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5ca995d689
...
fac2047f79
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@ -15,6 +15,11 @@ public partial class BehaviorNode : Node2D
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InvokeBehaviorTreeNode(true, delta);
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}
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// public override void _Process(double delta)
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// {
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// InvokeBehaviorTreeNode(false, delta);
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// }
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/// <summary>
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/// <para>InvokeBehaviorTreeNode</para>
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/// <para>调用行为树节点</para>
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@ -1,9 +1,5 @@
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namespace ColdMint.scripts.behaviorTree;
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/// <summary>
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/// <para>IBehavior Tree</para>
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/// <para>行为树</para>
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/// </summary>
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public interface IBehaviorTree
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{
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string? Id { get; }
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@ -3,10 +3,6 @@ using ColdMint.scripts.character;
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namespace ColdMint.scripts.behaviorTree.ai;
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/// <summary>
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/// <para>AI attack node</para>
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/// <para>AI的攻击节点</para>
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/// </summary>
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public class AiAttackNode : BehaviorTreeNodeTemplate
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{
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public AiCharacter? Character { get; set; }
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@ -33,49 +29,47 @@ public class AiAttackNode : BehaviorTreeNodeTemplate
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var selfCamp = CampManager.GetCamp(Character.CampId);
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foreach (var node in nodesInTheAttackRange)
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{
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if (node is not CharacterTemplate characterTemplate)
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if (node is CharacterTemplate characterTemplate)
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{
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continue;
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}
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if (node == Character)
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{
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continue;
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}
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if (node == Character)
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{
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continue;
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}
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var characterCamp = CampManager.GetCamp(characterTemplate.CampId);
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var canCause = CampManager.CanCauseHarm(selfCamp, characterCamp);
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if (!canCause)
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{
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continue;
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}
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var characterCamp = CampManager.GetCamp(characterTemplate.CampId);
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var canCause = CampManager.CanCauseHarm(selfCamp, characterCamp);
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if (!canCause)
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{
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continue;
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}
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if (selfCamp == null || characterCamp == null)
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{
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continue;
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}
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if (selfCamp.Id == characterCamp.Id)
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{
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//If it is the same side, do not attack, if allowed friend damage, this code will prevent the AI from actively attacking the player.
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//如果是同一阵营,不攻击,如果允许友伤,这段代码会阻止AI主动攻击玩家。
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continue;
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}
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if (selfCamp == null || characterCamp == null)
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{
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continue;
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}
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var distance = characterTemplate.GlobalPosition.DistanceTo(Character.GlobalPosition);
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if (distance < closestDistance)
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{
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closestDistance = distance;
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closestEnemy = characterTemplate;
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if (selfCamp.Id == characterCamp.Id)
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{
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//如果是同一阵营,不攻击
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continue;
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}
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var distance = characterTemplate.GlobalPosition - Character.GlobalPosition;
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var distanceLength = distance.Length();
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if (distanceLength < closestDistance)
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{
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closestDistance = distanceLength;
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closestEnemy = characterTemplate;
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}
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}
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}
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if (closestEnemy != null && Character.AttackObstacleDetection != null)
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{
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//With the nearest enemy and no obstacles
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//有距离最近的敌人,且没有障碍物
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var distanceVector2 = closestEnemy.GlobalPosition - Character.GlobalPosition;
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Character.AttackObstacleDetection.TargetPosition = distanceVector2;
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//There are the closest enemies
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//有距离最近的敌人
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var distance = closestEnemy.GlobalPosition - Character.GlobalPosition;
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Character.AttackObstacleDetection.TargetPosition = distance;
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if (Character.AttackObstacleDetection.GetCollider() == null)
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{
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Character.StopMoving();
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@ -4,7 +4,6 @@ using ColdMint.scripts.character;
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namespace ColdMint.scripts.behaviorTree.ai;
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/// <summary>
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/// <para>AI patrol node</para>
