417 lines
11 KiB
C#
417 lines
11 KiB
C#
using System;
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using ColdMint.scripts.utils;
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using Godot;
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namespace ColdMint.scripts.inventory;
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/// <summary>
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/// <para>A slot in the inventory</para>
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/// <para>物品栏内的一个插槽</para>
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/// </summary>
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public partial class ItemSlotNode : MarginContainer
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{
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private TextureRect? _backgroundTextureRect;
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private TextureRect? _iconTextureRect;
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private Label? _quantityLabel;
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private Control? _control;
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private bool _isSelect;
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private Texture2D? _backgroundTexture;
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private Texture2D? _backgroundTextureWhenSelect;
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private IItem? _item;
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public IItem? Item
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{
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set
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{
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//Set item
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//设置物品
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_item = value;
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UpdateAllDisplay();
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}
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}
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public override void _Ready()
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{
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_backgroundTexture = GD.Load<Texture2D>("res://sprites/ui/ItemBarEmpty.png");
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_backgroundTextureWhenSelect = GD.Load<Texture2D>("res://sprites/ui/ItemBarFocus.png");
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_backgroundTextureRect =
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GetNode<TextureRect>("BackgroundTexture");
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_iconTextureRect = GetNode<TextureRect>("BackgroundTexture/IconTextureRect");
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_quantityLabel = GetNode<Label>("Control/QuantityLabel");
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_control = GetNode<Control>("Control");
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_quantityLabel.Hide();
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UpdateBackground(_isSelect);
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}
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public override Variant _GetDragData(Vector2 atPosition)
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{
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if (_isSelect || _iconTextureRect == null)
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{
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//Drag is not allowed if there is no icon or no pile of items.
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//如果没有图标或者没有物品堆,那么不允许拖动。
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return new Variant();
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}
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var textureRect = new TextureRect();
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textureRect.ExpandMode = _iconTextureRect.ExpandMode;
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textureRect.Size = _iconTextureRect.Size;
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textureRect.Texture = _iconTextureRect.Texture;
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SetDragPreview(textureRect);
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return Variant.CreateFrom(this);
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}
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public override bool _CanDropData(Vector2 atPosition, Variant data)
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{
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//If the preplaced slot does not have an icon, the preplaced slot is not allowed.
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//如果预放置的槽位没有图标,那么不允许放置。
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if (_iconTextureRect == null)
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{
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return false;
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}
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var type = data.VariantType;
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if (type == Variant.Type.Nil)
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{
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//The preplaced data is null.
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//预放置的数据为null。
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return false;
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}
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var itemSlotNode = data.As<ItemSlotNode>();
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var item = itemSlotNode.GetItem();
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if (item == null)
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{
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//Return null when trying to get the source item.
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//尝试获取源物品时返回null。
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return false;
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}
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return CanAddItem(item);
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}
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/// <summary>
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/// <para>Get the items in the item container</para>
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/// <para>获取物品容器内的物品</para>
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/// </summary>
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/// <returns>
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///<para>There may be multiple quantities</para>
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///<para>数量可能有多个</para>
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/// </returns>
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public IItem? GetItem()
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{
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return _item;
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}
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/// <summary>
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/// <para>CreateItemInstance</para>
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/// <para>创建物品槽内的物品实例</para>
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/// </summary>
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/// <param name="number">
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///<para>Quantity (pass in a value less than 0 to create an instance using all the quantities of built-in items)</para>
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///<para>数量(传入小于0的值,使用内置物品的所有数量创建实例)</para>
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/// </param>
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/// <returns>
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///<para>Newly created item</para>
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///<para>新创建的物品</para>
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/// </returns>
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public IItem? CreateItemInstance(int number)
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{
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if (number == 0)
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{
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return null;
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}
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if (_item is not Node2D node2D)
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{
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return null;
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}
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var duplicate = node2D.Duplicate();
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if (duplicate is not Node2D newNode2D)
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{
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return null;
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}
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newNode2D.GlobalPosition = node2D.GlobalPosition;
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if (duplicate is not IItem newItem)
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{
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return null;
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}
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if (number < 0)
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{
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newItem.Quantity = _item.Quantity;
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}
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else
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{
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newItem.Quantity = number >= _item.Quantity ? _item.Quantity : number;
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}
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return newItem;
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}
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/// <summary>
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/// <para>Clean out the items in the item slot</para>
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/// <para>清理物品槽内的物品</para>
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/// </summary>
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/// <param name="queueFree">
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///<para>Whether to release a node</para>
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///<para>是否释放节点</para>
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/// </param>
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/// <remarks>
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///<para>Clean up item object references in item slots.</para>
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///<para>清理物品槽内的物品对象引用。</para>
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/// </remarks>
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public void ClearItem(bool queueFree = true)
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{
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if (_item == null)
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{
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return;
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}
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if (queueFree && _item is Node node)
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{
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node.QueueFree();
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}
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_item = null;
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UpdateAllDisplay();
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}
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public override void _DropData(Vector2 atPosition, Variant data)
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{
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if (_iconTextureRect == null)
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{
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return;
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}
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var type = data.VariantType;
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if (type == Variant.Type.Nil)
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{
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//The passed variable is null.
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//传入的变量为null。
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return;
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}
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var itemSlotNode = data.As<ItemSlotNode>();
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var item = itemSlotNode.GetItem();
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if (item == null)
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{
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//Return null when trying to get the source item.
