229098b261
Move item stacks to new namespace
74 lines
3.5 KiB
C#
74 lines
3.5 KiB
C#
using ColdMint.scripts.item.itemStacks;
|
||
|
||
using Godot;
|
||
|
||
namespace ColdMint.scripts.item;
|
||
|
||
public interface IItem
|
||
{
|
||
/// <summary>
|
||
/// <para>ID of current item</para>
|
||
/// </summary>
|
||
string Id { get; }
|
||
/// <summary>
|
||
/// <para>Icon of current item</para>
|
||
/// </summary>
|
||
Texture2D Icon { get; }
|
||
/// <summary>
|
||
/// <para>Display name of current item</para>
|
||
/// </summary>
|
||
string Name { get; }
|
||
/// <summary>
|
||
/// <para>Description of current item, which may show in inventory</para>
|
||
/// </summary>
|
||
string? Description { get; }
|
||
|
||
/// <summary>
|
||
/// <para>Execute when current item is used <br/> e.g. when player clicks left mouse button with current item in hand</para>
|
||
/// </summary>
|
||
/// <param name="owner">Owner of current item, if any</param>
|
||
/// <param name="targetGlobalPosition">Target position, such as the position of the cursor when used by the player</param>
|
||
void Use(Node2D? owner, Vector2 targetGlobalPosition);
|
||
|
||
/// <summary>
|
||
/// <para>Execute when current item be removed from game.</para>
|
||
/// </summary>
|
||
void Destroy();
|
||
|
||
/// <summary>
|
||
/// <para>Return true if this item can be stacked with the given item in one stack</para>
|
||
/// <para>若该物品是否能与给定物品堆叠在同一个物品堆上,返回true</para>
|
||
/// </summary>
|
||
/// <remarks>
|
||
/// <para>
|
||
/// ! Note in the implementation: the correspondence of this predicate must be an equivalence relation over the full set of stackable items
|
||
/// (i.e., be able to derive a division into the full set of stackable items).<br/>
|
||
/// Or if the item is not stackable, make it always return false.
|
||
/// </para>
|
||
/// <para>
|
||
/// !实现时注意:该谓词的对应关系必须是在全部可堆叠的物品集合上的等价关系(即能导出一个对可堆叠物品全集的划分)。<br/>
|
||
/// 或如果该物品不可堆叠,令其永远返回false。<br/>
|
||
/// </para>
|
||
/// <para>
|
||
/// If it is necessary to implement special stacking relationships (e.g. containers that can be stacked to hold items),
|
||
/// customize the special <see cref="IItemStack"/> type, implement the special stacking determination in it by overriding <see cref="IItemStack.CanAddItem"/>,
|
||
/// and override the <see cref="SpecialStack"/> method so that it returns an instance of that custom ItemStack.
|
||
/// </para>
|
||
/// <para>
|
||
/// 如果有必要实现特殊的堆叠关系(如可以用堆叠来收纳物品的容器),请自定义特殊的<see cref="IItemStack"/>类型,在其中重写<see cref="IItemStack.CanAddItem"/>以实现特殊的堆叠判定,
|
||
/// 并重写<see cref="SpecialStack"/>方法使其返回该自定义ItemStack实例。
|
||
/// </para>
|
||
/// </remarks>
|
||
bool CanStackWith(IItem item);
|
||
|
||
/// <summary>
|
||
/// <para>If this item need a special stack type, return the special item stack instance that contains the item. If else, just leave this null.</para>
|
||
/// <para>如果该项目需要特殊的物品堆类型,重写此方法来返回包含该物品的特殊物品堆实例。否则,保留原本的null返回值。</para>
|
||
/// </summary>
|
||
/// <remarks>
|
||
/// <para>DO NOT use this method to create stack from item, use <see cref="IItemStack.FromItem"/> instead</para>
|
||
/// <para>**不要**使用此方法从一个物品创建堆,请使用 <see cref="IItemStack.FromItem"/></para>。
|
||
/// </remarks>
|
||
/// <seealso cref="CanStackWith"/>
|
||
IItemStack? SpecialStack() => null;
|
||
} |