using Godot; namespace ColdMint.scripts.inventory; /// /// A slot in the inventory /// 物品栏内的一个插槽 /// public partial class ItemSlotNode : MarginContainer { private IItem? _item; private TextureRect _backgroundTextureRect; private TextureRect _iconTextureRect; private Label _quantityLabel; private Control _control; private bool _isSelect; private Texture2D _backgroundTexture; private Texture2D _backgroundTextureWhenSelect; public bool IsSelect { get => _isSelect; set { if (value) { _backgroundTextureRect.Texture = _backgroundTextureWhenSelect; } else { _backgroundTextureRect.Texture = _backgroundTexture; } _isSelect = value; } } public TextureRect BackgroundTextureRect => _backgroundTextureRect; /// /// Get the items in the item slot /// 获取物品槽内的物品 /// /// public IItem? GetItem() { return _item; } /// /// Removes the specified number of items from the item slot /// 在物品槽内移除指定数量的物品 /// /// /// public bool RemoveItem(int number) { if (_item == null) { return false; } 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; } } /// /// Empty the items in the item slot /// 清空物品槽内的物品 /// /// ///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. ///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。 /// public void ClearItem() { _item = null; _iconTextureRect.Texture = null; _control.TooltipText = null; _quantityLabel.Visible = false; } /// /// Sets items for the item slot /// 为物品槽设置物品 /// /// /// public bool SetItem(IItem item) { if (_item == null) { if (item.Icon != null) { _iconTextureRect.Texture = item.Icon; } _item = item; UpdateTooltipText(item); UpdateQuantityLabel(item.Quantity); return true; } else { //This inventory already has items, but the items in this inventory are not the same as the incoming items //这个物品栏已经有物品了,但是这个物品栏的物品和传入的物品不一样 if (_item.Id != item.Id) { return false; } var newQuantity = _item.Quantity + item.Quantity; if (newQuantity > item.MaxStackQuantity) { //If the amount of the current item exceeds the maximum stack amount after placing it in this inventory //如果将当前物品放置到这个物品栏后,数量超过了最大叠加数量 return false; } _item.Quantity = newQuantity; UpdateTooltipText(item); UpdateQuantityLabel(newQuantity); return true; } } /// /// Update item tips /// 更新物品的提示内容 /// /// private void UpdateTooltipText(IItem item) { if (Config.IsDebug()) { _control.TooltipText = string.Format(TranslationServer.Translate("item_prompt_debug"), item.Id, TranslationServer.Translate(item.Name), item.Quantity, item.MaxStackQuantity, item.GetType().Name, TranslationServer.Translate(item.Description)); } else { _control.TooltipText = TranslationServer.Translate(item.Name) + "\n" + TranslationServer.Translate(item.Description); } } /// /// Update quantity label /// 更新数量标签 /// /// private void UpdateQuantityLabel(int? quantity) { switch (quantity) { case null: _quantityLabel.Visible = false; return; case > 1: //When the quantity is greater than 1, we display the quantity. //当数量大于1时,我们显示数量 _quantityLabel.Text = quantity.ToString(); _quantityLabel.Visible = true; break; default: _quantityLabel.Visible = false; break; } } public override void _Ready() { _backgroundTexture = GD.Load("res://sprites/ui/ItemBarEmpty.png"); _backgroundTextureWhenSelect = GD.Load("res://sprites/ui/ItemBarFocus.png"); _backgroundTextureRect = GetNode("BackgroundTexture"); _iconTextureRect = GetNode("BackgroundTexture/CenterContainer/IconTextureRect"); _quantityLabel = GetNode