完善宠物系统
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@@ -24,6 +24,8 @@ extends Panel
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# 宠物配置数据
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var pet_config: Dictionary = {}
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# 请求状态标志,防止重复请求
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var is_requesting_config: bool = false
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# 准备函数
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func _ready():
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@@ -57,20 +59,23 @@ func update_pet_store_ui():
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child.queue_free()
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print("更新宠物商店UI,宠物种类:", pet_config.size())
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print("宠物配置数据:", pet_config)
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# 为每个宠物配置创建按钮
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for pet_name in pet_config.keys():
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var pet_info = pet_config[pet_name]
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var purchase_info = pet_info.get("购买信息", {})
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var can_buy = purchase_info.get("能否购买", false)
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print("处理宠物:", pet_name, ",数据:", pet_info)
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# 适配扁平化数据格式
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var can_buy = pet_info.get("can_purchase", false)
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# 只显示可购买的宠物
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if not can_buy:
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print("宠物 ", pet_name, " 不可购买,跳过")
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continue
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var pet_cost = purchase_info.get("购买价格", 0)
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var basic_info = pet_info.get("基本信息", {})
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var pet_desc = basic_info.get("简介", "可爱的宠物伙伴")
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var pet_cost = pet_info.get("cost", 0)
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var pet_desc = pet_info.get("description", "可爱的宠物伙伴")
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# 检查玩家是否已购买该宠物
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var is_owned = _check_pet_owned(pet_name)
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@@ -88,6 +93,7 @@ func update_pet_store_ui():
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button.pressed.connect(func(): _on_store_pet_selected(pet_name, pet_cost, pet_desc))
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store_grid.add_child(button)
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print("已添加宠物按钮:", pet_name)
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# 检查玩家是否已拥有某种宠物
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func _check_pet_owned(pet_name: String) -> bool:
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@@ -95,8 +101,7 @@ func _check_pet_owned(pet_name: String) -> bool:
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return false
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for pet_data in main_game.pet_bag:
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var basic_info = pet_data.get("基本信息", {})
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var pet_type = basic_info.get("宠物类型", "")
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var pet_type = pet_data.get("pet_type", "")
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if pet_type == pet_name:
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return true
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return false
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@@ -144,28 +149,44 @@ func _update_button_pet_image(button: Button, pet_name: String):
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# 检查按钮是否有CropImage节点
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var pet_image = button.get_node_or_null("CropImage")
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if not pet_image:
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print("按钮没有CropImage节点,跳过图片设置")
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return
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# 从宠物配置获取场景路径
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var texture = null
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if pet_config.has(pet_name):
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var pet_info = pet_config[pet_name]
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var scene_path = pet_info.get("场景路径", "")
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var scene_path = pet_info.get("pet_image", "")
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print("宠物 ", pet_name, " 的图片路径:", scene_path)
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if scene_path != "" and ResourceLoader.exists(scene_path):
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print("开始加载宠物场景:", scene_path)
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# 加载宠物场景并获取PetImage的纹理
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var pet_scene = load(scene_path)
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if pet_scene:
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var pet_instance = pet_scene.instantiate()
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var pet_image_node = pet_instance.get_node_or_null("PetImage")
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# 场景的根节点就是PetImage,直接使用
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var pet_image_node = pet_instance
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if pet_image_node and pet_image_node.sprite_frames:
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# 获取默认动画的第一帧
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var default_animation = pet_image_node.sprite_frames.get_animation_names()[0]
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var frame_count = pet_image_node.sprite_frames.get_frame_count(default_animation)
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if frame_count > 0:
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texture = pet_image_node.sprite_frames.get_frame_texture(default_animation, 0)
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var animation_names = pet_image_node.sprite_frames.get_animation_names()
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if animation_names.size() > 0:
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var default_animation = animation_names[0]
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var frame_count = pet_image_node.sprite_frames.get_frame_count(default_animation)
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if frame_count > 0:
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texture = pet_image_node.sprite_frames.get_frame_texture(default_animation, 0)
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print("成功获取宠物纹理:", pet_name)
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else:
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print("宠物场景没有动画:", pet_name)
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else:
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print("宠物场景没有PetImage节点或sprite_frames:", pet_name)
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pet_instance.queue_free()
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else:
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print("无法加载宠物场景:", scene_path)
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else:
