using ColdMint.scripts.utils;
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 (_backgroundTextureRect != null)
{
_backgroundTextureRect.Texture = value ? _backgroundTextureWhenSelect : _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;
if (_iconTextureRect != null)
{
_iconTextureRect.Texture = null;
}
if (_control != null)
{
_control.TooltipText = null;
}
if (_quantityLabel != null)
{
_quantityLabel.Visible = false;
}
}
///
/// Can the specified item be placed in the item slot?
/// 指定的物品是否可设置在物品槽内?
///
///
///
public bool CanSetItem(IItem item)
{
if (_item == null)
{
return true;
}
//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;
}
return true;
}
///
/// Sets items for the item slot
/// 为物品槽设置物品
///
///
///
public bool SetItem(IItem item)
{
if (!CanSetItem(item))
{
return false;
}
if (_item == null)
{
if (item.Icon != null && _iconTextureRect != null)
{
_iconTextureRect.Texture = item.Icon;
}
_item = item;
UpdateTooltipText(item);
UpdateQuantityLabel(item.Quantity);
return true;
}
else
{
var newQuantity = _item.Quantity + item.Quantity;
_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 (_control == null)
{
return;
}
if (Config.IsDebug())
{
var debugText = TranslationServerUtils.Translate("item_prompt_debug");
if (debugText != null)
{
_control.TooltipText = string.Format(debugText, item.Id,
TranslationServerUtils.Translate(item.Name),
item.Quantity, item.MaxStackQuantity, item.GetType().Name,
TranslationServerUtils.Translate(item.Description));
}
}
else
{
_control.TooltipText = TranslationServerUtils.Translate(item.Name) + "\n" +
TranslationServerUtils.Translate(item.Description);
}
}
///
/// Update quantity label
/// 更新数量标签
///
///
private void UpdateQuantityLabel(int? quantity)
{
if (_quantityLabel == null)
{
return;
}
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