using System.Collections.Generic;
using ColdMint.scripts.character;
using ColdMint.scripts.utils;
using Godot;
namespace ColdMint.scripts.inventory;
///
/// UniversalItemContainer
/// 通用的物品容器
///
public class UniversalItemContainer : IItemContainer
{
private readonly PackedScene? _itemSlotPackedScene = GD.Load("res://prefab/ui/ItemSlot.tscn");
private readonly List? _itemSlotNodes = new();
///
/// Character
/// 角色
///
public CharacterTemplate? CharacterTemplate { get; set; }
///
/// UnknownIndex
/// 未知位置
///
private const int UnknownIndex = -1;
//_selectIndex默认为0.
private int _selectIndex;
public bool CanAddItem(IItem item)
{
return Matching(item) != null;
}
public bool AddItem(IItem item)
{
var itemSlotNode = Matching(item);
if (itemSlotNode == null)
{
return false;
}
return itemSlotNode.SetItem(item);
}
public int GetSelectIndex()
{
return _selectIndex;
}
public ItemSlotNode? GetSelectItemSlotNode()
{
if (_itemSlotNodes == null || _itemSlotNodes.Count == 0)
{
return null;
}
if (_selectIndex < _itemSlotNodes.Count)
{
//Prevent subscripts from going out of bounds.
//防止下标越界。
return _itemSlotNodes[_selectIndex];
}
return null;
}
public bool RemoveItemFromItemSlotBySelectIndex(int number)
{
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];
}
public bool RemoveItemFromItemSlot(int itemSlotIndex, int number)
{
if (_itemSlotNodes == null)
{
return false;
}
var safeIndex = GetSafeIndex(itemSlotIndex);
if (safeIndex == UnknownIndex)
{
return false;
}
var itemSlot = _itemSlotNodes[safeIndex];
return itemSlot.RemoveItem(number);
}
public ItemSlotNode? Matching(IItem item)
{
if (_itemSlotNodes == null || _itemSlotNodes.Count == 0)
{
return null;
}
foreach (var itemSlotNode in _itemSlotNodes)
{
if (itemSlotNode.CanSetItem(item))
{
//If there is an item slot to put this item in, then we return it.
//如果有物品槽可放置此物品,那么我们返回它。
return itemSlotNode;
}
}
return null;
}
///
/// Gets a secure subscript index
/// 获取安全的下标索引
///
///
///
///-1 is returned on failure, and the index that does not result in an out-of-bounds subscript is returned on success
///失败返回-1,成功返回不会导致下标越界的索引
///
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 itemSlotIndex % count;
}
///
/// Add items tank
/// 添加物品槽
///
public void AddItemSlot(Node rootNode, int index)
{
if (_itemSlotNodes == null || _itemSlotPackedScene == null)
{
return;
}
var itemSlotNode = NodeUtils.InstantiatePackedScene(_itemSlotPackedScene, rootNode);
if (itemSlotNode == null)
{
return;
}
itemSlotNode.IsSelect = index == _selectIndex;
_itemSlotNodes.Add(itemSlotNode);
}
public void SelectTheNextItemSlot()
{
if (_itemSlotNodes == null)
{
return;
}
var count = _itemSlotNodes.Count;
if (count == 0)
{
return;
}
var oldSelectIndex = _selectIndex;
var newSelectIndex = _selectIndex + 1;
if (newSelectIndex >= count)
{
newSelectIndex = 0;
}
PrivateSelectItemSlot(oldSelectIndex, newSelectIndex);
}
public void SelectThePreviousItemSlot()
{
if (_itemSlotNodes == null)
{
return;
}
var count = _itemSlotNodes.Count;
if (count == 0)
{
return;
}
var oldSelectIndex = _selectIndex;
var newSelectIndex = _selectIndex - 1;
if (newSelectIndex < 0)
{
newSelectIndex = count - 1;
}
PrivateSelectItemSlot(oldSelectIndex, newSelectIndex);
}
public void SelectItemSlot(int newSelectIndex)
{
if (newSelectIndex == _selectIndex)
{
return;
}
var safeIndex = GetSafeIndex(newSelectIndex);
if (safeIndex == UnknownIndex)
{
return;
}
PrivateSelectItemSlot(_selectIndex, newSelectIndex);
}
///
/// Select an item slot
/// 选中某个物品槽
///
private void PrivateSelectItemSlot(int oldSelectIndex, int newSelectIndex)
{
if (oldSelectIndex == newSelectIndex)
{
return;
}
if (_itemSlotNodes == null)
{
return;
}
_itemSlotNodes[oldSelectIndex].IsSelect = false;
_itemSlotNodes[newSelectIndex].IsSelect = true;
var oldItem = _itemSlotNodes[oldSelectIndex].GetItem();
if (oldItem is Node2D oldNode2D)
{
oldNode2D.ProcessMode = Node.ProcessModeEnum.Disabled;
oldNode2D.Hide();
}
var item = _itemSlotNodes[newSelectIndex].GetItem();
switch (item)
{
case null:
{
if (CharacterTemplate != null)
{
CharacterTemplate.CurrentItem = null;
}
break;
}
case Node2D node2D:
{
node2D.ProcessMode = Node.ProcessModeEnum.Inherit;
node2D.Show();
if (CharacterTemplate != null)
{
CharacterTemplate.CurrentItem = node2D;
}
break;
}
default:
{
if (CharacterTemplate != null)
{
CharacterTemplate.CurrentItem = null;
}
break;
}
}
_selectIndex = newSelectIndex;
}
}