优化项目架构
This commit is contained in:
853
SproutFarm-Frontend/Script/BigPanel/CropStorePanel.gd
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853
SproutFarm-Frontend/Script/BigPanel/CropStorePanel.gd
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extends Panel
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#种子商店面板
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#种子商店格子
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@onready var crop_grid_container : GridContainer = $ScrollContainer/Crop_Grid
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@onready var quit_button : Button = $QuitButton
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@onready var refresh_button : Button = $RefreshButton
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#各种排序过滤按钮
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@onready var sort_all_button : Button = $SortContainer/Sort_All#全部
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@onready var sort_common_button : Button = $SortContainer/Sort_Common#普通
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@onready var sort_superior_button : Button = $SortContainer/Sort_Superior#优良
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@onready var sort_rare_button : Button = $SortContainer/Sort_Rare#稀有
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@onready var sort_epic_button : Button = $SortContainer/Sort_Epic#史诗
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@onready var sort_legendary_button : Button = $SortContainer/Sort_Legendary#传奇
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@onready var sort_price_button : Button = $SortContainer/Sort_Price#价格
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@onready var sort_growtime_button : Button = $SortContainer/Sort_GrowTime#生长时间
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@onready var sort_profit_button : Button = $SortContainer/Sort_Profit#收益
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@onready var sort_level_button : Button = $SortContainer/Sort_Level#等级
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#预添加常用的面板
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@onready var main_game = get_node("/root/main")
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@onready var lucky_draw_panel: LuckyDrawPanel = $'../LuckyDrawPanel'
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@onready var daily_check_in_panel: DailyCheckInPanel = $'../DailyCheckInPanel'
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@onready var tcp_network_manager_panel: Panel = $'../TCPNetworkManagerPanel'
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@onready var item_store_panel: Panel = $'../ItemStorePanel'
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@onready var item_bag_panel: Panel = $'../ItemBagPanel'
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@onready var player_bag_panel: Panel = $'../PlayerBagPanel'
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@onready var crop_warehouse_panel: Panel = $'../CropWarehousePanel'
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@onready var player_ranking_panel: Panel = $'../PlayerRankingPanel'
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@onready var login_panel: PanelContainer = $'../LoginPanel'
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@onready var batch_buy_popup: PanelContainer = $'../../DiaLog/BatchBuyPopup'
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# 作物图片缓存(复用主游戏的缓存系统)
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var crop_textures_cache : Dictionary = {}
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var crop_frame_counts : Dictionary = {}
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# 当前过滤和排序设置
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var current_filter_quality = ""
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var current_sort_key = ""
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var current_sort_ascending = true
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# 库存系统
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var crop_stock_data : Dictionary = {} # 存储每个作物的库存数量
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var stock_file_path : String = "" # 库存数据文件路径(根据用户名动态设置)
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var last_refresh_date : String = "" # 上次刷新库存的日期
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# 准备函数
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func _ready():
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# 连接按钮信号
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_connect_buttons()
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# 连接可见性改变信号
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visibility_changed.connect(_on_visibility_changed)
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# 初始化库存系统
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_init_stock_system()
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# 隐藏面板(初始默认隐藏)
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self.hide()
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# 连接所有按钮信号
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func _connect_buttons():
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# 关闭按钮
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quit_button.pressed.connect(self._on_quit_button_pressed)
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# 刷新按钮
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refresh_button.pressed.connect(self._on_refresh_button_pressed)
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# 过滤按钮
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sort_all_button.pressed.connect(func(): _filter_by_quality(""))
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sort_common_button.pressed.connect(func(): _filter_by_quality("普通"))
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sort_superior_button.pressed.connect(func(): _filter_by_quality("优良"))
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sort_rare_button.pressed.connect(func(): _filter_by_quality("稀有"))
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sort_epic_button.pressed.connect(func(): _filter_by_quality("史诗"))
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sort_legendary_button.pressed.connect(func(): _filter_by_quality("传奇"))
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# 排序按钮
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sort_price_button.pressed.connect(func(): _sort_by("花费"))
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sort_growtime_button.pressed.connect(func(): _sort_by("生长时间"))
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sort_profit_button.pressed.connect(func(): _sort_by("收益"))
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sort_level_button.pressed.connect(func(): _sort_by("等级"))
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# 初始化商店
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func init_store():
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# 重新初始化库存系统(确保用户名正确)
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_init_stock_system()
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# 清空已有的作物按钮
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for child in crop_grid_container.get_children():
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child.queue_free()
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# 检查并刷新库存(如果需要)
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_check_daily_refresh()
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# 获取玩家当前等级,确定可解锁的格子数量
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var player_level = main_game.level
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var max_unlocked_slots = player_level # 玩家等级 = 可解锁的格子数量
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# 收集符合条件的作物
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var available_crops = []
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for crop_name in main_game.can_planted_crop:
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var crop = main_game.can_planted_crop[crop_name]
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# 检查是否可以购买
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if not crop.get("能否购买", true):
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continue
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# 只显示当前等级可以种植的作物
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if crop["等级"] <= main_game.level:
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available_crops.append({"name": crop_name, "data": crop})
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# 根据等级限制显示的格子数量
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var slots_to_show = min(available_crops.size(), max_unlocked_slots)
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# 添加可显示的作物按钮
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for i in range(slots_to_show):
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var crop_info = available_crops[i]
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var store_btn = _create_store_button(crop_info["name"], crop_info["data"]["品质"])
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crop_grid_container.add_child(store_btn)
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# 添加锁定的格子(如果有剩余的可用作物但等级不够解锁)
