRect; private TextureRect? _backgroundTextureRect;
private TextureRect? _iconTextureRect; private TextureRect? _iconTextureRect;
private Label? _quantityLabel; private Label? _quantityLabel;
@ -35,56 +38,69 @@ public partial class ItemSlotNode : MarginContainer
public TextureRect? BackgroundTextureRect => _backgroundTextureRect; public TextureRect? BackgroundTextureRect => _backgroundTextureRect;
/// <summary> /// <summary>
/// <para>Get the items in the item slot</para> /// <para>Get the item stack in the item slot</para>
/// <para>获取物品槽内的物品</para> /// <para>获取物品槽内的物品</para>
/// </summary> /// </summary>
/// <returns></returns> /// <returns></returns>
public IItem? GetItem() public IItemStack GetItemStack() => _itemStack;
{
return _item;
}
/// <summary> /// <summary>
/// <para>Removes the specified number of items from the item slot</para> /// <para>Removes the specified number of items from the item slot</para>
/// <para>在物品槽内移除指定数量的物品</para> /// <para>在物品槽内移除指定数量的物品</para>
/// </summary> /// </summary>
/// <param name="number"></param> /// <param name="number"></param>
/// <returns></returns> /// <returns>
public bool RemoveItem(int number) /// <para>The remaining number, if the number of items in the current item stack is less than the specified number. Otherwise,0</para>
/// <para>若物品槽内物品少于指定的数量返回相差的数量。否则返回0</para>
/// </returns>
public int RemoveItem(int number)
{ {
if (_item == null) if (_itemStack == null)
{ {
return false; return number;
} }
var newNumber = _item.Quantity - number; var result = _itemStack.RemoveItem(number);
if (newNumber <= 0) //If the specified number of items is removed, the number of items is less than or equal to 0. Then we empty the inventory.
{ //如果移除指定数量的物品后物品数量小于或等于0。那么我们清空物品栏。
//If the specified number of items is removed, the number of items is less than or equal to 0. Then we return the removal successful and empty the inventory. if (_itemStack.Quantity == 0) ClearSlot();
//如果移除指定数量的物品后物品数量小于或等于0。那么我们返回移除成功并清空物品栏。
ClearItem();
return true;
}
else else
{ {
_item.Quantity = newNumber; UpdateTooltipText(_itemStack);
UpdateTooltipText(_item); UpdateQuantityLabel(_itemStack.Quantity);
UpdateQuantityLabel(_item.Quantity);
return true;
} }
return result;
// var newNumber = _item.Quantity - number;
// if (newNumber <= 0)
// {
// //If the specified number of items is removed, the number of items is less than or equal to 0. Then we return the removal successful and empty the inventory.
// //如果移除指定数量的物品后物品数量小于或等于0。那么我们返回移除成功并清空物品栏。
// ClearItem();
// return true;
// }
// else
// {
// _item.Quantity = newNumber;
// UpdateTooltipText(_item);
// UpdateQuantityLabel(_item.Quantity);
// return true;
// }
} }
/// <summary> /// <summary>
/// <para>Empty the items in the item slot</para> /// <para>Empty the item slot</para>
/// <para>清空物品槽内的物品</para> /// <para>清空物品槽</para>
/// </summary> /// </summary>
/// <remarks> /// <remarks>
///<para>This method does not calculate how many items should be left. If you want to remove a specified number of items, call the RemoveItem method.</para> ///<para>This method does not calculate how many items should be left. If you want to remove a specified number of items, call the <see cref="RemoveItem"/> method.</para>
///<para>此方法不会计算物品应该剩余多少个。若您希望移除指定数量的物品请调用RemoveItem方法。</para> ///<para>此方法不会计算物品应该剩余多少个。若您希望移除指定数量的物品,请调用<see cref="RemoveItem"/>方法。</para>
/// </remarks> /// </remarks>
public void ClearItem() public void ClearSlot()
{ {
_item = null; _itemStack = null;
if (_iconTextureRect != null) if (_iconTextureRect != null)
{ {
_iconTextureRect.Texture = null; _iconTextureRect.Texture = null;
@ -95,12 +111,10 @@ public partial class ItemSlotNode : MarginContainer
_control.TooltipText = null; _control.TooltipText = null;
} }
if (_quantityLabel != null) _quantityLabel?.Hide();
{
_quantityLabel.Hide();
}
} }
//Todo: I searched until here.
/// <summary> /// <summary>
/// <para>Can the specified item be placed in the item slot?</para> /// <para>Can the specified item be placed in the item slot?</para>

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@ -37,6 +37,17 @@ public interface IItemStack
string? Description { get; } string? Description { get; }
/// <summary>
/// <para>Removes the specified number of items from current item stack</para>
/// <para>在当前物品堆移除指定数量的物品</para>
/// </summary>
/// <param name="number"></param>
/// <returns>
/// <para>The remaining number, if the number of items in the current item stack is less than the specified number. Otherwise,0</para>
/// <para>若物品槽内物品少于指定的数量返回相差的数量。否则返回0</para>
/// </returns>
public int RemoveItem(int number);
/// <summary> /// <summary>
/// Create a new ItemStack with the given item as the first item /// Create a new ItemStack with the given item as the first item
/// </summary> /// </summary>