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/// <para>AI巡逻节点</para>
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/// </summary>
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public class AiPatrolNode : SelectorNode
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@ -14,7 +14,7 @@ public class SequenceNode : BehaviorTreeNodeTemplate
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/// <para>Check whether all child nodes are executed in sequence</para>
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/// <para>所有子节点是否按顺序执行完毕</para>
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/// </summary>
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private bool _complete = true;
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bool _complete = true;
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public override int Execute(bool isPhysicsProcess, double delta)
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{
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@ -8,11 +8,12 @@ namespace ColdMint.scripts.camp;
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/// </summary>
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public class Camp
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{
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private readonly string _id;
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private readonly List<string> _friendlyCampIdList;
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public Camp(string id)
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{
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Id = id;
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_id = id;
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_friendlyCampIdList = new List<string>();
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}
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@ -20,7 +21,7 @@ public class Camp
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/// <para>Get camp ID</para>
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/// <para>获取阵营ID</para>
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/// </summary>
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public string Id { get; }
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public string Id => _id;
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/// <summary>
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/// <para>Get camp name</para>
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@ -6,7 +6,7 @@ namespace ColdMint.scripts.camp;
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/// <para>Camp manager</para>
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/// <para>阵营管理器</para>
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/// </summary>
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public static class CampManager
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public class CampManager
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{
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private static readonly Dictionary<string, Camp?> Camps = new Dictionary<string, Camp?>();
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@ -9,7 +9,7 @@ namespace ColdMint.scripts.character;
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/// <para>The role played by computers</para>
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/// <para>由电脑扮演的角色</para>
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/// </summary>
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public sealed partial class AiCharacter : CharacterTemplate
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public partial class AiCharacter : CharacterTemplate
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{
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/// <summary>
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/// <para>How fast the character moves</para>
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@ -67,11 +67,10 @@ public sealed partial class AiCharacter : CharacterTemplate
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if (_attackArea != null)
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{
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//If true, the zone will detect objects or areas entering and leaving the zone.
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//如果为true,该区域将检测进出该区域的物体或区域。
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_attackArea.Monitoring = true;
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//Other areas can't detect our attack zone
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//其他区域不能检测到我们的攻击区域
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//Other regions cannot detect our pick region
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//其他区域不能检测到我们的拾取区域
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_attackArea.Monitorable = false;
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_attackArea.BodyEntered += EnterTheAttackArea;
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_attackArea.BodyExited += ExitTheAttackArea;
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@ -84,12 +83,12 @@ public sealed partial class AiCharacter : CharacterTemplate
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// _behaviorNode.Root = patrolBehaviorTree.Root;
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}
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private void EnterTheAttackArea(Node node)
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protected virtual void EnterTheAttackArea(Node node)
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{
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_nodesInTheAttackRange?.Add(node);
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}
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private void ExitTheAttackArea(Node node)
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protected virtual void ExitTheAttackArea(Node node)
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{
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_nodesInTheAttackRange?.Remove(node);
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}
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@ -6,6 +6,7 @@ using ColdMint.scripts.damage;
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using ColdMint.scripts.debug;
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using ColdMint.scripts.health;
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using ColdMint.scripts.inventory;
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using ColdMint.scripts.map.events;
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using ColdMint.scripts.utils;
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using ColdMint.scripts.weapon;
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using Godot;
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@ -29,9 +30,6 @@ public partial class CharacterTemplate : CharacterBody2D
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protected const float JumpVelocity = -240;
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//物品被扔出后多长时间恢复与地面和平台的碰撞(单位:秒)
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private readonly double _itemCollisionRecoveryTime = 0.045f;
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public string? ReadOnlyCharacterName => CharacterName;
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protected string? CharacterName;
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@ -261,9 +259,7 @@ public partial class CharacterTemplate : CharacterBody2D
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/// </returns>
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public bool PickItem(Node2D? pickAbleItem)
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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 == null)
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{
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return false;
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}
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@ -281,6 +277,11 @@ public partial class CharacterTemplate : CharacterBody2D
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return false;
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}
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if (pickAbleItem is not IItem item)
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{
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return false;
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}
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//First check if we can pick up the item.