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//尝试获取源物品时返回null。
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return;
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}
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itemSlotNode.ClearItem(false);
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AddItem(item);
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}
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/// <summary>
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/// <para>Whether to place a backpack in the current slot</para>
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/// <para>当前槽位是否允许放置背包</para>
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/// </summary>
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public bool BackpackAllowed { get; set; }
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public bool IsSelect
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{
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get => _isSelect;
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set
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{
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UpdateBackground(value);
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_isSelect = value;
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}
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}
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private void UpdateBackground(bool isSelect)
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{
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if (_backgroundTextureRect == null)
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{
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return;
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}
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_backgroundTextureRect.Texture = isSelect ? _backgroundTextureWhenSelect : _backgroundTexture;
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}
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public TextureRect? BackgroundTextureRect => _backgroundTextureRect;
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/// <summary>
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/// <para>Whether the item in this node is empty</para>
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/// <para>此节点内的物品是否为空的</para>
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/// </summary>
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/// <returns>
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///<para>Return true if the number of items is 0 or the item object does not exist</para>
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///<para>当物品数量为0或物品对象不存在时,返回true</para>
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/// </returns>
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public bool IsEmpty()
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{
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if (_item == null || _item.Quantity == 0)
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{
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return true;
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}
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return false;
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}
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/// <summary>
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/// <para>Update all displays of this slot</para>
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/// <para>更新该槽位的一切显示信息</para>
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/// </summary>
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private void UpdateAllDisplay()
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{
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UpdateIconTexture();
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UpdateQuantityLabel();
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UpdateTooltipText();
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}
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/// <summary>
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/// <para>Update item tips</para>
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/// <para>更新物品的提示内容</para>
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/// </summary>
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private void UpdateTooltipText()
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{
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if (_item == null)
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{
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TooltipText = null;
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return;
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}
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if (Config.IsDebug())
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{
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var debugText = TranslationServerUtils.Translate("item_prompt_debug");
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if (debugText != null)
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{
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TooltipText = string.Format(debugText, _item.Id,
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TranslationServerUtils.Translate(_item.Name),
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_item.Quantity, _item.MaxQuantity, _item.GetType().Name,
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TranslationServerUtils.Translate(_item.Description));
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}
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}
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else
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{
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TooltipText = TranslationServerUtils.Translate(_item.Name) + "\n" +
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TranslationServerUtils.Translate(_item.Description);
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}
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}
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/// <summary>
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/// <para>Update quantity label</para>
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/// <para>更新数量标签</para>
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/// </summary>
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private void UpdateQuantityLabel()
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{
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if (_quantityLabel == null)
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{
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return;
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}
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switch (_item?.Quantity)
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{
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case null or 1:
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_quantityLabel.Hide();
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return;
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default:
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//When the quantity is not null or 1, we display the quantity.
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//当数量不为null或1时,我们显示数量
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_quantityLabel.Text = _item?.Quantity.ToString();
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_quantityLabel.Show();
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break;
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}
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}
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/// <summary>
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/// <para>Update texture of the icon rect</para>
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/// <para>更新显示的物品图标</para>
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/// </summary>
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private void UpdateIconTexture()
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{
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if (_iconTextureRect != null)
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{
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_iconTextureRect.Texture = _item?.Icon;
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}
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}
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public bool CanAddItem(IItem item)
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{
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if (!BackpackAllowed && item is Packsack)
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{
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//如果禁止放置背包,且新物品是背包
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return false;
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}
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if (_item == null)
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{
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//If there is no item in the current item slot, it is allowed to add.
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//如果当前物品槽内没物品,那么允许添加。
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return true;
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}
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if (item.Id != _item.Id)
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{
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//If the item ID you want to add is different from the current item ID, disable.
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//如果要添加的物品ID和当前的物品ID不一样,那么禁止。
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return false;
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}
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var newQuantity = item.Quantity + _item.Quantity;
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if (newQuantity > _item.MaxQuantity)
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{
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//The maximum number is exceeded and items cannot be added.
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//超过了最大数量,无法添加物品。
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return false;
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}
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return true;
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}
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/// <summary>
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/// <para>Remove items from the item slot</para>
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/// <para>从物品槽内移除物品</para>
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/// </summary>
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/// <param name="number">
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///<para>number(Less than 0, remove all items)</para>
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///<para>物品数量(小于0,则移除全部物品)</para>
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/// </param>
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/// <returns>
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///<para>How many items were actually removed</para>
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///<para>实际移除了多少个物品</para>
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/// </returns>
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public int RemoveItem(int number)
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{
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if (_item == null)
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{
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return 0;
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}
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//The number of actual removals
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//实际移除的数量
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var removeNumber = number < 0 ? _item.Quantity : number;
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_item.Quantity -= removeNumber;
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if (_item.Quantity <= 0)
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{
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ClearItem();
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}
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return removeNumber;
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}
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public bool AddItem(IItem item)
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{
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if (_item == null)
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{
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Item = item;
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return true;
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}
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var newQuantity = item.Quantity + _item.Quantity;
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_item.Quantity = Math.Min(newQuantity, _item.MaxQuantity);
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if (item is Node2D node2D)
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{
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node2D.QueueFree();
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}
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UpdateQuantityLabel();
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return true;
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}
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} |