Traveller/scripts/pickable/PickAbleTemplate.cs
Cold-Mint 1fee1cce86
Adjust when to load resources.
调整加载资源的时机。
2024-10-11 17:22:31 +08:00

283 lines
6.4 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 ColdMint.scripts.inventory;
using ColdMint.scripts.utils;
using Godot;
namespace ColdMint.scripts.pickable;
/// <summary>
/// <para>Templates for all fallen objects</para>
/// <para>所有掉落物的模板</para>
/// </summary>
public partial class PickAbleTemplate : RigidBody2D, IItem
{
public int Index { get; set; }
//Do not export this field because the ID is specified within yaml.
//不要导出此字段因为ID是在yaml内指定的。
public virtual string Id { get; set; } = "ID";
[Export] protected Texture2D? UniqueIcon { get; set; }
public void ShowSelf()
{
Show();
}
public void QueueFreeSelf()
{
QueueFree();
}
public void HideSelf()
{
Hide();
}
public Texture2D Icon => UniqueIcon ?? ItemTypeManager.DefaultIconOf(Id);
public new string Name
{
get
{
var key = $"item_{Id}";
return TranslationServerUtils.Translate(key) ?? key;
}
}
/// <summary>
/// <para>Owner</para>
/// <para>主人</para>
/// </summary>
public new Node2D? Owner { get; set; }
public string Description
{
get
{
var key = $"item_{Id}_desc";
return TranslationServerUtils.Translate(key) ?? key;
}
}
public int Quantity { get; set; } = 1;
/// <summary>
/// <para>Whether the item is currently picked up</para>
/// <para>当前物品是否被捡起了</para>
/// </summary>
public bool Picked { get; set; }
public int MaxQuantity { get; set; } = 1;
public virtual int ItemType
{
get => Config.ItemType.Unknown;
}
private bool _isSelected;
public bool IsSelect
{
get => _isSelected;
set
{
if (_isSelected == value)
{
return;
}
_isSelected = value;
OnSelectChange(value);
}
}
public IItemContainer? ItemContainer { get; set; }
public IItemContainer? SelfItemContainer { get; set; }
private Label? _tipLabel;
/// <summary>
/// <para></para>
/// <para>当选中状态发生改变时</para>
/// </summary>
/// <param name="isSelected"></param>
protected virtual void OnSelectChange(bool isSelected)
{
}
public IItem? CreateItem(int number)
{
if (number == 0)
{
return null;
}
var duplicate = Duplicate();
if (duplicate is PickAbleTemplate pickAbleTemplate)
{
pickAbleTemplate.CopyAttributes(this);
}
if (duplicate is not Node2D newNode2D)
{
return null;
}
newNode2D.GlobalPosition = GlobalPosition;
if (duplicate is not IItem newItem)
{
duplicate.QueueFree();
return null;
}
if (number < 0)
{
newItem.Quantity = Quantity;
}
else
{
newItem.Quantity = Math.Min(Quantity, number);
}
return newItem;
}
public int MergeableItemCount(IItem other, int unallocatedQuantity)
{
var freeQuantity = MaxQuantity - Quantity;
if (freeQuantity == 0)
{
return 0;
}
if (other.Id != Id)
{
return 0;
}
return Math.Min(freeQuantity, unallocatedQuantity);
}
public virtual bool Use(Node2D? owner, Vector2 targetGlobalPosition)
{
return false;
}
public virtual void OnThrow(Vector2 velocity)
{
}
private CollisionShape2D? _collisionShape2D;
/// <summary>
/// <para>Whether the resource has been loaded</para>
/// <para>是否已加载过资源了</para>
/// </summary>
private bool _loadedResource;
public sealed override void _Ready()
{
LoadResource();
}
public virtual void LoadResource()
{
if (_loadedResource)
{
return;
}
_tipLabel = GetNodeOrNull<Label>("TipLabel");
_collisionShape2D = GetNode<CollisionShape2D>("CollisionShape2D");
InputPickable = true;
SetCollisionMaskValue(Config.LayerNumber.Wall, true);
SetCollisionMaskValue(Config.LayerNumber.Platform, true);
SetCollisionMaskValue(Config.LayerNumber.Floor, true);
SetCollisionMaskValue(Config.LayerNumber.Barrier, true);
_loadedResource = true;
}
public override void _MouseEnter()
{
if (Picked)
{
return;
}
if (_tipLabel == null)
{
return;
}
_tipLabel.Visible = true;
_tipLabel.Text = Name;
//Vertical Centering Tip
//垂直居中提示
var oldPosition = _tipLabel.Position;
oldPosition.X = -_tipLabel.Size.X / 2;
_tipLabel.Rotation = -Rotation;
_tipLabel.Position = oldPosition;
}
public override void _MouseExit()
{
if (_tipLabel == null)
{
return;
}
_tipLabel.Visible = false;
}
/// <summary>
/// <para>Flip item</para>
/// <para>翻转物品</para>
/// </summary>
/// <param name="facingLeft"></param>
public void Flip(bool facingLeft)
{
}
/// <summary>
/// <para>Collision forbidden shape</para>
/// <para>禁用碰撞形状</para>
/// </summary>
/// <remarks>
///<para>Prevents pickables from blocking projectiles.</para>
///<para>防止可拾捡物阻挡抛射体。</para>
/// </remarks>
public void DisabledCollisionShape2D()
{
if (_collisionShape2D != null)
{
_collisionShape2D.Disabled = true;
}
}
/// <summary>
/// <para>EnabledCollisionShape2D</para>
/// <para>启用碰撞形状</para>
/// </summary>
public void EnabledCollisionShape2D()
{
if (_collisionShape2D != null)
{
_collisionShape2D.Disabled = false;
}
}
/// <summary>
/// <para>Please copy node properties within this function</para>
/// <para>请在此函数内复制节点属性</para>
/// </summary>
/// <param name="originalNode"></param>
public void CopyAttributes(Node originalNode)
{
if (originalNode is not PickAbleTemplate originalPickAbleTemplate)
{
return;
}
Id = originalPickAbleTemplate.Id;
SelfItemContainer = originalPickAbleTemplate.SelfItemContainer;
}
}