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//先检查我们能否拾起此物品。
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var canPick = _itemContainer.CanAddItem(item);
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@ -367,7 +368,7 @@ public partial class CharacterTemplate : CharacterBody2D
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/// <para>Update the role's health bar</para>
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/// <para>更新角色的健康条</para>
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/// </summary>
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private void UpDataHealthBar()
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private void UpDataHealthBar(DamageTemplate damageTemplate)
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{
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if (_healthBar == null)
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{
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@ -440,7 +441,7 @@ public partial class CharacterTemplate : CharacterBody2D
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return true;
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}
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UpDataHealthBar();
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UpDataHealthBar(damageTemplate);
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return true;
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}
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@ -528,86 +529,6 @@ public partial class CharacterTemplate : CharacterBody2D
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_animatedSprite2D.FlipH = FacingLeft;
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}
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/// <summary>
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/// <para>Throw item</para>
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/// <para>抛出物品</para>
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/// </summary>
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/// <param name="index">
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///<para>Item slot subscript in item container</para>
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///<para>物品容器内的物品槽下标</para>
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/// </param>
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/// <param name="number">
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/// <para>How many to throw</para>
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/// <para>要扔几个</para>
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/// </param>
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/// <param name="velocity">
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///<para>The speed to be applied to the item</para>
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///<para>要施加到物品上的速度</para>
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/// </param>
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protected void ThrowItem(int index, int number, Vector2 velocity)
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{
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if (_itemContainer == null)
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{
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return;
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}
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var itemSlotNode = _itemContainer.GetItemSlotNode(index);
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if (itemSlotNode == null)
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{
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return;
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}
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var item = itemSlotNode.GetItem();
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if (item == null)
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{
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return;
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}
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switch (item)
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{
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case WeaponTemplate weaponTemplate:
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if (GameSceneNodeHolder.WeaponContainer == null)
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{
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return;
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}
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weaponTemplate.Reparent(GameSceneNodeHolder.WeaponContainer);
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var timer = new Timer();
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weaponTemplate.AddChild(timer);
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timer.WaitTime = _itemCollisionRecoveryTime;
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timer.OneShot = true;
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timer.Timeout += () =>
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{
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//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.
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//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。
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weaponTemplate.EnableContactInjury = true;
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weaponTemplate.SetCollisionMaskValue(Config.LayerNumber.Ground, true);
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weaponTemplate.SetCollisionMaskValue(Config.LayerNumber.Platform, true);
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timer.QueueFree();
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};
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timer.Start();
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weaponTemplate.Sleeping = false;
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// weaponTemplate.LinearVelocity = Vector2.Zero;
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break;
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}
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|
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//We apply force to objects.
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//我们给物品施加力。
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switch (CurrentItem)
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{
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case CharacterBody2D characterBody2D:
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characterBody2D.Velocity = velocity;
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break;
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case RigidBody2D rigidBody2D:
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rigidBody2D.LinearVelocity = velocity;
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break;
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}
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|
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//Remove items from the item container
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//在物品容器内移除物品
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itemSlotNode.RemoveItem(number);
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}
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public sealed override void _PhysicsProcess(double delta)
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{
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|
|
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@ -43,6 +43,9 @@ public partial class Player : CharacterTemplate
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//角色从平台上跳下后,多少时间后恢复与平台的碰撞(单位:秒)
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private double _platformCollisionRecoveryTime = 0.2f;
|
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|
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//物品被扔出后多长时间恢复与地面和平台的碰撞(单位:秒)
|
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private readonly double _itemCollisionRecoveryTime = 0.045f;
|
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|
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|
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public override void _Ready()
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{
|
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|
@ -252,7 +255,7 @@ public partial class Player : CharacterTemplate
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//抬起手时,抛出物品
|
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if (Input.IsActionJustReleased("throw"))
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{
|
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if (ItemContainer == null)
|
||||
if (CurrentItem == null)
|
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{
|
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return;
|
||||
}
|
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|
@ -262,8 +265,46 @@ public partial class Player : CharacterTemplate
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_parabola.Points = new[] { Vector2.Zero };
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}
|
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ThrowItem(ItemContainer.GetSelectIndex(), 1, GetThrowVelocity());
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CurrentItem.Reparent(GameSceneNodeHolder.WeaponContainer);
|
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switch (CurrentItem)
|
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{
|
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case WeaponTemplate weaponTemplate:
|
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{
|
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var timer = new Timer();
|
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weaponTemplate.AddChild(timer);
|
||||
timer.WaitTime = _itemCollisionRecoveryTime;
|
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timer.OneShot = true;
|
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timer.Timeout += () =>
|
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{
|
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//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。
|
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weaponTemplate.EnableContactInjury = true;
|
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weaponTemplate.SetCollisionMaskValue(Config.LayerNumber.Ground, true);
|
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weaponTemplate.SetCollisionMaskValue(Config.LayerNumber.Platform, true);
|
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timer.QueueFree();
|
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};
|
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timer.Start();
|
||||
weaponTemplate.Sleeping = false;
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weaponTemplate.LinearVelocity = Vector2.Zero;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//We apply force to objects.
