300 lines
7.9 KiB
C#
300 lines
7.9 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using ColdMint.scripts.debug;
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using ColdMint.scripts.weapon;
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using Godot;
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namespace ColdMint.scripts.inventory;
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/// <summary>
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/// <para>HotBar</para>
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/// <para>快捷物品栏</para>
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/// </summary>
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public partial class HotBar : HBoxContainer, IItemContainer
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{
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private PackedScene _itemSlotPackedScene;
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private List<ItemSlotNode> _itemSlotNodes;
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private int selectIndex = 0;
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public override void _Ready()
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{
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base._Ready();
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_itemSlotNodes = new List<ItemSlotNode>();
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_itemSlotPackedScene = GD.Load<PackedScene>("res://prefab/ui/ItemSlot.tscn");
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for (var i = 0; i < Config.HotBarSize; i++)
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{
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AddItemSlot(i);
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}
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}
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public override void _Process(double delta)
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{
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base._Process(delta);
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if (Input.IsActionJustPressed("hotbar_next"))
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{
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var count = _itemSlotNodes.Count;
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if (count == 0)
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{
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return;
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}
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//Mouse wheel down
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//鼠标滚轮向下
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var oldSelectIndex = selectIndex;
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selectIndex++;
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if (selectIndex >= count)
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{
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selectIndex = 0;
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}
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SelectItemSlot(oldSelectIndex, selectIndex);
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}
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if (Input.IsActionJustPressed("hotbar_previous"))
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{
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var count = _itemSlotNodes.Count;
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if (count == 0)
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{
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return;
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}
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//Mouse wheel up
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//鼠标滚轮向上
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var oldSelectIndex = selectIndex;
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selectIndex--;
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if (selectIndex < 0)
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{
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selectIndex = count - 1;
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}
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SelectItemSlot(oldSelectIndex, selectIndex);
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}
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if (Input.IsActionJustPressed("hotbar_1"))
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{
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SelectItemSlotByHotBarShortcutKey(0);
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}
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if (Input.IsActionJustPressed("hotbar_2"))
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{
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SelectItemSlotByHotBarShortcutKey(1);
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}
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if (Input.IsActionJustPressed("hotbar_3"))
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{
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SelectItemSlotByHotBarShortcutKey(2);
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}
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if (Input.IsActionJustPressed("hotbar_4"))
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{
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SelectItemSlotByHotBarShortcutKey(3);
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}
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if (Input.IsActionJustPressed("hotbar_5"))
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{
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SelectItemSlotByHotBarShortcutKey(4);
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}
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if (Input.IsActionJustPressed("hotbar_6"))
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{
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SelectItemSlotByHotBarShortcutKey(5);
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}
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if (Input.IsActionJustPressed("hotbar_7"))
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{
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SelectItemSlotByHotBarShortcutKey(6);
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}
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if (Input.IsActionJustPressed("hotbar_8"))
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{
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SelectItemSlotByHotBarShortcutKey(7);
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}
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if (Input.IsActionJustPressed("hotbar_9"))
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{
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SelectItemSlotByHotBarShortcutKey(8);
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}
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}
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/// <summary>
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/// <para>Select the HotBar project using the shortcut keys</para>
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/// <para>通过快捷键选择HotBar项目</para>
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/// </summary>
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/// <para>The Pc version of the shortcut key index is 0-9</para>
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/// <para>Pc版本的快捷键索引为0-9</para>
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/// <param name="shortcutKeyIndex"></param>
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private void SelectItemSlotByHotBarShortcutKey(int shortcutKeyIndex)
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{
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var count = _itemSlotNodes.Count;
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if (count == 0)
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{
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//Prevents the dividend from being 0
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//防止被除数为0
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return;
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}
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var newIndex = shortcutKeyIndex % count;
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SelectItemSlot(selectIndex, newIndex);
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selectIndex = newIndex;
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}
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/// <summary>
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/// <para>Removes an item from the currently selected inventory</para>
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/// <para>移除当前选中的物品栏内的物品</para>
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/// </summary>
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/// <param name="number"></param>
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/// <returns></returns>
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public bool RemoveItemFromItemSlotBySelectIndex(int number)
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{
