mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-28 06:51:54 +08:00
ace6d3bf53
- 在FeedName.gd中新增WEAPON枚举类型及对应翻译和颜色配置 - 在Feed.gd中添加weapons数组和weaponsBox容器 - 新增WeaponShow.tscn武器展示组件 - 添加NuclearBomb.tscn核弹武器示例 - 修改ComponentManager.gd中主题文件加载路径 - 更新FeedCardBase.tscn和FeedName.tscn以支持武器显示
91 lines
3.0 KiB
GDScript
91 lines
3.0 KiB
GDScript
@tool
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extends PanelContainer
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class_name Feed
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signal selected(applied: bool)
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@export var avatarTexture: Texture2D = null
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@export var displayName: String = "未命名饲料"
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@export var quality: FeedName.Quality = FeedName.Quality.COMMON
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@export var topic: FeedName.Topic = FeedName.Topic.SURVIVAL
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@export var fields: Array[FieldStore.Entity] = []
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@export var fieldValues: Array[float] = []
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@export var weapons: Array[PackedScene] = []
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@export var costs: Array[ItemStore.ItemType] = []
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@export var costCounts: Array[int] = []
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@onready var avatarRect: TextureRect = $"%avatar"
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@onready var nameLabel: FeedName = $"%name"
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@onready var fieldsBox: VBoxContainer = $"%fields"
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@onready var weaponsBox: VBoxContainer = $"%weapons"
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@onready var costsBox: GridContainer = $"%costs"
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@onready var selectButton: Button = $"%selectBtn"
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func _ready():
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selectButton.pressed.connect(
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func():
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apply(UIState.player)
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)
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rebuildInfo()
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func allHad(entity: EntityBase) -> bool:
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var allHave = true
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for i in range(min(costs.size(), costCounts.size())):
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var item = costs[i]
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var count = costCounts[i] * multipiler()
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if entity.inventory[item] < count:
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allHave = false
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break
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return allHave
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func apply(entity: EntityBase):
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var allHave = allHad(entity)
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if allHave:
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for i in range(min(costs.size(), costCounts.size())):
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var item = costs[i]
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var count = costCounts[i] * multipiler()
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entity.inventory[item] -= count
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for i in range(min(fields.size(), fieldValues.size())):
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var field = fields[i]
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var value = fieldValues[i]
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var applier = FieldStore.entityApplier.get(field)
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if !applier or applier.call(entity, value):
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entity.fields[field] += value
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entity.fields[field] = clamp(entity.fields[field], 0, FieldStore.entityMaxValueMap.get(field, INF))
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hide()
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selected.emit(allHave)
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return allHave
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func multipiler() -> float:
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if is_instance_valid(UIState.player):
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return 1 - UIState.player.fields.get(FieldStore.Entity.PRICE_REDUCTION)
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else:
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return 1
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func rebuildInfo():
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avatarRect.texture = avatarTexture
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nameLabel.displayName = displayName
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nameLabel.quality = quality
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nameLabel.topic = topic
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for i in fieldsBox.get_children():
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i.queue_free()
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var noField = true
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for i in range(min(fields.size(), fieldValues.size())):
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noField = false
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var field = fields[i]
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var value = fieldValues[i]
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var fieldShow: FieldShow = ComponentManager.getUIComponent("FieldShow").instantiate()
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fieldShow.field = field
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fieldShow.value = value
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if is_instance_valid(UIState.player):
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fieldShow.maxed = value + UIState.player.fields[field] > FieldStore.entityMaxValueMap.get(field, INF)
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fieldsBox.add_child(fieldShow)
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if noField:
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fieldsBox.add_child(QuickUI.smallText("无词条"))
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for i in costsBox.get_children():
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i.queue_free()
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for i in range(min(costs.size(), costCounts.size())):
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var cost = costs[i]
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var count = costCounts[i]
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var costShow: ItemShow = ComponentManager.getUIComponent("ItemShow").instantiate()
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costShow.type = cost
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costShow.count = int(count * multipiler())
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costsBox.add_child(costShow)
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