|
||||
//我们给物品施加力。
|
||||
switch (CurrentItem)
|
||||
{
|
||||
case CharacterBody2D characterBody2D:
|
||||
characterBody2D.Velocity = GetThrowVelocity();
|
||||
break;
|
||||
case RigidBody2D rigidBody2D:
|
||||
rigidBody2D.LinearVelocity = GetThrowVelocity();
|
||||
break;
|
||||
}
|
||||
|
||||
CurrentItem = null;
|
||||
var hotBar = GameSceneNodeHolder.HotBar;
|
||||
hotBar?.RemoveItemFromItemSlotBySelectIndex(1);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -272,10 +313,6 @@ public partial class Player : CharacterTemplate
|
|||
UpdateOperationTip();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <para>当玩家手动抛出物品时,施加到物品上的速度值</para>
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
private Vector2 GetThrowVelocity()
|
||||
{
|
||||
//We take the mouse position, normalize it, and then multiply it by the distance the player can throw
|
||||
|
@ -345,7 +382,7 @@ public partial class Player : CharacterTemplate
|
|||
{
|
||||
base.Revive(newHp);
|
||||
var healthBarUi = GameSceneNodeHolder.HealthBarUi;
|
||||
if (healthBarUi != null)
|
||||
if (healthBarUi!=null)
|
||||
{
|
||||
//The purpose of setting Hp to the current Hp is to cause the life bar to refresh.
|
||||
//将Hp设置为当前Hp的目的是,使生命条刷新。
|
||||
|
|
|
@ -14,12 +14,6 @@ public partial class HotBar : HBoxContainer, IItemContainer
|
|||
|
||||
private List<ItemSlotNode>? _itemSlotNodes;
|
||||
|
||||
/// <summary>
|
||||
/// <para>UnknownIndex</para>
|
||||
/// <para>未知位置</para>
|
||||
/// </summary>
|
||||
private const int UnknownIndex = -1;
|
||||
|
||||
//_selectIndex默认为0.
|
||||
private int _selectIndex;
|
||||
|
||||
|
@ -85,7 +79,7 @@ public partial class HotBar : HBoxContainer, IItemContainer
|
|||
{
|
||||
_selectIndex = count - 1;
|
||||
}
|
||||
|
||||
|
||||
SelectItemSlot(oldSelectIndex, _selectIndex);
|
||||
}
|
||||
|
||||
|
@ -166,14 +160,17 @@ public partial class HotBar : HBoxContainer, IItemContainer
|
|||
return;
|
||||
}
|
||||
|
||||
var safeIndex = GetSafeIndex(shortcutKeyIndex);
|
||||
if (safeIndex == UnknownIndex)
|
||||
var count = _itemSlotNodes.Count;
|
||||
if (count == 0)
|
||||
{
|
||||
//Prevents the dividend from being 0
|
||||
//防止被除数为0
|
||||
return;
|
||||
}
|
||||
|
||||
SelectItemSlot(_selectIndex, safeIndex);
|
||||
_selectIndex = safeIndex;
|
||||
var newIndex = shortcutKeyIndex % count;
|
||||
SelectItemSlot(_selectIndex, newIndex);
|
||||
_selectIndex = newIndex;
|
||||
}
|
||||
|
||||
|
||||
|
@ -188,27 +185,6 @@ public partial class HotBar : HBoxContainer, IItemContainer
|
|||
return RemoveItemFromItemSlot(_selectIndex, number);
|
||||
}
|
||||
|
||||
public int GetItemSlotCount()
|
||||
{
|
||||
if (_itemSlotNodes == null)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
return _itemSlotNodes.Count;
|
||||
}
|
||||
|
||||
public ItemSlotNode? GetItemSlotNode(int index)
|
||||
{
|
||||
if (_itemSlotNodes == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
var safeIndex = GetSafeIndex(index);
|
||||
return _itemSlotNodes[safeIndex];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <para>Remove items from the item slot</para>
|
||||
/// <para>从物品槽内移除物品</para>
|
||||
|
@ -228,41 +204,17 @@ public partial class HotBar : HBoxContainer, IItemContainer
|
|||
return false;
|
||||
}
|
||||
|
||||
var safeIndex = GetSafeIndex(itemSlotIndex);
|
||||
if (safeIndex == UnknownIndex)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var itemSlot = _itemSlotNodes[safeIndex];
|
||||
return itemSlot.RemoveItem(number);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <para>Gets a secure subscript index</para>
