using ColdMint.scripts.item;
using ColdMint.scripts.item.itemStacks;
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 IItemStack? _itemStack;
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;
public bool IsEmpty() => _itemStack == null;
///
/// Get the item stack in the item slot
/// 获取物品槽内的物品堆
///
///
public IItemStack? GetItemStack() => _itemStack;
///
/// If present, get the item at the top of the item stack in this slot
/// 如果存在,获取该槽位中物品堆顶部的物品
///
public IItem? GetItem() => _itemStack?.GetItem();
///
/// If present, remove an item in this slot and return it.
/// 如果存在,移除该槽位中的一个物品并将其返回
///
///
public IItem? PickItem()
{
if (_itemStack is null) return null;
var result = _itemStack.PickItem();
if (_itemStack.Quantity == 0) _itemStack = null;
UpdateAllDisplay();
return result;
}
///
/// Remove the specified number of items and return them as a new item stack
/// 取出当前物品槽中指定数量的物品,并作为新的物品堆返回
///
///
/// Quantity to be taken out, inputs below zero represent all items
/// 要取出的数量,小于0的输入代表全部物品
///
///
public IItemStack? PickItems(int value)
{
if (_itemStack is null) return null;
var result = _itemStack.PickItems(value);
if (_itemStack.Quantity == 0) _itemStack = null;
UpdateAllDisplay();
return result;
}
///
/// Removes the specified number of items from the item slot
/// 在物品槽内移除指定数量的物品
///
///
/// Quantity to be removed, inputs below zero represent all items
/// 要删除的数量,小于0的输入代表全部物品
///
///
/// The remaining number, if the number of items in the current item stack is less than the specified number. Otherwise,0
/// 若物品槽内物品少于指定的数量,返回相差的数量。否则返回0
///
///
/// Will remove the removed items from the game, if that is not the intent, consider using the
/// 会将移除的物品从游戏中删除,如果目的并非如此,请考虑使用
///
public int RemoveItem(int number)
{
if (_itemStack == null)
{
return number;
}
var result = _itemStack.RemoveItem(number);
//If the specified number of items is removed, the number of items is less than or equal to 0. Then we 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。那么我们清空物品栏。
if (_itemStack.Quantity == 0) _itemStack = null;
UpdateAllDisplay();
return result;
}
///
/// Remove item stack from slot and return it, equivalent to ReplaceItemStack(null)
/// 从当前槽位中移出并返回物品堆,等价于ReplaceItemStack(null)
///
///
public IItemStack? RemoveItemStack() => ReplaceItemStack(null);
///
/// Empty the item slot
/// 清空当前物品槽
///
///
///This method will remove all items stored in the item slots from the game, if this is not what you want to do, consider using the method.
///此方法会从游戏中移除储存于物品槽中的所有物品,若这不是您希望的操作,请考虑使用方法。
///
public void ClearSlot()
{
_itemStack?.ClearStack();
_itemStack = null;
UpdateAllDisplay();
}
///
/// 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 CanAddItem(IItem item)
{
if (_itemStack == null) return true;
return _itemStack.CanAddItem(item);
}
///
///
/// Set item stack for this slot, this will completely replace current item stack.
/// If you want the item stack to be added to current stack, use the .
///
/// 为物品槽设置物品堆,将完全替换掉当前物品堆。如果想要物品堆叠加至该物品堆,请使用
///
///
/// The item stack that was previously in this slot
/// 该槽位中原本的物品堆
///
public IItemStack? ReplaceItemStack(IItemStack? newItemStack)
{
var result = _itemStack;
_itemStack = newItemStack;
UpdateAllDisplay();
return result;
}
///
/// Try to add an item to this slot, if it can't be added to this slot, return false
/// 尝试向当前槽位中加入物品,如果该物品不能被放入该槽位,返回false
///
public bool AddItem(IItem item)
{
bool result;
if (_itemStack is null)
{
_itemStack = IItemStack.FromItem(item);
result = true;
}
else
{
result = _itemStack.AddItem(item);
}
if (result)
{
UpdateAllDisplay();
}
return result;
}
///
/// Try to combine an item stack into this slot
/// 尝试将一个物品堆合并至该槽位中
///
///
/// If the source item stack is empty after the operation is completed
/// 操作完成后,源物品堆是否被取空
///
public bool AddItemStack(IItemStack itemStack)
{
bool result;
if (_itemStack is null)
{
_itemStack = itemStack;
result = false;
}
else
{
result = _itemStack.TakeFrom(itemStack);
}
UpdateAllDisplay();
return result;
}
///
/// Update all displays of this slot
/// 更新该槽位的一切显示信息
///
private void UpdateAllDisplay()
{
UpdateIconTexture();
UpdateQuantityLabel();
UpdateTooltipText();
}
///
/// Update item tips
/// 更新物品的提示内容
///
private void UpdateTooltipText()
{
if (_control == null) return;
if (_itemStack == null)
{
_control.TooltipText = null;
return;
}
if (Config.IsDebug())
{
var debugText = TranslationServerUtils.Translate("item_prompt_debug");
if (debugText != null)
{
_control.TooltipText = string.Format(debugText, _itemStack.GetItem()?.Id,
TranslationServerUtils.Translate(_itemStack.Name),
_itemStack.Quantity, _itemStack.MaxQuantity, _itemStack.GetType().Name,
TranslationServerUtils.Translate(_itemStack.Description));
}
}
else
{
_control.TooltipText = TranslationServerUtils.Translate(_itemStack.Name) + "\n" +
TranslationServerUtils.Translate(_itemStack.Description);
}
}
///
/// Update quantity label
/// 更新数量标签
///
private void UpdateQuantityLabel()
{
if (_quantityLabel == null)
{
return;
}
switch (_itemStack?.Quantity)
{
case null or 1:
_quantityLabel.Hide();
return;
default:
//When the quantity is not null or 1, we display the quantity.
//当数量不为null或1时,我们显示数量
_quantityLabel.Text = _itemStack?.Quantity.ToString();
_quantityLabel.Show();
break;
}
}
///
/// Update texture of the icon rect
/// 更新显示的物品图标
///
private void UpdateIconTexture()
{
if (_iconTextureRect != null)
{
_iconTextureRect.Texture = _itemStack?.Icon;
}
}
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