320 lines
10 KiB
C#
320 lines
10 KiB
C#
using ColdMint.scripts.item;
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using ColdMint.scripts.item.itemStacks;
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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 IItemStack? _itemStack;
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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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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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if (_backgroundTextureRect != null)
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{
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_backgroundTextureRect.Texture = value ? _backgroundTextureWhenSelect : _backgroundTexture;
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}
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_isSelect = value;
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}
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}
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public TextureRect? BackgroundTextureRect => _backgroundTextureRect;
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public bool IsEmpty() => _itemStack == null;
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/// <summary>
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/// <para>Get the item stack in the item slot</para>
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/// <para>获取物品槽内的物品堆</para>
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/// </summary>
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/// <returns></returns>
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public IItemStack? GetItemStack() => _itemStack;
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/// <summary>
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/// <para>If present, get the item at the top of the item stack in this slot</para>
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/// <para>如果存在,获取该槽位中物品堆顶部的物品</para>
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/// </summary>
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public IItem? GetItem() => _itemStack?.GetItem();
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/// <summary>
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/// <para>If present, remove an item in this slot and return it.</para>
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/// <para>如果存在,移除该槽位中的一个物品并将其返回</para>
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/// </summary>
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/// <seealso cref="PickItems"/>
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public IItem? PickItem()
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{
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if (_itemStack is null) return null;
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var result = _itemStack.PickItem();
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if (_itemStack.Empty) _itemStack = null;
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UpdateAllDisplay();
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return result;
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}
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/// <summary>
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/// <para>Remove the specified number of items and return them as a new item stack</para>
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/// <para>取出当前物品槽中指定数量的物品,并作为新的物品堆返回</para>
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/// </summary>
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/// <param name="value">
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/// <para>Quantity to be taken out, inputs below zero represent all items</para>
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/// <para>要取出的数量,小于0的输入代表全部物品</para>
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/// </param>
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/// <seealso cref="PickItem"/>
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public IItemStack? PickItems(int value)
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{
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if (_itemStack is null) return null;
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var result = _itemStack.PickItems(value);
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if (_itemStack.Empty) _itemStack = null;
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UpdateAllDisplay();
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return result;
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}
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/// <summary>
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/// <para>Removes the specified number of items from the item slot</para>
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/// <para>在物品槽内移除指定数量的物品</para>
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/// </summary>
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/// <param name="number">
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/// <para>Quantity to be removed, inputs below zero represent all items</para>
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/// <para>要删除的数量,小于0的输入代表全部物品</para>
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/// </param>
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/// <returns>
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/// <para>The remaining number, if the number of items in the current item stack is less than the specified number. Otherwise,0</para>
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/// <para>若物品槽内物品少于指定的数量,返回相差的数量。否则返回0</para>
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/// </returns>
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/// <remarks>
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/// <para>Will remove the removed items from the game, if that is not the intent, consider using the <see cref="PickItems"/></para>
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/// <para>会将移除的物品从游戏中删除,如果目的并非如此,请考虑使用<see cref="PickItems"/></para>
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/// </remarks>
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public int RemoveItem(int number)
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{
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if (_itemStack == null)
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{
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return number;
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}
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var result = _itemStack.RemoveItem(number);
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//If the specified number of items is removed, the number of items is less than or equal to 0. Then we empty the inventory.
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//如果移除指定数量的物品后,物品数量小于或等于0。那么我们清空物品栏。
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if (_itemStack.Empty) _itemStack = null;
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UpdateAllDisplay();
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return result;
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}
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/// <summary>
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/// <para>Remove item stack from slot and return it, equivalent to ReplaceItemStack(null)</para>
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/// <para>从当前槽位中移出并返回物品堆,等价于ReplaceItemStack(null)</para>
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/// <seealso cref="ReplaceItemStack"/>
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/// </summary>
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public IItemStack? RemoveItemStack() => ReplaceItemStack(null);
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/// <summary>
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/// <para>Empty the item slot</para>
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/// <para>清空当前物品槽</para>
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/// </summary>
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/// <remarks>
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///<para>This method will remove all items stored in the item slots from the game, if this is not what you want to do, consider using the <see cref="RemoveItemStack"/> method.</para>
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///<para>此方法会从游戏中移除储存于物品槽中的所有物品,若这不是您希望的操作,请考虑使用<see cref="RemoveItemStack"/>方法。</para>
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/// </remarks>
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public void ClearSlot()
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{
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_itemStack?.ClearStack();
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_itemStack = null;
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UpdateAllDisplay();
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}
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/// <summary>
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/// <para>Can the specified item be placed in the item slot?</para>
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/// <para>指定的物品是否可设置在物品槽内?</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 CanAddItem(IItem item)
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{
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if (_itemStack == null) return true;
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return _itemStack.CanAddItem(item);
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}
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/// <summary>
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/// <para>
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/// Set item stack for this slot, this will completely replace current item stack.
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/// If you want the item stack to be added to current stack, use the <see cref="AddItemStack"/>.
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/// </para>
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/// <para>为物品槽设置物品堆,将完全替换掉当前物品堆。如果想要物品堆叠加至该物品堆,请使用<see cref="AddItemStack"/></para>
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/// </summary>
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/// <returns>
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/// <para>The item stack that was previously in this slot</para>
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/// <para>该槽位中原本的物品堆</para>
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/// </returns>
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public IItemStack? ReplaceItemStack(IItemStack? newItemStack)
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{
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var result = _itemStack;
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_itemStack = newItemStack;
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UpdateAllDisplay();
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return result;
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}
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/// <summary>
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/// <para>Try to add an item to this slot, if it can't be added to this slot, return false</para>
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/// <para>尝试向当前槽位中加入物品,如果该物品不能被放入该槽位,返回false</para>
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/// </summary>
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public bool AddItem(IItem item)
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{
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bool result;
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if (_itemStack is null)
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{
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_itemStack = IItemStack.FromItem(item);
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result = true;
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}
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else
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{
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result = _itemStack.AddItem(item);
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}
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if (result)
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{
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UpdateAllDisplay();
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}
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return result;
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}
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/// <summary>
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/// <para>Try to combine an item stack into this slot</para>
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/// <para>尝试将一个物品堆合并至该槽位中</para>
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/// </summary>
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/// <returns>
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/// <para>If the source item stack is empty after the operation is completed</para>
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/// <para>操作完成后,源物品堆是否被取空</para>
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/// </returns>
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public bool AddItemStack(IItemStack itemStack)
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{
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bool result;
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if (_itemStack is null)
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{
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_itemStack = itemStack;
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result = false;
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}
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else
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{
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result = _itemStack.TakeFrom(itemStack);
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}
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UpdateAllDisplay();
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return result;
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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 (_control == null) return;
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if (_itemStack == null)
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{
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_control.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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_control.TooltipText = string.Format(debugText, _itemStack.GetItem()?.Id,
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TranslationServerUtils.Translate(_itemStack.Name),
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_itemStack.Quantity, _itemStack.MaxQuantity, _itemStack.GetType().Name,
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TranslationServerUtils.Translate(_itemStack.Description));
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}
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}
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else
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{
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_control.TooltipText = TranslationServerUtils.Translate(_itemStack.Name) + "\n" +
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TranslationServerUtils.Translate(_itemStack.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 (_itemStack?.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 = _itemStack?.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 = _itemStack?.Icon;
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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/CenterContainer/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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}
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} |