Traveller/scripts/inventory/ItemSlotNode.cs
霧雨烨 e9656d6992 (temp):
Just a small refactoring in the huge interaction code (regarding ItemSlot and ItemStack), but I think it's necessary to leave a save point, after all, I have to go to sleep first
2024-06-12 02:22:04 +08:00

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8.1 KiB
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using ColdMint.scripts.item;
using ColdMint.scripts.utils;
using Godot;
namespace ColdMint.scripts.inventory;
/// <summary>
/// <para>A slot in the inventory</para>
/// <para>物品栏内的一个插槽</para>
/// </summary>
public partial class ItemSlotNode : MarginContainer
{
//private IItem? _item;
private IItemStack? _itemStack;
private TextureRect? _backgroundTextureRect;
private TextureRect? _iconTextureRect;
private Label? _quantityLabel;
private Control? _control;
private bool _isSelect;
private Texture2D? _backgroundTexture;
private Texture2D? _backgroundTextureWhenSelect;
public bool IsSelect
{
get => _isSelect;
set
{
if (_backgroundTextureRect != null)
{
_backgroundTextureRect.Texture = value ? _backgroundTextureWhenSelect : _backgroundTexture;
}
_isSelect = value;
}
}
public TextureRect? BackgroundTextureRect => _backgroundTextureRect;
/// <summary>
/// <para>Get the item stack in the item slot</para>
/// <para>获取物品槽内的物品堆</para>
/// </summary>
/// <returns></returns>
public IItemStack GetItemStack() => _itemStack;
/// <summary>
/// <para>Removes the specified number of items from the item slot</para>
/// <para>在物品槽内移除指定数量的物品</para>
/// </summary>
/// <param name="number"></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>
public int RemoveItem(int number)
{
if (_itemStack == null)
{
return number;
}
var result = _itemStack.RemoveItem(number);
//If the specified number of items is removed, the number of items is less than or equal to 0. Then we empty the inventory.
//如果移除指定数量的物品后物品数量小于或等于0。那么我们清空物品栏。
if (_itemStack.Quantity == 0) ClearSlot();
else
{
UpdateTooltipText(_itemStack);
UpdateQuantityLabel(_itemStack.Quantity);
}
return result;
// var newNumber = _item.Quantity - number;
// if (newNumber <= 0)
// {
// //If the specified number of items is removed, the number of items is less than or equal to 0. Then we return the removal successful and empty the inventory.
// //如果移除指定数量的物品后物品数量小于或等于0。那么我们返回移除成功并清空物品栏。
// ClearItem();
// return true;
// }
// else
// {
// _item.Quantity = newNumber;
// UpdateTooltipText(_item);
// UpdateQuantityLabel(_item.Quantity);
// return true;
// }
}
/// <summary>
/// <para>Empty the item slot</para>
/// <para>清空物品槽</para>
/// </summary>
/// <remarks>
///<para>This method does not calculate how many items should be left. If you want to remove a specified number of items, call the <see cref="RemoveItem"/> method.</para>
///<para>此方法不会计算物品应该剩余多少个。若您希望移除指定数量的物品,请调用<see cref="RemoveItem"/>方法。</para>
/// </remarks>
public void ClearSlot()
{
_itemStack = null;
if (_iconTextureRect != null)
{
_iconTextureRect.Texture = null;
}
if (_control != null)
{
_control.TooltipText = null;
}
_quantityLabel?.Hide();
}
//Todo: I searched until here.
/// <summary>
/// <para>Can the specified item be placed in the item slot?</para>
/// <para>指定的物品是否可设置在物品槽内?</para>
/// </summary>
/// <param name="item"></param>
/// <returns></returns>
public bool CanSetItem(IItem item)
{
if (_item == null)
{
return true;
}
//This inventory already has items, but the items in this inventory are not the same as the incoming items
//这个物品栏已经有物品了,但是这个物品栏的物品和传入的物品不一样
if (_item.Id != item.Id)
{
return false;
}
var newQuantity = _item.Quantity + item.Quantity;
if (newQuantity > item.MaxStackQuantity)
{
//If the amount of the current item exceeds the maximum stack amount after placing it in this inventory
//如果将当前物品放置到这个物品栏后,数量超过了最大叠加数量
return false;
}
return true;
}
/// <summary>
/// <para>Sets items for the item slot</para>
/// <para>为物品槽设置物品</para>
/// </summary>
/// <param name="item"></param>
/// <returns></returns>
public bool SetItem(IItem item)
{
if (!CanSetItem(item))
{
return false;
}
if (_item == null)
{
if (item.Icon != null && _iconTextureRect != null)
{
_iconTextureRect.Texture = item.Icon;
}
_item = item;
UpdateTooltipText(item);
UpdateQuantityLabel(item.Quantity);
return true;
}
else
{
var newQuantity = _item.Quantity + item.Quantity;
_item.Quantity = newQuantity;
UpdateTooltipText(item);
UpdateQuantityLabel(newQuantity);
return true;
}
}
/// <summary>
/// <para>Update item tips</para>
/// <para>更新物品的提示内容</para>
/// </summary>
/// <param name="item"></param>
private void UpdateTooltipText(IItem item)
{
if (_control == null)
{
return;
}
if (Config.IsDebug())
{
var debugText = TranslationServerUtils.Translate("item_prompt_debug");
if (debugText != null)
{
_control.TooltipText = string.Format(debugText, item.Id,
TranslationServerUtils.Translate(item.Name),
item.Quantity, item.MaxStackQuantity, item.GetType().Name,
TranslationServerUtils.Translate(item.Description));
}
}
else
{
_control.TooltipText = TranslationServerUtils.Translate(item.Name) + "\n" +
TranslationServerUtils.Translate(item.Description);
}
}
/// <summary>
/// <para>Update quantity label</para>
/// <para>更新数量标签</para>
/// </summary>
/// <param name="quantity"></param>
private void UpdateQuantityLabel(int? quantity)
{
if (_quantityLabel == null)
{
return;
}
switch (quantity)
{
case null:
_quantityLabel.Hide();
return;
case > 1:
//When the quantity is greater than 1, we display the quantity.
//当数量大于1时我们显示数量
_quantityLabel.Text = quantity.ToString();
_quantityLabel.Show();
break;
default:
_quantityLabel.Hide();
break;
}
}
public override void _Ready()
{
_backgroundTexture = GD.Load<Texture2D>("res://sprites/ui/ItemBarEmpty.png");
_backgroundTextureWhenSelect = GD.Load<Texture2D>("res://sprites/ui/ItemBarFocus.png");
_backgroundTextureRect =
GetNode<TextureRect>("BackgroundTexture");
_iconTextureRect = GetNode<TextureRect>("BackgroundTexture/CenterContainer/IconTextureRect");
_quantityLabel = GetNode<Label>("Control/QuantityLabel");
_control = GetNode<Control>("Control");
_quantityLabel.Hide();
}
}