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return RemoveItemFromItemSlot(selectIndex, number);
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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="itemSlotIndex">
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///<para>When this number is greater than the number of item slots, residual filtering is used.</para>
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///<para>当此数量大于物品槽的数量时,会使用余数筛选。</para>
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/// </param>
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public bool RemoveItemFromItemSlot(int itemSlotIndex, int number)
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{
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var count = _itemSlotNodes.Count;
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if (count == 0)
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{
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//Prevents the dividend from being 0
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//防止被除数为0
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return false;
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}
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var newIndex = itemSlotIndex % count;
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var itemSlot = _itemSlotNodes[newIndex];
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return itemSlot.RemoveItem(number);
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}
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/// <summary>
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/// <para>Select an item slot</para>
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/// <para>选中某个物品槽</para>
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/// </summary>
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private void SelectItemSlot(int oldSelectIndex, int newSelectIndex)
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{
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_itemSlotNodes[oldSelectIndex].IsSelect = false;
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_itemSlotNodes[newSelectIndex].IsSelect = true;
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var oldItem = _itemSlotNodes[oldSelectIndex].GetItem();
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if (oldItem != null && oldItem is Node2D oldNode2D)
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{
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oldNode2D.ProcessMode = ProcessModeEnum.Disabled;
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oldNode2D.Hide();
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}
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var item = _itemSlotNodes[newSelectIndex].GetItem();
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if (item == null)
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{
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if (GameSceneNodeHolder.Player != null)
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{
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GameSceneNodeHolder.Player.CurrentItem = null;
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}
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}
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else
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{
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if (item is Node2D node2D)
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{
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node2D.ProcessMode = ProcessModeEnum.Inherit;
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node2D.Show();
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if (GameSceneNodeHolder.Player != null)
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{
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GameSceneNodeHolder.Player.CurrentItem = node2D;
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}
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}
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else
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{
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if (GameSceneNodeHolder.Player != null)
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{
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GameSceneNodeHolder.Player.CurrentItem = null;
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}
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}
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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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return Matching(item) != null;
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}
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/// <summary>
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/// <para>Add an item to the HotBar</para>
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/// <para>在HotBar内添加一个物品</para>
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/// </summary>
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/// <param name="item"></param>
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/// <returns></returns>
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public bool AddItem(IItem item)
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{
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var itemSlotNode = Matching(item);
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if (itemSlotNode == null)
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{
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return false;
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}
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else
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{
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return itemSlotNode.SetItem(item);
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}
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}
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public ItemSlotNode? GetSelectItemSlotNode()
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{
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if (_itemSlotNodes.Count == 0)
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{
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return null;
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}
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if (selectIndex < _itemSlotNodes.Count)
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{
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//Prevent subscripts from going out of bounds.
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//防止下标越界。
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return _itemSlotNodes[selectIndex];
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}
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return null;
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}
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public ItemSlotNode? Matching(IItem item)
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{
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if (_itemSlotNodes.Count == 0)
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{
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return null;
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}
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foreach (var itemSlotNode in _itemSlotNodes)
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{
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if (itemSlotNode.CanSetItem(item))
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{
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//If there is an item slot to put this item in, then we return it.
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//如果有物品槽可放置此物品,那么我们返回它。
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return itemSlotNode;
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}
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}
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return null;
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}
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/// <summary>
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/// <para>Add items tank</para>
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/// <para>添加物品槽</para>
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/// </summary>
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private void AddItemSlot(int index)
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{
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var itemSlotNode = _itemSlotPackedScene.Instantiate() as ItemSlotNode;
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if (itemSlotNode == null)
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{
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return;
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}
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AddChild(itemSlotNode);
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itemSlotNode.IsSelect = index == selectIndex;
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_itemSlotNodes.Add(itemSlotNode);
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}
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} |