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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-27 22:41:56 +08:00

refactor(Feed.gd): 移除冗余的UIState.player有效性检查

简化代码逻辑,假设UIState.player始终有效,移除多处不必要的有效性检查
This commit is contained in:
2025-09-30 17:39:07 +08:00
parent 4c4af7c8c7
commit 15106f733f
+4 -9
View File
@@ -67,10 +67,7 @@ func apply(entity: EntityBase):
func countOf(index: int) -> int:
return ceil(costCounts[index] * multipiler())
func multipiler() -> float:
if is_instance_valid(UIState.player):
return 1 - UIState.player.fields.get(FieldStore.Entity.PRICE_REDUCTION)
else:
return 1
return 1 - UIState.player.fields.get(FieldStore.Entity.PRICE_REDUCTION)
func rebuildInfo():
avatarRect.texture = avatarTexture
nameLabel.displayName = displayName
@@ -86,8 +83,7 @@ func rebuildInfo():
var fieldShow: FieldShow = ComponentManager.getUIComponent("FieldShow").instantiate()
fieldShow.field = field
fieldShow.value = value
if is_instance_valid(UIState.player):
fieldShow.maxed = value + UIState.player.fields[field] > FieldStore.entityMaxValueMap.get(field, INF)
fieldShow.maxed = value + UIState.player.fields[field] > FieldStore.entityMaxValueMap.get(field, INF)
fieldsBox.add_child(fieldShow)
if noField:
fieldsBox.add_child(QuickUI.smallText("无词条"))
@@ -96,8 +92,7 @@ func rebuildInfo():
for weapon in weapons:
var weaponShow: WeaponShow = ComponentManager.getUIComponent("WeaponShow").instantiate()
weaponShow.weapon = weapon
if is_instance_valid(UIState.player):
weaponShow.operation = WeaponShow.Operation.EXTRACT if UIState.player.weaponBag.has(weapon.instantiate().displayName) else WeaponShow.Operation.GET
weaponShow.operation = WeaponShow.Operation.EXTRACT if UIState.player.weaponBag.has(weapon.instantiate().displayName) else WeaponShow.Operation.GET
weaponShow.visible = true
weaponsBox.add_child(weaponShow)
for i in costsBox.get_children():
@@ -106,7 +101,7 @@ func rebuildInfo():
var cost = costs[i]
var count = countOf(i)
var costShow: ItemShow = ComponentManager.getUIComponent("ItemShow").instantiate()
costShow.enough = is_instance_valid(UIState.player) and UIState.player.inventory[cost] >= count
costShow.enough = UIState.player.inventory[cost] >= count
costShow.type = cost
costShow.count = count
costsBox.add_child(costShow)