Traveller/scripts/inventory/IItemContainer.cs
Cold-Mint b8b8e81d8f
Review the merged code to resolve an issue where the game is unresponsive after a player dies.
审查合并后的代码,解决玩家死亡后游戏无响应的问题。
2024-06-13 22:29:18 +08:00

232 lines
9.6 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

using System;
using System.Collections.Generic;
using ColdMint.scripts.item;
using ColdMint.scripts.item.itemStacks;
using Godot;
namespace ColdMint.scripts.inventory;
/// <summary>
/// <para>item container</para>
/// <para>物品容器</para>
/// </summary>
/// <remarks>
///<para>Item containers can store items. Things like backpacks and Hotbars are containers with visual pages.</para>
///<para>物品容器可以储存物品。像背包和hotbar是具有可视化页面的容器。</para>
/// </remarks>
public interface IItemContainer : IEnumerable<ItemSlotNode>
{
/// <summary>
/// <para>Can the specified item be added to the container?</para>
/// <para>指定的物品是否可添加到容器内?</para>
/// </summary>
/// <param name="item"></param>
/// <returns></returns>
bool CanAddItem(IItem item);
/// <summary>
/// <para>Implement methods for adding items</para>
/// <para>实现添加物品的方法</para>
/// </summary>
/// <param name="item"></param>
/// <returns></returns>
bool AddItem(IItem item);
/// <summary>
/// <para>Add an stack of items to this container</para>
/// <para>向当前容器中存入一堆物品</para>
/// </summary>
/// <param name="itemStack"></param>
/// <returns>
/// <para>If the source item stack is empty after the operation is completed</para>
/// <para>操作完成后,源物品堆是否被取空</para>
/// </returns>
bool AddItemStack(IItemStack itemStack);
/// <summary>
/// <para>Gets the selected location</para>
/// <para>获取选中的位置</para>
/// </summary>
/// <returns></returns>
int GetSelectIndex();
/// <summary>
/// <para>Gets the currently selected node</para>
/// <para>获取当前选中的节点</para>
/// </summary>
/// <returns></returns>
ItemSlotNode? GetSelectItemSlotNode();
/// <summary>
/// <para>If present, remove an item from the slot at the currently selected location and return it.</para>
/// <para>如果存在,移除当前选中位置的槽位中的一个物品并将其返回</para>
/// </summary>
/// <seealso cref="PickItemFromItemSlot"/><seealso cref="PickItemsFromItemSlotBySelectIndex"/>
IItem? PickItemFromItemSlotBySelectIndex();
/// <summary>
/// <para>Remove the specified number of items from the item slot at the currently selected location, and return them as a new item stack</para>
/// <para>取出当前选中位置的物品槽中指定数量的物品,并作为新的物品堆返回</para>
/// </summary>
/// <param name="value">
/// <para>Quantity to be taken out, inputs below zero represent all items</para>
/// <para>要取出的数量小于0的输入代表全部物品</para>
/// </param>
/// <seealso cref="PickItemsFromItemSlot"/><seealso cref="PickItemFromItemSlotBySelectIndex"/>
IItemStack? PickItemsFromItemSlotBySelectIndex(int value);
/// <summary>
/// <para>Removes an item from the inventory at the currently selected location</para>
/// <para>移除当前选中位置物品栏内的物品</para>
/// </summary>
/// <param name="number">
/// <para>Quantity to be removed, inputs below zero represent all items</para>
/// <para>要删除的数量小于0的输入代表全部物品</para>
/// </param>
/// <returns>
/// <para>The remaining number, if the number of items in the current item stack is less than the specified number. Otherwise,0</para>
/// <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>
/// </returns>
/// <remarks>
/// <para>Will remove the removed items from the game, if that is not the intent, consider using the <see cref="PickItemsFromItemSlotBySelectIndex"/></para>
/// <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="PickItemsFromItemSlotBySelectIndex"/></para>
/// </remarks>
int RemoveItemFromItemSlotBySelectIndex(int number);
/// <summary>
/// <para>Gets the number of item slots</para>
/// <para>获取物品槽的数量</para>
/// </summary>
/// <returns></returns>
int GetItemSlotCount();
/// <summary>
/// <para>Gets the item slot for the specified location</para>
/// <para>获取指定位置的物品槽</para>
/// </summary>
/// <param name="index"></param>
/// <returns></returns>
ItemSlotNode? GetItemSlotNode(int index);
/// <summary>
/// <para>Gets the item slot for the specified location, equals to <see cref="GetItemSlotNode"/></para>
