76 lines
2.3 KiB
C#
76 lines
2.3 KiB
C#
using ColdMint.scripts.pickable;
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using ColdMint.scripts.utils;
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using Godot;
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using PacksackUi = ColdMint.scripts.loader.uiLoader.PacksackUi;
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namespace ColdMint.scripts.inventory;
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/// <summary>
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/// <para>packsack</para>
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/// <para>背包</para>
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/// </summary>
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public partial class Packsack : PickAbleTemplate
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{
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private PackedScene? _packedScene;
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private PacksackUi? _packsackUi;
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[Export] public int NumberSlots { get; set; }
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/// <summary>
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/// <para>Whether to allow backpacks</para>
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/// <para>是否允许放置背包</para>
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/// </summary>
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/// <remarks>
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///<para>Can a new backpack be placed in the slot of the backpack?</para>
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///<para>即此背包的槽位内是否可以再放置新的背包?</para>
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/// </remarks>
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[Export] public bool BackpackAllowed { get; set; }
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public override bool CanPutInPack => false;
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public override void Use(Node2D? owner, Vector2 targetGlobalPosition)
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{
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if (_packedScene == null)
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{
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return;
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}
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if (_packsackUi == null)
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{
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_packsackUi = NodeUtils.InstantiatePackedScene<PacksackUi>(_packedScene);
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if (_packsackUi != null)
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{
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NodeUtils.CallDeferredAddChild(NodeUtils.FindContainerNode(_packsackUi, this), _packsackUi);
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_packsackUi.Title = Name;
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_packsackUi.ItemContainer = ItemContainer;
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}
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}
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GameSceneNodeHolder.BackpackUiContainer?.Show();
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_packsackUi?.Show();
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}
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public IItemContainer? ItemContainer { get; private set; }
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public override void _Ready()
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{
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base._Ready();
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ItemContainer = new UniversalItemContainer();
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ItemContainer.SupportSelect = false;
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//When the backpack is created, the item slot is generated.
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//当背包被创建时,物品槽就被生成出来了。
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for (var i = 0; i < NumberSlots; i++)
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{
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var itemSlotNode = ItemContainer.AddItemSlot(this);
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if (itemSlotNode == null)
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{
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continue;
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}
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itemSlotNode.BackpackAllowed = BackpackAllowed;
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itemSlotNode.Hide();
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}
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_packedScene = GD.Load<PackedScene>("res://prefab/ui/packsackUI.tscn");
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}
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} |