using System;
using ColdMint.scripts.camp;
using ColdMint.scripts.character;
using ColdMint.scripts.damage;
using ColdMint.scripts.debug;
using ColdMint.scripts.inventory;
using ColdMint.scripts.utils;
using Godot;
namespace ColdMint.scripts.pickable;
///
/// Templates for all fallen objects
/// 所有掉落物的模板
///
public partial class PickAbleTemplate : RigidBody2D, IItem
{
public int Index { get; set; }
//Do not export this field because the ID is specified within yaml.
//不要导出此字段,因为ID是在yaml内指定的。
public virtual string Id { get; set; } = "ID";
[Export] protected Texture2D? UniqueIcon { get; set; }
public void ShowSelf()
{
Show();
}
public void QueueFreeSelf()
{
QueueFree();
}
public void HideSelf()
{
Hide();
}
public Texture2D Icon => UniqueIcon ?? ItemTypeManager.DefaultIconOf(Id);
public new string Name
{
get
{
var key = $"item_{Id}";
return TranslationServerUtils.Translate(key) ?? key;
}
}
///
/// Owner
/// 主人
///
public new Node2D? Owner { get; set; }
///
/// Enabled contact injury
/// 启用接触伤害
///
public virtual bool EnableContactInjury { get; set; }
[Export] private int _minContactInjury = 1;
[Export] private int _maxContactInjury = 2;
public string Description
{
get
{
var key = $"item_{Id}_desc";
return TranslationServerUtils.Translate(key) ?? key;
}
}
public int Quantity { get; set; } = 1;
///
/// The number of tile maps that come into contact with this item
/// 与此物品接触的瓦片地图数量
///
private int _tileMapNumber;
///
/// This area represents the collision range of the weapon, and when other nodes enter this area, they will deal damage.
/// 这个区域表示武器的碰撞范围,当其他节点进入此区域时,会造成伤害。
///
private Area2D? _damageArea2D;
///
/// Whether the item is currently picked up
/// 当前物品是否被捡起了
///
public bool Picked { get; set; }
public int MaxQuantity { get; set; } = 1;
public virtual int ItemType
{
get => Config.ItemType.Unknown;
}
private bool _isSelected;
public bool IsSelect
{
get => _isSelected;
set
{
if (_isSelected == value)
{
return;
}
_isSelected = value;
OnSelectChange(value);
}
}
public IItemContainer? ItemContainer { get; set; }
public IItemContainer? SelfItemContainer { get; set; }
private Label? _tipLabel;
///
///
/// 当选中状态发生改变时
///
///
protected virtual void OnSelectChange(bool isSelected)
{
}
public IItem? CreateItem(int number)
{
if (number == 0)
{
return null;
}
var duplicate = Duplicate();
if (duplicate is PickAbleTemplate pickAbleTemplate)
{
pickAbleTemplate.CopyAttributes(this);
}
if (duplicate is not Node2D newNode2D)
{
return null;
}
newNode2D.GlobalPosition = GlobalPosition;
if (duplicate is not IItem newItem)
{
duplicate.QueueFree();
return null;
}
if (number < 0)
{
newItem.Quantity = Quantity;
}
else
{
newItem.Quantity = Math.Min(Quantity, number);
}
return newItem;
}
public int MergeableItemCount(IItem other, int unallocatedQuantity)
{
var freeQuantity = MaxQuantity - Quantity;
if (freeQuantity == 0)
{
return 0;
}
if (other.Id != Id)
{
return 0;
}
return Math.Min(freeQuantity, unallocatedQuantity);
}
public virtual bool Use(Node2D? owner, Vector2 targetGlobalPosition)
{
return false;
}
public virtual void OnThrow(Vector2 velocity)
{
}
public override void _Ready()
{
_damageArea2D = GetNode("DamageArea2D");
_damageArea2D.BodyEntered += OnBodyEnter;
_damageArea2D.BodyExited += OnBodyExited;
_tipLabel = GetNodeOrNull