|
||||
/// <para>获取安全的下标索引</para>
|
||||
/// </summary>
|
||||
/// <param name="itemSlotIndex"></param>
|
||||
/// <returns>
|
||||
///<para>-1 is returned on failure, and the index that does not result in an out-of-bounds subscript is returned on success</para>
|
||||
///<para>失败返回-1,成功返回不会导致下标越界的索引</para>
|
||||
/// </returns>
|
||||
private int GetSafeIndex(int itemSlotIndex)
|
||||
{
|
||||
if (_itemSlotNodes == null)
|
||||
{
|
||||
return UnknownIndex;
|
||||
}
|
||||
|
||||
var count = _itemSlotNodes.Count;
|
||||
if (count == 0)
|
||||
{
|
||||
//Prevents the dividend from being 0
|
||||
//防止被除数为0
|
||||
return UnknownIndex;
|
||||
return false;
|
||||
}
|
||||
|
||||
return itemSlotIndex % count;
|
||||
var newIndex = itemSlotIndex % count;
|
||||
var itemSlot = _itemSlotNodes[newIndex];
|
||||
return itemSlot.RemoveItem(number);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -271,11 +223,6 @@ public partial class HotBar : HBoxContainer, IItemContainer
|
|||
/// </summary>
|
||||
private void SelectItemSlot(int oldSelectIndex, int newSelectIndex)
|
||||
{
|
||||
if (oldSelectIndex == newSelectIndex)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (_itemSlotNodes == null)
|
||||
{
|
||||
return;
|
||||
|
@ -339,12 +286,10 @@ public partial class HotBar : HBoxContainer, IItemContainer
|
|||
{
|
||||
return false;
|
||||
}
|
||||
return itemSlotNode.SetItem(item);
|
||||
}
|
||||
|
||||
public int GetSelectIndex()
|
||||
{
|
||||
return _selectIndex;
|
||||
else
|
||||
{
|
||||
return itemSlotNode.SetItem(item);
|
||||
}
|
||||
}
|
||||
|
||||
public ItemSlotNode? GetSelectItemSlotNode()
|
||||
|
|
|
@ -26,13 +26,6 @@ public interface IItemContainer
|
|||
/// <returns></returns>
|
||||
bool AddItem(IItem item);
|
||||
|
||||
/// <summary>
|
||||
/// <para>Gets the selected location</para>
|
||||
/// <para>获取选中的位置</para>
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
int GetSelectIndex();
|
||||
|
||||
/// <summary>
|
||||
/// <para>Gets the currently selected node</para>
|
||||
/// <para>获取当前选中的节点</para>
|
||||
|
@ -40,38 +33,6 @@ public interface IItemContainer
|
|||
/// <returns></returns>
|
||||
ItemSlotNode? GetSelectItemSlotNode();
|
||||
|
||||
/// <summary>
|
||||
/// <para>Removes an item from the inventory at the currently selected location</para>
|
||||
/// <para>移除当前选中位置物品栏内的物品</para>
|
||||
/// </summary>
|
||||
/// <param name="number"></param>
|
||||
/// <returns></returns>
|
||||
bool RemoveItemFromItemSlotBySelectIndex(int number);
|
||||
|
||||
/// <summary>
|
||||
/// <para>Gets the number of item slots</para>
|
||||
/// <para>获取物品槽的数量</para>
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
int GetItemSlotCount();
|
||||
|
||||
/// <summary>
|
||||
/// <para>Gets the item slot for the specified location</para>
|
||||
/// <para>获取指定位置的物品槽</para>
|
||||
/// </summary>
|
||||
/// <param name="index"></param>
|
||||
/// <returns></returns>
|
||||
ItemSlotNode? GetItemSlotNode(int index);
|
||||
|
||||
/// <summary>
|
||||
/// <para>Removes an item from the item slot in the specified location</para>
|
||||
/// <para>在指定位置的物品槽内移除物品</para>
|
||||
/// </summary>
|
||||
/// <param name="itemSlotIndex"></param>
|
||||
/// <param name="number"></param>
|
||||
/// <returns></returns>
|
||||
bool RemoveItemFromItemSlot(int itemSlotIndex, int number);
|
||||
|
||||
/// <summary>
|
||||
/// <para>Based on the given item, match the item slots where it can be placed</para>
|
||||
/// <para>根据给定的物品,匹配可放置它的物品槽</para>
|
||||
|
|
Loading…
Reference in New Issue
Block a user