198 lines
5.3 KiB
C#
198 lines
5.3 KiB
C#
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, IItemDisplay
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{
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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 Texture2D? _backgroundTexture;
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private Texture2D? _backgroundTextureWhenSelect;
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public IItem? Item { get; private set; }
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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/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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public override Variant _GetDragData(Vector2 atPosition)
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{
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if (_iconTextureRect == null)
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{
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return new Variant();
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}
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var textureRect = new TextureRect();
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textureRect.ExpandMode = _iconTextureRect.ExpandMode;
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textureRect.Size = _iconTextureRect.Size;
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textureRect.Texture = _iconTextureRect.Texture;
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SetDragPreview(textureRect);
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return Variant.CreateFrom(this);
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}
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public override bool _CanDropData(Vector2 atPosition, Variant data)
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{
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if (Item == null)
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{
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return false;
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}
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if (Item is PlaceholderItem)
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{
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return false;
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}
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return true;
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}
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public override void _DropData(Vector2 atPosition, Variant data)
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{
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var type = data.VariantType;
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if (type == Variant.Type.Nil)
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{
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//The passed variable is null.
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//传入的变量为null。
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return;
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}
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var itemSlotNode = data.As<ItemSlotNode>();
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var sourceItem = itemSlotNode.Item;
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if (sourceItem == null)
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{
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//Return null when trying to get the source item.
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//尝试获取源物品时返回null。
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return;
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}
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}
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/// <summary>
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/// <para>Whether to place a backpack in the current slot</para>
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/// <para>当前槽位是否允许放置背包</para>
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/// </summary>
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public bool BackpackAllowed { get; set; }
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private void UpdateBackground(bool isSelect)
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{
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if (_backgroundTextureRect == null)
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{
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return;
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}
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_backgroundTextureRect.Texture = isSelect ? _backgroundTextureWhenSelect : _backgroundTexture;
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}
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public TextureRect? BackgroundTextureRect => _backgroundTextureRect;
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/// <summary>
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/// <para>Update all displays of this slot</para>
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/// <para>更新该槽位的一切显示信息</para>
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/// </summary>
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private void UpdateAllDisplay()
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{
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UpdateIconTexture();
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UpdateQuantityLabel();
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UpdateTooltipText();
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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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private void UpdateTooltipText()
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{
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if (Item == null)
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{
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TooltipText = null;
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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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TooltipText = string.Format(debugText, Item.Id,
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TranslationServerUtils.Translate(Item.Name),
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Item.Quantity, Item.MaxQuantity, 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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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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private void UpdateQuantityLabel()
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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 (Item?.Quantity)
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{
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case null or 1:
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_quantityLabel.Hide();
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return;
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default:
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//When the quantity is not null or 1, we display the quantity.
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//当数量不为null或1时,我们显示数量
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_quantityLabel.Text = Item?.Quantity.ToString();
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_quantityLabel.Show();
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break;
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}
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}
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/// <summary>
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/// <para>Update texture of the icon rect</para>
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/// <para>更新显示的物品图标</para>
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/// </summary>
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private void UpdateIconTexture()
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{
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if (_iconTextureRect != null)
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{
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_iconTextureRect.Texture = Item?.Icon;
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}
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}
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public void Update(IItem? item)
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{
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if (item is not PlaceholderItem)
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{
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Item = item;
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UpdateAllDisplay();
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}
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UpdateBackground(item is { IsSelect: true });
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}
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public void ShowSelf()
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{
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Show();
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}
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public void HideSelf()
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{
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Hide();
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}
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} |