Traveller/scripts/inventory/Packsack.cs
2024-09-23 23:17:57 +08:00

56 lines
1.7 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(NumberSlots);
ItemContainer.SupportSelect = false;
GameSceneDepend.DynamicUiGroup?.RegisterControl(Path, () =>
{
var packedScene = GD.Load<PackedScene>(Path);
return NodeUtils.InstantiatePackedScene<PacksackUi>(packedScene);
});
}
}