/// <para>获取指定位置的物品槽,等同于<see cref="GetItemSlotNode"/></para>
/// </summary>
/// <param name="index"></param>
/// <returns></returns>
ItemSlotNode? this[int index] => GetItemSlotNode(index);
/// <summary>
/// <para>If present, remove an item from the slot in the specified location and return it.</para>
/// <para>如果存在,移除指定位置的槽位中的一个物品并将其返回</para>
/// </summary>
/// <seealso cref="PickItemsFromItemSlot"/>
IItem? PickItemFromItemSlot(int itemSlotIndex);
/// <summary>
/// <para>Remove the specified number of items from the item slot in the specified location, and return them as a new item stack</para>
/// <para>取出指定位置的物品槽中指定数量的物品,并作为新的物品堆返回</para>
/// </summary>
/// <param name="itemSlotIndex"></param>
/// <param name="value">
/// <para>Quantity to be taken out, inputs below zero represent all items</para>
/// <para>要取出的数量小于0的输入代表全部物品</para>
/// </param>
/// <seealso cref="PickItemFromItemSlot"/>
IItemStack? PickItemsFromItemSlot(int itemSlotIndex, int value);
/// <summary>
/// <para>Removes an item from the item slot in the specified location</para>
/// <para>在指定位置的物品槽内移除物品</para>
/// </summary>
/// <param name="itemSlotIndex"></param>
/// <param name="number">
/// <para>Quantity to be removed, inputs below zero represent all items</para>
/// <para>要删除的数量小于0的输入代表全部物品</para>
/// </param>
/// <returns>
/// <para>The remaining number, if the number of items in the current item stack is less than the specified number. Otherwise,0</para>
/// <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>
/// </returns>
/// <remarks>
/// <para>Will remove the removed items from the game, if that is not the intent, consider using the <see cref="PickItemsFromItemSlot"/></para>
/// <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="PickItemsFromItemSlot"/></para>
/// </remarks>
int RemoveItemFromItemSlot(int itemSlotIndex, int number);
/// <summary>
/// <para>Based on the given item, match the item slots where it can be added to </para>
/// <para>根据给定的物品,匹配可放置它的物品槽</para>
/// </summary>
/// <param name="item"></param>
/// <returns>
/// <para>Return null if there is no slot to place the item in</para>
/// <para>若没有槽可放置此物品则返回null</para>
/// </returns>
ItemSlotNode? Match(IItem item);
/// <summary>
/// <para>Based on the given item stack, match the item slots where it can be added to</para>
/// <para>根据给定的物品堆,匹配可放置它的物品槽</para>
/// </summary>
/// <param name="stack"></param>
/// <returns>
/// <para>Return null if there is no slot to add the item slot in</para>
/// <para>若没有槽可放置此物品堆则返回null</para>
/// </returns>
ItemSlotNode? Match(IItemStack stack);
/// <summary>
/// <para>Match the first item slot that has item stack that satisfies the predicate</para>
/// <para>匹配首个拥有满足指定条件的物品堆的物品槽</para>
/// </summary>
/// <param name="predicate"></param>
/// <returns>
/// <para>Return null if there is no slot satisfies the predicate</para>
/// <para>若没有满足条件的槽位返回null</para>
/// </returns>
/// <seealso cref="MatchAll"/>
ItemSlotNode? Match(Func<IItemStack?, bool> predicate);
/// <summary>
/// <para>Match all item slots that has item stack that satisfies the predicate</para>
/// <para>匹配所有拥有满足指定条件的物品堆的物品槽</para>
/// </summary>
/// <param name="predicate"></param>
/// <returns>
/// <para>IEnumerable for the item slot matched to, will be empty if there's no slot satisfies the predicate</para>
/// <para>包含匹配到的槽位的IEnumerable当没有满足条件的槽位时为空</para>
/// </returns>
/// <seealso cref="Match(Func{IItemStack?,bool})"/>
IEnumerable<ItemSlotNode> MatchAll(Func<IItemStack?, bool> predicate);
/// <summary>
/// <para>AddItemSlot</para>
/// <para>添加物品槽</para>
/// </summary>
/// <param name="rootNode"></param>
/// <param name="index"></param>
void AddItemSlot(Node rootNode, int index);
/// <summary>
/// <para>SelectTheNextItemSlot</para>
/// <para>选择下一个物品槽</para>
/// </summary>
void SelectTheNextItemSlot();
/// <summary>
/// <para>SelectThePreviousItemSlot</para>
/// <para>选择上一个物品槽</para>
/// </summary>
void SelectThePreviousItemSlot();
/// <summary>
/// <para>选择物品槽</para>
/// <para>SelectItemSlot</para>
/// </summary>
/// <param name="newSelectIndex"></param>
void SelectItemSlot(int newSelectIndex);
}