124 lines
3.3 KiB
C#
124 lines
3.3 KiB
C#
using ColdMint.scripts.character;
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using ColdMint.scripts.loader.uiLoader;
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using ColdMint.scripts.utils;
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using Godot;
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namespace ColdMint.scripts.furniture;
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/// <summary>
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/// <para>GUIFurnitureTemplate</para>
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/// <para>带有图形用户页面的家居模板</para>
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/// </summary>
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public partial class GuiFurniture : Furniture
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{
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/// <summary>
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/// <para>Operating range of furniture</para>
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/// <para>家具的操作范围</para>
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/// </summary>
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/// <remarks>
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///<para>For furniture with graphical user pages, the player must enter the action range and press the shortcut key to display the UI page.</para>
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///<para>对于带有图形用户页面的家具来说,玩家必须进入操作范围内按下快捷键才能显示UI页面。</para>
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/// </remarks>
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private Area2D? _operateArea2D;
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/// <summary>
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/// <para>Whether the player is within range of the operation</para>
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/// <para>玩家是否在操作范围内</para>
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/// </summary>
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private bool _playerInRange;
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[Export]
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public string? Path;
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/// <summary>
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/// <para>There's a mouse hover</para>
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/// <para>有鼠标悬停</para>
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/// </summary>
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private bool _hasMouseOver;
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public override void _Ready()
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{
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base._Ready();
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InputPickable = true;
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_operateArea2D = GetNode<Area2D>("OperateArea2D");
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_operateArea2D.BodyEntered += OnBodyEntered;
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_operateArea2D.BodyExited += OnBodyExited;
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_operateArea2D.SetCollisionMaskValue(Config.LayerNumber.Player, true);
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if (Path != null)
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{
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GameSceneDepend.DynamicUiGroup?.RegisterControl(Path, () =>
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{
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var packedScene = GD.Load<PackedScene>(Path);
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return NodeUtils.InstantiatePackedScene<SpellEditorUi>(packedScene);
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});
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}
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}
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/// <summary>
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/// <para>Use furniture</para>
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/// <para>使用家具</para>
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/// </summary>
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/// <param name="player"></param>
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private void Use(Player player)
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{
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if (Path == null)
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{
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return;
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}
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GameSceneDepend.DynamicUiGroup?.ShowControl(Path, control =>
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{
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if (control is SpellEditorUi spellEditorUi)
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{
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// spellEditorUi.Title = Name;
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// spellEditorUi.ItemContainer = SelfItemContainer;
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}
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});
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}
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public override void _MouseEnter()
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{
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_hasMouseOver = true;
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}
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public override void _MouseExit()
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{
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_hasMouseOver = false;
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}
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private void OnBodyEntered(Node node)
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{
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if (node is Player)
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{
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_playerInRange = true;
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}
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}
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public override void _PhysicsProcess(double delta)
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{
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base._PhysicsProcess(delta);
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if (GameSceneDepend.Player == null || !_playerInRange || !_hasMouseOver)
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{
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return;
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}
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if (Input.IsActionJustPressed("use_item"))
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{
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Use(GameSceneDepend.Player);
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}
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}
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private void OnBodyExited(Node2D node2D)
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{
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if (node2D is Player)
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{
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_playerInRange = false;
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}
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}
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public override void _ExitTree()
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{
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if (_operateArea2D != null)
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{
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_operateArea2D.BodyEntered -= OnBodyEntered;
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_operateArea2D.BodyExited -= OnBodyExited;
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}
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}
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} |