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 PackedScene? _packedScene; private PacksackUi? _packsackUi; [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) { if (_packedScene == null) { return; } if (_packsackUi == null) { _packsackUi = NodeUtils.InstantiatePackedScene(_packedScene); if (_packsackUi != null) { NodeUtils.CallDeferredAddChild(NodeUtils.FindContainerNode(_packsackUi, this), _packsackUi); _packsackUi.Title = Name; _packsackUi.ItemContainer = ItemContainer; } } GameSceneNodeHolder.BackpackUiContainer?.Show(); _packsackUi?.Show(); } public IItemContainer? ItemContainer { get; private set; } public override void _Ready() { base._Ready(); ItemContainer = new UniversalItemContainer(); ItemContainer.SupportSelect = false; //When the backpack is created, the item slot is generated. //当背包被创建时,物品槽就被生成出来了。 for (var i = 0; i < NumberSlots; i++) { var itemSlotNode = ItemContainer.AddItemSlot(this); if (itemSlotNode == null) { continue; } itemSlotNode.BackpackAllowed = BackpackAllowed; itemSlotNode.Hide(); } _packedScene = GD.Load("res://prefab/ui/packsackUI.tscn"); } }