(temp):
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
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@ -277,7 +277,7 @@ public partial class CharacterTemplate : CharacterBody2D
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{
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//Empty reference checking is implicitly performed here.
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//此处隐式的执行了空引用检查。
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if (pickAbleItem is not IItem item)
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if (pickAbleItem is not IItem_New item)
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{
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return false;
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}
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@ -3,6 +3,7 @@ using Godot;
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namespace ColdMint.scripts.inventory;
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/*
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public interface IItem
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{
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/// <summary>
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@ -54,3 +55,4 @@ public interface IItem
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/// </summary>
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Func<IItem, Node>? OnInstantiation { get; set; }
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}
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*/
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@ -1,4 +1,6 @@
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namespace ColdMint.scripts.inventory;
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using ColdMint.scripts.item;
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namespace ColdMint.scripts.inventory;
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/// <summary>
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/// <para>item container</para>
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@ -16,7 +18,7 @@ public interface IItemContainer
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/// </summary>
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/// <param name="item"></param>
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/// <returns></returns>
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bool CanAddItem(IItem item);
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bool CanAddItem(IItem_New item);
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/// <summary>
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/// <para>Implement methods for adding items</para>
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@ -24,7 +26,7 @@ public interface IItemContainer
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/// </summary>
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/// <param name="item"></param>
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/// <returns></returns>
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bool AddItem(IItem item);
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bool AddItem(IItem_New item);
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/// <summary>
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/// <para>Gets the selected location</para>
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@ -81,5 +83,5 @@ public interface IItemContainer
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///<para>Return null if there is no slot to place the item in</para>
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///<para>若没有槽可放置此物品,则返回null</para>
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/// </returns>
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ItemSlotNode? Matching(IItem item);
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ItemSlotNode? Matching(IItem_New item);
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}
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@ -1,4 +1,6 @@
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using ColdMint.scripts.item;
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using ColdMint.scripts.utils;
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using Godot;
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namespace ColdMint.scripts.inventory;
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@ -9,7 +11,8 @@ namespace ColdMint.scripts.inventory;
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/// </summary>
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public partial class ItemSlotNode : MarginContainer
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{
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private IItem? _item;
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//private IItem? _item;
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private IItemStack? _itemStack;
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private TextureRect? _backgroundTextureRect;
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private TextureRect? _iconTextureRect;
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private Label? _quantityLabel;
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@ -35,56 +38,69 @@ public partial class ItemSlotNode : MarginContainer
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public TextureRect? BackgroundTextureRect => _backgroundTextureRect;
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/// <summary>
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/// <para>Get the items in the item slot</para>
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/// <para>获取物品槽内的物品</para>
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/// <para>Get the item stack in the item slot</para>
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/// <para>获取物品槽内的物品堆</para>
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/// </summary>
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/// <returns></returns>
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public IItem? GetItem()
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{
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return _item;
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}
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public IItemStack GetItemStack() => _itemStack;
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/// <summary>
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/// <para>Removes the specified number of items from the item slot</para>
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/// <para>在物品槽内移除指定数量的物品</para>
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/// </summary>
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/// <param name="number"></param>
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/// <returns></returns>
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public bool RemoveItem(int number)
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/// <returns>
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/// <para>The remaining number, if the number of items in the current item stack is less than the specified number. Otherwise,0</para>
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/// <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>
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/// </returns>
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public int RemoveItem(int number)
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{
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if (_item == null)
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if (_itemStack == null)
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{
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return false;
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return number;
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}
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var newNumber = _item.Quantity - number;
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if (newNumber <= 0)
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{
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//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.
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//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。
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ClearItem();
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return true;
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}
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var result = _itemStack.RemoveItem(number);
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//If the specified number of items is removed, the number of items is less than or equal to 0. Then we empty the inventory.
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//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。
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if (_itemStack.Quantity == 0) ClearSlot();
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else
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{
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_item.Quantity = newNumber;
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UpdateTooltipText(_item);
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UpdateQuantityLabel(_item.Quantity);
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return true;
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UpdateTooltipText(_itemStack);
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UpdateQuantityLabel(_itemStack.Quantity);
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}
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return result;
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// var newNumber = _item.Quantity - number;
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// if (newNumber <= 0)
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// {
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// //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.
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// //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。
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// ClearItem();
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// return true;
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// }
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// else
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// {
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// _item.Quantity = newNumber;
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// UpdateTooltipText(_item);
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// UpdateQuantityLabel(_item.Quantity);
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// return true;
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// }
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}
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/// <summary>
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/// <para>Empty the items in the item slot</para>
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/// <para>清空物品槽内的物品</para>
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/// <para>Empty the item slot</para>
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/// <para>清空物品槽</para>
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/// </summary>
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/// <remarks>
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///<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>
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///<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>
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///<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>
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///<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>
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/// </remarks>
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public void ClearItem()
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public void ClearSlot()
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{
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_item = null;
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_itemStack = null;
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if (_iconTextureRect != null)
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{
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_iconTextureRect.Texture = null;
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@ -95,12 +111,10 @@ public partial class ItemSlotNode : MarginContainer
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_control.TooltipText = null;
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}
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if (_quantityLabel != null)
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{
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_quantityLabel.Hide();
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}
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_quantityLabel?.Hide();
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}
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//Todo: I searched until here.
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/// <summary>
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/// <para>Can the specified item be placed in the item slot?</para>
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@ -37,6 +37,17 @@ public interface IItemStack
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string? Description { get; }
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/// <summary>
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/// <para>Removes the specified number of items from current item stack</para>
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/// <para>在当前物品堆移除指定数量的物品</para>
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/// </summary>
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/// <param name="number"></param>
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/// <returns>
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/// <para>The remaining number, if the number of items in the current item stack is less than the specified number. Otherwise,0</para>
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/// <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>
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/// </returns>
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public int RemoveItem(int number);
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/// <summary>
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/// Create a new ItemStack with the given item as the first item
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/// </summary>
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