Traveller/scripts/inventory/ItemContainerDisplayTemplate.cs
Cold-Mint e370009b18
Fixed an issue where the UI would not refresh properly when placing a weapon in slot 1 in the spell editor.
修复将槽位为1的武器放到法术编辑器上UI无法正常刷新的问题。
2024-10-13 17:53:37 +08:00

165 lines
5.4 KiB
C#
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using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using ColdMint.scripts.debug;
using ColdMint.scripts.map.events;
namespace ColdMint.scripts.inventory;
public abstract class ItemContainerDisplayTemplate : IItemContainerDisplay
{
protected readonly List<IItemDisplay> ItemDisplayList = [];
private IItemContainer? _itemContainer;
public async void BindItemContainer(IItemContainer? itemContainer)
{
if (_itemContainer == itemContainer)
{
return;
}
if (_itemContainer != null)
{
_itemContainer.SelectedItemChangeEvent -= OnSelectedItemChangeEvent;
_itemContainer.ItemDataChangeEvent -= OnItemDataChangeEvent;
}
_itemContainer = itemContainer;
if (itemContainer == null)
{
//Set empty items container to hide all ui.
//设置空物品容器隐藏全部ui。
for (var i = 0; i < ItemDisplayList.Count; i++)
{
var itemDisplay = ItemDisplayList[i];
LogCat.LogWithFormat("hide_display_item", LogCat.LogLabel.ItemContainerDisplay, i);
itemDisplay.Update(null);
itemDisplay.HideSelf();
}
return;
}
itemContainer.SelectedItemChangeEvent += OnSelectedItemChangeEvent;
itemContainer.ItemDataChangeEvent += OnItemDataChangeEvent;
var totalCapacity = itemContainer.GetTotalCapacity();
var currentCapacity = ItemDisplayList.Count;
var capacityDifference = totalCapacity - currentCapacity;
if (capacityDifference > 0)
{
//There are those that need to be added, and we create them.
//有需要添加的,我们创建他们。
for (var i = 0; i < capacityDifference; i++)
{
LogCat.LogWithFormat("add_display_item", LogCat.LogLabel.ItemContainerDisplay, i);
AddItemDisplay();
}
}
else if (capacityDifference < 0)
{
//There are things that need to be hidden
//有需要被隐藏的
for (var i = currentCapacity - 1; i >= totalCapacity; i--)
{
LogCat.LogWithFormat("hide_display_item", LogCat.LogLabel.ItemContainerDisplay, i);
var itemDisplay = ItemDisplayList[i];
itemDisplay.Update(null);
itemDisplay.HideSelf();
}
}
await Task.Yield();
UpdateData(itemContainer, totalCapacity);
}
private void OnItemDataChangeEvent(ItemDataChangeEvent itemDataChangeEvent)
{
if (_itemContainer == null)
{
return;
}
UpdateDataForSingleLocation(_itemContainer, itemDataChangeEvent.NewIndex);
}
private void OnSelectedItemChangeEvent(SelectedItemChangeEvent selectedItemChangeEvent)
{
if (_itemContainer == null)
{
return;
}
UpdateDataForSingleLocation(_itemContainer, selectedItemChangeEvent.OldIndex);
UpdateDataForSingleLocation(_itemContainer, selectedItemChangeEvent.NewIndex);
}
/// <summary>
/// <para>Update data</para>
/// <para>更新数据</para>
/// </summary>
/// <remarks>
///<para>Used to batch update the Item data in itemContainer to the display.</para>
///<para>用于将itemContainer内的Item数据批量更新到显示器内。</para>
/// </remarks>
/// <param name="itemContainer">
///<para>Item container data</para>
///<para>物品容器数据</para>
/// </param>
/// <param name="endIndex">
///<para>endIndex</para>
///<para>结束位置</para>
/// </param>
/// <param name="startIndex">
///<para>startIndex</para>
///<para>起始位置</para>
/// </param>
private void UpdateData(IItemContainer itemContainer, int endIndex, int startIndex = 0)
{
LogCat.LogWithFormat("batch_update_data", LogCat.LogLabel.ItemContainerDisplay, startIndex, endIndex);
for (var i = startIndex; i < endIndex; i++)
{
UpdateDataForSingleLocation(itemContainer, i);
}
}
/// <summary>
/// <para>Update data for a single location</para>
/// <para>更新单个位置的数据</para>
/// </summary>
/// <param name="itemContainer"></param>
/// <param name="index"></param>
private void UpdateDataForSingleLocation(IItemContainer itemContainer, int index)
{
LogCat.LogWithFormat("update_display_item", LogCat.LogLabel.ItemContainerDisplay, index);
var itemDisplay = ItemDisplayList[index];
var item = itemContainer.GetItem(index);
if (item == null)
{
item = itemContainer.GetPlaceHolderItem(index);
}
if (itemContainer.SupportSelect)
{
item.IsSelect = index == itemContainer.GetSelectIndex();
}
else
{
item.IsSelect = false;
}
itemDisplay.Update(item);
itemDisplay.ShowSelf();
}
/// <summary>
/// <para>Add item display</para>
/// <para>添加物品显示器</para>
/// </summary>
protected abstract void AddItemDisplay();
public IEnumerator<IItemDisplay> GetEnumerator()
{
return ItemDisplayList.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
}