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;
}
}
GameSceneDepend.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");
}
}