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.
//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;
}

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@ -3,6 +3,7 @@ using Godot;
namespace ColdMint.scripts.inventory;
/*
public interface IItem
{
/// <summary>
@ -54,3 +55,4 @@ public interface IItem
/// </summary>
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>
/// <para>item container</para>
@ -16,7 +18,7 @@ public interface IItemContainer
/// </summary>
/// <param name="item"></param>
/// <returns></returns>
bool CanAddItem(IItem item);
bool CanAddItem(IItem_New item);
/// <summary>
/// <para>Implement methods for adding items</para>
@ -24,7 +26,7 @@ public interface IItemContainer
/// </summary>
/// <param name="item"></param>
/// <returns></returns>
bool AddItem(IItem item);
bool AddItem(IItem_New item);
/// <summary>
/// <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>若没有槽可放置此物品则返回null</para>
/// </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 Godot;
namespace ColdMint.scripts.inventory;
@ -9,7 +11,8 @@ namespace ColdMint.scripts.inventory;
/// </summary>
public partial class ItemSlotNode : MarginContainer
{
private IItem? _item;
//private IItem? _item;
private IItemStack? _itemStack;
private TextureRect? _backgroundTextureRect;
private TextureRect? _iconTextureRect;
private Label? _quantityLabel;
@ -35,56 +38,69 @@ public partial class ItemSlotNode : MarginContainer
public TextureRect? BackgroundTextureRect => _backgroundTextureRect;
/// <summary>
/// <para>Get the items in the item slot</para>
/// <para>获取物品槽内的物品</para>
/// <para>Get the item stack in the item slot</para>
/// <para>获取物品槽内的物品</para>
/// </summary>
/// <returns></returns>
public IItem? GetItem()
{
return _item;
}
public IItemStack GetItemStack() => _itemStack;
/// <summary>
/// <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>
/// </summary>
/// <param name="number"></param>
/// <returns></returns>
public bool RemoveItem(int number)
/// <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)
{
if (_item == null)
if (_itemStack == null)
{
return false;
return number;
}
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;
}
var result = _itemStack.RemoveItem(number);
//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 (_itemStack.Quantity == 0) ClearSlot();
else
{
_item.Quantity = newNumber;
UpdateTooltipText(_item);
UpdateQuantityLabel(_item.Quantity);
return true;
UpdateTooltipText(_itemStack);
UpdateQuantityLabel(_itemStack.Quantity);
}
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>
/// <para>Empty the items in the item slot</para>
/// <para>清空物品槽内的物品</para>
/// <para>Empty the item slot</para>
/// <para>清空物品槽</para>
/// </summary>
/// <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>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>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<see cref="RemoveItem"/>方法。</para>
/// </remarks>
public void ClearItem()
public void ClearSlot()
{
_item = null;
_itemStack = null;
if (_iconTextureRect != null)
{
_iconTextureRect.Texture = null;
@ -95,12 +111,10 @@ public partial class ItemSlotNode : MarginContainer
_control.TooltipText = null;
}
if (_quantityLabel != null)
{
_quantityLabel.Hide();
}
_quantityLabel?.Hide();
}
//Todo: I searched until here.
/// <summary>
/// <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; }
/// <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>
/// Create a new ItemStack with the given item as the first item
/// </summary>