using System.Collections.Generic;
using ColdMint.scripts.utils;
using Godot;
namespace ColdMint.scripts.inventory;
///
/// HotBar
/// 快捷物品栏
///
public partial class HotBar : HBoxContainer, IItemContainer
{
private PackedScene? _itemSlotPackedScene;
private List? _itemSlotNodes;
//_selectIndex默认为0.
private int _selectIndex;
public override void _Ready()
{
base._Ready();
NodeUtils.DeleteAllChild(this);
_itemSlotNodes = new List();
_itemSlotPackedScene = GD.Load("res://prefab/ui/ItemSlot.tscn");
for (var i = 0; i < Config.HotBarSize; i++)
{
AddItemSlot(i);
}
}
///
/// Select the next item slot
/// 选择下一个物品槽
///
private void SelectTheNextItemSlot()
{
if (_itemSlotNodes == null)
{
return;
}
var count = _itemSlotNodes.Count;
if (count == 0)
{
return;
}
var oldSelectIndex = _selectIndex;
_selectIndex++;
if (_selectIndex >= count)
{
_selectIndex = 0;
}
SelectItemSlot(oldSelectIndex, _selectIndex);
}
///
/// Select the previous item slot
/// 选择上一个物品槽
///
private void SelectThePreviousItemSlot()
{
if (_itemSlotNodes == null)
{
return;
}
var count = _itemSlotNodes.Count;
if (count == 0)
{
return;
}
var oldSelectIndex = _selectIndex;
_selectIndex--;
if (_selectIndex < 0)
{
_selectIndex = count - 1;
}
SelectItemSlot(oldSelectIndex, _selectIndex);
}
public override void _Process(double delta)
{
base._Process(delta);
if (Input.IsActionJustPressed("hotbar_next"))
{
//Mouse wheel down
//鼠标滚轮向下
SelectTheNextItemSlot();
}
if (Input.IsActionJustPressed("hotbar_previous"))
{
//Mouse wheel up
//鼠标滚轮向上
SelectThePreviousItemSlot();
}
if (Input.IsActionJustPressed("hotbar_1"))
{
SelectItemSlotByHotBarShortcutKey(0);
}
if (Input.IsActionJustPressed("hotbar_2"))
{
SelectItemSlotByHotBarShortcutKey(1);
}
if (Input.IsActionJustPressed("hotbar_3"))
{
SelectItemSlotByHotBarShortcutKey(2);
}
if (Input.IsActionJustPressed("hotbar_4"))
{
SelectItemSlotByHotBarShortcutKey(3);
}
if (Input.IsActionJustPressed("hotbar_5"))
{
SelectItemSlotByHotBarShortcutKey(4);
}
if (Input.IsActionJustPressed("hotbar_6"))
{
SelectItemSlotByHotBarShortcutKey(5);
}
if (Input.IsActionJustPressed("hotbar_7"))
{
SelectItemSlotByHotBarShortcutKey(6);
}
if (Input.IsActionJustPressed("hotbar_8"))
{
SelectItemSlotByHotBarShortcutKey(7);
}
if (Input.IsActionJustPressed("hotbar_9"))
{
SelectItemSlotByHotBarShortcutKey(8);
}
}
///
/// Select the HotBar project using the shortcut keys
/// 通过快捷键选择HotBar项目
///
/// The Pc version of the shortcut key index is 0-9
/// Pc版本的快捷键索引为0-9
///
private void SelectItemSlotByHotBarShortcutKey(int shortcutKeyIndex)
{
if (_itemSlotNodes == null)
{
return;
}
var count = _itemSlotNodes.Count;
if (count == 0)
{
//Prevents the dividend from being 0
//防止被除数为0
return;
}
var newIndex = shortcutKeyIndex % count;
SelectItemSlot(_selectIndex, newIndex);
_selectIndex = newIndex;
}
///
/// Removes an item from the currently selected inventory
/// 移除当前选中的物品栏内的物品
///
///
///
public bool RemoveItemFromItemSlotBySelectIndex(int number)
{
return RemoveItemFromItemSlot(_selectIndex, number);
}
///
/// Remove items from the item slot
/// 从物品槽内移除物品
///
///
///When this number is greater than the number of item slots, residual filtering is used.
///当此数量大于物品槽的数量时,会使用余数筛选。
///
///
///The number of items removed
///移除物品的数量
///
public bool RemoveItemFromItemSlot(int itemSlotIndex, int number)
{
if (_itemSlotNodes == null)
{
return false;
}
var count = _itemSlotNodes.Count;
if (count == 0)
{
//Prevents the dividend from being 0
//防止被除数为0
return false;
}
var newIndex = itemSlotIndex % count;
var itemSlot = _itemSlotNodes[newIndex];
return itemSlot.RemoveItem(number);
}
///
/// Select an item slot
/// 选中某个物品槽
///
private void SelectItemSlot(int oldSelectIndex, int newSelectIndex)
{
if (_itemSlotNodes == null)
{
return;
}
_itemSlotNodes[oldSelectIndex].IsSelect = false;
_itemSlotNodes[newSelectIndex].IsSelect = true;
var oldItem = _itemSlotNodes[oldSelectIndex].GetItem();
if (oldItem != null && oldItem is Node2D oldNode2D)
{
oldNode2D.ProcessMode = ProcessModeEnum.Disabled;
oldNode2D.Hide();
}
var item = _itemSlotNodes[newSelectIndex].GetItem();
if (item == null)
{
if (GameSceneNodeHolder.Player != null)
{
GameSceneNodeHolder.Player.CurrentItem = null;
}
}
else
{
if (item is Node2D node2D)
{
node2D.ProcessMode = ProcessModeEnum.Inherit;
node2D.Show();
if (GameSceneNodeHolder.Player != null)
{
GameSceneNodeHolder.Player.CurrentItem = node2D;
}
}
else
{
if (GameSceneNodeHolder.Player != null)
{
GameSceneNodeHolder.Player.CurrentItem = null;
}
}
}
}
public bool CanAddItem(IItem item)
{
return Matching(item) != null;
}
///
/// Add an item to the HotBar
/// 在HotBar内添加一个物品
///
///
///
public bool AddItem(IItem item)
{
var itemSlotNode = Matching(item);
if (itemSlotNode == null)
{
return false;
}
else
{
return itemSlotNode.SetItem(item);
}
}
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 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;
}
///
/// Add items tank
/// 添加物品槽
///
private void AddItemSlot(int index)
{
if (_itemSlotNodes == null || _itemSlotPackedScene == null)
{
return;
}
var itemSlotNode = _itemSlotPackedScene.Instantiate() as ItemSlotNode;
if (itemSlotNode == null)
{
return;
}
AddChild(itemSlotNode);
itemSlotNode.IsSelect = index == _selectIndex;
_itemSlotNodes.Add(itemSlotNode);
}
}