e9656d6992
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
255 lines
8.1 KiB
C#
255 lines
8.1 KiB
C#
using ColdMint.scripts.item;
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using ColdMint.scripts.utils;
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using Godot;
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namespace ColdMint.scripts.inventory;
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/// <summary>
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/// <para>A slot in the inventory</para>
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/// <para>物品栏内的一个插槽</para>
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/// </summary>
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public partial class ItemSlotNode : MarginContainer
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{
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//private IItem? _item;
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private IItemStack? _itemStack;
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private TextureRect? _backgroundTextureRect;
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private TextureRect? _iconTextureRect;
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private Label? _quantityLabel;
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private Control? _control;
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private bool _isSelect;
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private Texture2D? _backgroundTexture;
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private Texture2D? _backgroundTextureWhenSelect;
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public bool IsSelect
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{
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get => _isSelect;
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set
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{
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if (_backgroundTextureRect != null)
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{
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_backgroundTextureRect.Texture = value ? _backgroundTextureWhenSelect : _backgroundTexture;
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}
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_isSelect = value;
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}
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}
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public TextureRect? BackgroundTextureRect => _backgroundTextureRect;
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/// <summary>
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/// <para>Get the item stack in the item slot</para>
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/// <para>获取物品槽内的物品堆</para>
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/// </summary>
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/// <returns></returns>
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public IItemStack GetItemStack() => _itemStack;
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/// <summary>
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/// <para>Removes the specified number of items from the item slot</para>
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/// <para>在物品槽内移除指定数量的物品</para>
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/// </summary>
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/// <param name="number"></param>
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/// <returns>
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/// <para>The remaining number, if the number of items in the current item stack is less than the specified number. Otherwise,0</para>
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/// <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>
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/// </returns>
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public int RemoveItem(int number)
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{
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if (_itemStack == null)
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{
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return number;
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}
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var result = _itemStack.RemoveItem(number);
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//If the specified number of items is removed, the number of items is less than or equal to 0. Then we empty the inventory.
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//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。
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if (_itemStack.Quantity == 0) ClearSlot();
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else
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{
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UpdateTooltipText(_itemStack);
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UpdateQuantityLabel(_itemStack.Quantity);
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}
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return result;
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// var newNumber = _item.Quantity - number;
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// if (newNumber <= 0)
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// {
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// //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.
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// //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。
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// ClearItem();
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// return true;
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// }
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// else
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// {
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// _item.Quantity = newNumber;
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// UpdateTooltipText(_item);
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// UpdateQuantityLabel(_item.Quantity);
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// return true;
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// }
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}
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/// <summary>
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/// <para>Empty the item slot</para>
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/// <para>清空物品槽</para>
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/// </summary>
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/// <remarks>
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///<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>
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///<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>
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/// </remarks>
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public void ClearSlot()
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{
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_itemStack = null;
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if (_iconTextureRect != null)
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{
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_iconTextureRect.Texture = null;
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}
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if (_control != null)
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{
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_control.TooltipText = null;
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}
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_quantityLabel?.Hide();
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}
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//Todo: I searched until here.
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/// <summary>
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/// <para>Can the specified item be placed in the item slot?</para>
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/// <para>指定的物品是否可设置在物品槽内?</para>
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/// </summary>
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/// <param name="item"></param>
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/// <returns></returns>
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public bool CanSetItem(IItem item)
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{
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if (_item == null)
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{
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return true;
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}
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//This inventory already has items, but the items in this inventory are not the same as the incoming items
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//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
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if (_item.Id != item.Id)
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{
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return false;
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}
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var newQuantity = _item.Quantity + item.Quantity;
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if (newQuantity > item.MaxStackQuantity)
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{
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//If the amount of the current item exceeds the maximum stack amount after placing it in this inventory
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//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
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return false;
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}
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return true;
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}
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/// <summary>
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/// <para>Sets items for the item slot</para>
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/// <para>为物品槽设置物品</para>
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/// </summary>
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/// <param name="item"></param>
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/// <returns></returns>
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public bool SetItem(IItem item)
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{
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if (!CanSetItem(item))
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{
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return false;
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}
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if (_item == null)
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{
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if (item.Icon != null && _iconTextureRect != null)
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{
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_iconTextureRect.Texture = item.Icon;
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}
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_item = item;
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UpdateTooltipText(item);
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UpdateQuantityLabel(item.Quantity);
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return true;
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}
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else
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{
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var newQuantity = _item.Quantity + item.Quantity;
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_item.Quantity = newQuantity;
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UpdateTooltipText(item);
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UpdateQuantityLabel(newQuantity);
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return true;
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}
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}
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/// <summary>
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/// <para>Update item tips</para>
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/// <para>更新物品的提示内容</para>
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/// </summary>
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/// <param name="item"></param>
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private void UpdateTooltipText(IItem item)
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{
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if (_control == null)
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{
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return;
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}
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if (Config.IsDebug())
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{
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var debugText = TranslationServerUtils.Translate("item_prompt_debug");
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if (debugText != null)
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{
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_control.TooltipText = string.Format(debugText, item.Id,
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TranslationServerUtils.Translate(item.Name),
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item.Quantity, item.MaxStackQuantity, item.GetType().Name,
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TranslationServerUtils.Translate(item.Description));
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}
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}
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else
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{
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_control.TooltipText = TranslationServerUtils.Translate(item.Name) + "\n" +
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TranslationServerUtils.Translate(item.Description);
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}
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}
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/// <summary>
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/// <para>Update quantity label</para>
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/// <para>更新数量标签</para>
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/// </summary>
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/// <param name="quantity"></param>
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private void UpdateQuantityLabel(int? quantity)
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{
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if (_quantityLabel == null)
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{
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return;
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}
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switch (quantity)
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{
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case null:
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_quantityLabel.Hide();
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return;
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case > 1:
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//When the quantity is greater than 1, we display the quantity.
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//当数量大于1时,我们显示数量
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_quantityLabel.Text = quantity.ToString();
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_quantityLabel.Show();
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break;
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default:
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_quantityLabel.Hide();
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break;
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}
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}
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public override void _Ready()
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{
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_backgroundTexture = GD.Load<Texture2D>("res://sprites/ui/ItemBarEmpty.png");
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_backgroundTextureWhenSelect = GD.Load<Texture2D>("res://sprites/ui/ItemBarFocus.png");
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_backgroundTextureRect =
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GetNode<TextureRect>("BackgroundTexture");
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_iconTextureRect = GetNode<TextureRect>("BackgroundTexture/CenterContainer/IconTextureRect");
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_quantityLabel = GetNode<Label>("Control/QuantityLabel");
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_control = GetNode<Control>("Control");
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_quantityLabel.Hide();
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}
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} |