141 lines
4.3 KiB
C#
141 lines
4.3 KiB
C#
using ColdMint.scripts.character;
|
||
using ColdMint.scripts.inventory;
|
||
using ColdMint.scripts.loader.uiLoader;
|
||
using ColdMint.scripts.map.miniMap;
|
||
using ColdMint.scripts.utils;
|
||
using Godot;
|
||
|
||
namespace ColdMint.scripts;
|
||
|
||
/// <summary>
|
||
/// <para>Dependencies on the runtime of the game scene</para>
|
||
/// <para>游戏场景运行时的依赖</para>
|
||
/// </summary>
|
||
public static class GameSceneDepend
|
||
{
|
||
/// <summary>
|
||
/// <para>MiniMap</para>
|
||
/// <para>迷你地图</para>
|
||
/// </summary>
|
||
public static MiniMap? MiniMap { get; set; }
|
||
|
||
private static Player? _player;
|
||
|
||
/// <summary>
|
||
/// <para>Player instances within the game scene</para>
|
||
/// <para>游戏场景内的玩家实例</para>
|
||
/// </summary>
|
||
public static Player? Player
|
||
{
|
||
get => _player;
|
||
set
|
||
{
|
||
_player = value;
|
||
if (MiniMap != null)
|
||
{
|
||
MiniMap.OwnerNode = _player;
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// <para>When the mouse enters the scope of a character, it is considered a target</para>
|
||
/// <para>鼠标进入到某个角色的范围内时,会将其视作目标</para>
|
||
/// </summary>
|
||
public static Node2D? TemporaryTargetNode { get; set; }
|
||
|
||
/// <summary>
|
||
/// <para>MiniMapContainerNode</para>
|
||
/// <para>迷你地图容器节点</para>
|
||
/// </summary>
|
||
public static Node2D? MiniMapContainerNode { get; set; }
|
||
|
||
/// <summary>
|
||
/// <para>ProjectileContainer</para>
|
||
/// <para>抛射体容器</para>
|
||
/// </summary>
|
||
public static Node2D? ProjectileContainer { get; set; }
|
||
|
||
/// <summary>
|
||
/// <para>WeaponContainer</para>
|
||
/// <para>武器容器</para>
|
||
/// </summary>
|
||
public static Node2D? WeaponContainer { get; set; }
|
||
|
||
/// <summary>
|
||
/// <para>PacksackContainer</para>
|
||
/// <para>背包容器</para>
|
||
/// </summary>
|
||
public static Node2D? PacksackContainer { get; set; }
|
||
|
||
/// <summary>
|
||
/// <para>PlayerContainer</para>
|
||
/// <para>玩家容器</para>
|
||
/// </summary>
|
||
public static Node2D? PlayerContainer { get; set; }
|
||
|
||
/// <summary>
|
||
/// <para>AICharacterContainer</para>
|
||
/// <para>AICharacter角色</para>
|
||
/// </summary>
|
||
public static Node2D? AiCharacterContainer { get; set; }
|
||
|
||
/// <summary>
|
||
/// <para>HotBar</para>
|
||
/// <para>快捷栏</para>
|
||
/// </summary>
|
||
public static HotBar? HotBar { get; set; }
|
||
|
||
|
||
/// <summary>
|
||
/// <para>Health Bar UI</para>
|
||
/// <para>健康条UI</para>
|
||
/// </summary>
|
||
public static HealthBarUi? HealthBarUi { get; set; }
|
||
|
||
/// <summary>
|
||
/// <para>operation tip</para>
|
||
/// <para>操作提示</para>
|
||
/// </summary>
|
||
public static RichTextLabel? OperationTipLabel { get; set; }
|
||
|
||
/// <summary>
|
||
/// <para>BackpackUiContainer</para>
|
||
/// <para>背包Ui容器</para>
|
||
/// </summary>
|
||
/// <remarks>
|
||
///<para>The knapsack Ui container houses the container of the knapsack ui node. When a user uses a backpack, the node to which his backpack is attached is displayed from within the backpack ui container.</para>
|
||
///<para>背包Ui容器内存放的是背包ui节点的容器。当用户使用背包时,会从背包ui容器内将其背包对于的节点展示出来。</para>
|
||
/// </remarks>
|
||
public static Control? BackpackUiContainer { get; set; }
|
||
|
||
|
||
/// <summary>
|
||
/// <para>Hide the knapsack node in the knapsack Ui if the knapsack UI is displayed</para>
|
||
/// <para>如果背包Ui处于显示状态,那么隐藏背包UI内的背包节点</para>
|
||
/// </summary>
|
||
public static void HideBackpackUiContainerIfVisible()
|
||
{
|
||
if (BackpackUiContainer == null)
|
||
{
|
||
return;
|
||
}
|
||
|
||
if (!BackpackUiContainer.Visible)
|
||
{
|
||
return;
|
||
}
|
||
|
||
NodeUtils.ForEachNode<PacksackUi>(BackpackUiContainer, node =>
|
||
{
|
||
//If the child node is not visible, the traversal continues.
|
||
//如果子节点不可见,则继续遍历。
|
||
if (!node.Visible)
|
||
return false;
|
||
//Until you find a visible node, hide it, and return true, ending the loop.
|
||
//直到找到可见的节点,隐藏该节点,然后返回true,结束遍历。
|
||
node.Hide();
|
||
return true;
|
||
});
|
||
}
|
||
} |