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);
});
}
}