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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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ad5d2bce2d
在multiplier()和rebuildInfo()方法中添加对UIState.player实例有效性的检查,防止当player无效时出现运行时错误
112 lines
3.8 KiB
GDScript
112 lines
3.8 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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for i in range(min(costs.size(), costCounts.size())):
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var item = costs[i]
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var count = countOf(i)
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if entity.inventory[item] < count:
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return false
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return true
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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 = countOf(i)
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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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for i in weapons:
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var instance = i.instantiate() as Weapon
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if UIState.player.weaponBag.has(instance.displayName):
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UIState.player.getItem({
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ItemStore.ItemType.SOUL: instance.soulLevel
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})
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else:
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instance.hide()
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entity.weapons.append(instance)
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entity.weaponBag.append(instance.displayName)
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entity.weaponStore.add_child(instance)
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entity.rebuildWeaponIcons()
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hide()
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selected.emit(allHave)
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return allHave
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func countOf(index: int) -> int:
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return ceil(costCounts[index] * multipiler())
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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 weaponsBox.get_children():
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i.queue_free()
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for weapon in weapons:
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var weaponShow: WeaponShow = ComponentManager.getUIComponent("WeaponShow").instantiate()
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weaponShow.weapon = weapon
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weaponShow.operation = WeaponShow.Operation.EXTRACT if UIState.player.weaponBag.has(weapon.instantiate().displayName) else WeaponShow.Operation.GET
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weaponShow.visible = true
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weaponsBox.add_child(weaponShow)
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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 = countOf(i)
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var costShow: ItemShow = ComponentManager.getUIComponent("ItemShow").instantiate()
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costShow.enough = UIState.player.inventory[cost] >= count
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costShow.type = cost
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costShow.count = count
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costsBox.add_child(costShow)
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