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print("宠物图片路径无效或文件不存在:", scene_path)
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else:
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print("宠物配置中没有找到:", pet_name)
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# 设置图片
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if texture:
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@@ -174,31 +195,52 @@ func _update_button_pet_image(button: Button, pet_name: String):
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pet_image.scale = Vector2(10, 10)
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# 确保图片居中显示
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pet_image.centered = true
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print("成功设置宠物图片:", pet_name)
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else:
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# 如果无法获取图片,隐藏图片节点但保留按钮
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pet_image.visible = false
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print("无法获取宠物图片,隐藏图片节点:", pet_name)
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# 从主游戏脚本获取宠物配置数据
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# 从服务器获取MongoDB中的宠物配置数据
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func _load_pet_config_from_main():
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# 从宠物数据文件加载配置
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var file = FileAccess.open("res://Data/pet_data.json", FileAccess.READ)
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if file == null:
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print("宠物商店:无法打开宠物配置文件")
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pet_config = {}
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# 如果正在请求中,避免重复发送
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if is_requesting_config:
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print("宠物商店:正在请求配置数据中,跳过重复请求")
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return
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var json = JSON.new()
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var json_string = file.get_as_text()
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file.close()
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var parse_result = json.parse(json_string)
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if parse_result != OK:
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print("宠物商店:解析宠物配置文件失败")
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# 发送请求到服务器获取宠物配置
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if tcp_network_manager_panel and tcp_network_manager_panel.has_method("sendGetPetConfig"):
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is_requesting_config = true
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if tcp_network_manager_panel.sendGetPetConfig():
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print("宠物商店:已发送获取宠物配置请求")
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# 等待服务器响应,配置数据将通过网络回调更新
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else:
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print("宠物商店:发送获取宠物配置请求失败")
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pet_config = {}
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is_requesting_config = false
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else:
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print("宠物商店:网络管理器不可用,无法获取宠物配置")
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pet_config = {}
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return
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is_requesting_config = false
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# 处理服务器返回的宠物配置数据
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func _on_pet_config_received(response_data: Dictionary):
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"""处理从服务器接收到的宠物配置数据"""
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# 重置请求状态
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is_requesting_config = false
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pet_config = json.data
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print("宠物商店:成功加载宠物配置数据,宠物种类:", pet_config.size())
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var success = response_data.get("success", false)
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if success:
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pet_config = response_data.get("pet_config", {})
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print("宠物商店:成功接收宠物配置数据,宠物种类:", pet_config.size())
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# 只更新UI,不重新发送请求
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update_pet_store_ui()
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else:
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var error_message = response_data.get("message", "获取宠物配置失败")
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print("宠物商店:获取宠物配置失败:", error_message)
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pet_config = {}
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# 显示错误提示
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Toast.show(error_message, Color.RED, 3.0, 1.0)
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# 商店宠物点击处理 - 购买宠物
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func _on_store_pet_selected(pet_name: String, pet_cost: int, pet_desc: String):
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@@ -269,9 +311,12 @@ func _send_buy_pet_request(pet_name: String, pet_cost: int):
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#=========================面板通用处理=========================
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# 手动刷新宠物商店面板
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func _on_refresh_button_pressed() -> void:
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# 清空现有配置和请求状态,强制重新获取
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pet_config = {}
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is_requesting_config = false
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# 重新初始化宠物商店
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init_pet_store()
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Toast.show("宠物商店已刷新", Color.GREEN, 2.0, 1.0)
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#Toast.show("宠物商店已刷新", Color.GREEN, 2.0, 1.0)
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# 关闭宠物商店面板
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func _on_quit_button_pressed() -> void:
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@@ -283,8 +328,12 @@ func _on_quit_button_pressed() -> void:
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func _on_visibility_changed():
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if visible:
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GlobalVariables.isZoomDisabled = true
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# 面板显示时自动刷新数据
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update_pet_store_ui()
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# 面板显示时只在没有配置数据时才请求
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if pet_config.is_empty():
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init_pet_store()
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else:
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# 如果已有配置数据,直接更新UI
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update_pet_store_ui()
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pass
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else:
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GlobalVariables.isZoomDisabled = false
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