Traveller/scripts/inventory/Packsack.cs
Cold-Mint 2c6f8804ba
Do not create duplicate ui nodes in the same ui group.
禁止在同一个ui组,创建重复的ui节点。
2024-09-18 23:19:38 +08:00

70 lines
2.1 KiB
C#

using ColdMint.scripts.pickable;
using ColdMint.scripts.utils;
using Godot;
using PacksackUi = ColdMint.scripts.loader.uiLoader.PacksackUi;
namespace ColdMint.scripts.inventory;
/// <summary>
/// <para>packsack</para>
/// <para>背包</para>
/// </summary>
public partial class Packsack : PickAbleTemplate
{
private const string Path = "res://prefab/ui/packsackUI.tscn";
[Export] public int NumberSlots { get; set; }
/// <summary>
/// <para>Whether to allow backpacks</para>
/// <para>是否允许放置背包</para>
/// </summary>
/// <remarks>
///<para>Can a new backpack be placed in the slot of the backpack?</para>
///<para>即此背包的槽位内是否可以再放置新的背包?</para>
/// </remarks>
[Export]
public bool BackpackAllowed { get; set; }
public override bool CanPutInPack => false;
public override void Use(Node2D? owner, Vector2 targetGlobalPosition)
{
GameSceneDepend.DynamicUiGroup?.ShowControl(Path, control =>
{
if (control is PacksackUi packsackUi)
{
packsackUi.Title = Name;
packsackUi.ItemContainer = ItemContainer;
}
});
}
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();
}
GameSceneDepend.DynamicUiGroup?.RegisterControl(Path, () =>
{
var packedScene = GD.Load<PackedScene>(Path);
return NodeUtils.InstantiatePackedScene<PacksackUi>(packedScene);
});
}
}