using ColdMint.scripts.item; 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; /// /// Get the item stack in the item slot /// 获取物品槽内的物品堆 /// /// public IItemStack GetItemStack() => _itemStack; /// /// Removes the specified number of items from the item slot /// 在物品槽内移除指定数量的物品 /// /// /// /// 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 /// 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) ClearSlot(); else { UpdateTooltipText(_itemStack); UpdateQuantityLabel(_itemStack.Quantity); } return result; // 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 item slot /// 清空物品槽 /// /// ///This method does not calculate how many items should be left. If you want to remove a specified number of items, call the 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,请调用方法。 /// public void ClearSlot() { _itemStack = null; if (_iconTextureRect != null) { _iconTextureRect.Texture = null; } if (_control != null) { _control.TooltipText = null; } _quantityLabel?.Hide(); } //Todo: I searched until here. /// /// 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.Hide(); 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.Show(); break; default: _quantityLabel.Hide(); 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