using ColdMint.scripts.pickable; using ColdMint.scripts.utils; using Godot; using PacksackUi = ColdMint.scripts.loader.uiLoader.PacksackUi; namespace ColdMint.scripts.inventory; /// /// packsack /// 背包 /// public partial class Packsack : PickAbleTemplate { private const string Path = "res://prefab/ui/packsackUI.tscn"; [Export] public int NumberSlots { get; set; } /// /// Whether to allow backpacks /// 是否允许放置背包 /// /// ///Can a new backpack be placed in the slot of the backpack? ///即此背包的槽位内是否可以再放置新的背包? /// [Export] public bool BackpackAllowed { get; set; } public override bool CanPutInPack => false; public override void Use(Node2D? owner, Vector2 targetGlobalPosition) { GameSceneDepend.DynamicUiGroup?.ShowControl(Path, control => { if (control is PacksackUi packsackUi) { packsackUi.Title = Name; packsackUi.ItemContainer = SelfItemContainer; } }); } public override void CopyAttributes(Node node) { base.CopyAttributes(node); if (node is Packsack packsack) { SelfItemContainer = packsack.SelfItemContainer; } } public IItemContainer? SelfItemContainer { get; set; } public override void _Ready() { base._Ready(); if (SelfItemContainer == null) { SelfItemContainer = new UniversalItemContainer(NumberSlots); SelfItemContainer.SupportSelect = false; } GameSceneDepend.DynamicUiGroup?.RegisterControl(Path, () => { var packedScene = GD.Load(Path); return NodeUtils.InstantiatePackedScene(packedScene); }); } }