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var remaining_crops = available_crops.size() - slots_to_show
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if remaining_crops > 0:
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# 创建锁定格子提示
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var locked_slots = min(remaining_crops, 5) # 最多显示5个锁定格子作为提示
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for i in range(locked_slots):
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var locked_btn = _create_locked_slot_button(player_level + 1)
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crop_grid_container.add_child(locked_btn)
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print("商店初始化完成,玩家等级: ", player_level, ", 解锁格子: ", slots_to_show, ", 可用作物: ", available_crops.size())
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# 更新金钱显示
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_update_money_display()
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# 显示等级限制提示
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_show_level_restriction_info(player_level, available_crops.size(), slots_to_show)
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# 创建商店按钮
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func _create_store_button(crop_name: String, crop_quality: String) -> Button:
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# 根据品质选择相应的按钮
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var button = main_game.item_button.duplicate()
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var crop = main_game.can_planted_crop[crop_name]
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# 获取当前库存
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var current_stock = _get_crop_stock(crop_name)
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var is_sold_out = current_stock <= 0
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# 设置按钮状态
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button.visible = true
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button.disabled = is_sold_out
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button.focus_mode = Control.FOCUS_ALL
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# 设置按钮文本,显示价格和库存
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var display_name = crop.get("作物名称", crop_name)
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var stock_text = "库存: " + str(current_stock) if not is_sold_out else "已售罄"
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var price_text = "价格: ¥" + str(crop["花费"])
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if is_sold_out:
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button.text = str(crop_quality + "-" + display_name + "\n" + price_text + "\n" + stock_text)
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button.modulate = Color(0.6, 0.6, 0.6, 0.8) # 灰色半透明效果
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else:
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button.text = str(crop_quality + "-" + display_name + "\n" + price_text + "\n" + stock_text)
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button.modulate = Color.WHITE # 正常颜色
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# 将成熟时间从秒转换为天时分秒格式
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var total_seconds = int(crop["生长时间"])
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# 定义时间单位换算
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var SECONDS_PER_MINUTE = 60
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var SECONDS_PER_HOUR = 3600
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var SECONDS_PER_DAY = 86400
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# 计算各时间单位
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var days = total_seconds / SECONDS_PER_DAY
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total_seconds %= SECONDS_PER_DAY
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var hours = total_seconds / SECONDS_PER_HOUR
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total_seconds %= SECONDS_PER_HOUR
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var minutes = total_seconds / SECONDS_PER_MINUTE
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var seconds = total_seconds % SECONDS_PER_MINUTE
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# 构建时间字符串(只显示有值的单位)
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var time_str = ""
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if days > 0:
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time_str += str(days) + "天"
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if hours > 0:
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time_str += str(hours) + "小时"
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if minutes > 0:
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time_str += str(minutes) + "分钟"
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if seconds > 0:
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time_str += str(seconds) + "秒"
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# 添加库存信息到tooltip
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var stock_tooltip = "\n库存: " + str(current_stock) + " 个" if not is_sold_out else "\n状态: 已售罄"
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button.tooltip_text = str(
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"作物: " + display_name + "\n" +
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"品质: " + crop_quality + "\n" +
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"价格: " + str(crop["花费"]) + "元\n" +
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"成熟时间: " + time_str + "\n" +
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"收获收益: " + str(crop["收益"]) + "元\n" +
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"需求等级: " + str(crop["等级"]) + "\n" +
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"耐候性: " + str(crop["耐候性"]) + "\n" +
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"经验: " + str(crop["经验"]) + "点" + stock_tooltip + "\n" +
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"描述: " + str(crop["描述"])
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)
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# 添加按钮事件
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button.pressed.connect(func(): _on_store_buy_pressed(crop_name))
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# 更新按钮的作物图片
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_update_button_crop_image(button, crop_name)
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# 如果按钮有标题标签,设置标题
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if button.has_node("Title"):
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match crop_quality:
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"普通":
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button.get_node("Title").modulate = Color.HONEYDEW#白色
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"优良":
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button.get_node("Title").modulate =Color.DODGER_BLUE#深蓝色
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"稀有":
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button.get_node("Title").modulate =Color.HOT_PINK#品红色
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"史诗":
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button.get_node("Title").modulate =Color.YELLOW#黄色
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"传奇":
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button.get_node("Title").modulate =Color.ORANGE_RED#红色
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return button
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# 购买种子事件处理
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func _on_store_buy_pressed(crop_name: String):
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var crop = main_game.can_planted_crop[crop_name]
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# 检查库存
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if not _is_crop_in_stock(crop_name):
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Toast.show("该种子已售罄,请等待明日刷新", Color.RED)
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return
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# 检查等级要求
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if main_game.level < crop["等级"]:
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Toast.show("等级不足,无法购买此种子", Color.RED)
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return
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# 检查金钱是否足够(至少能买1个)
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if main_game.money < crop["花费"]:
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Toast.show("金钱不足,无法购买种子", Color.RED)
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return
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# 显示批量购买弹窗
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if batch_buy_popup:
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var crop_desc = crop.get("描述", "暂无描述")
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var max_stock = _get_crop_stock(crop_name)
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batch_buy_popup.show_buy_popup(
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crop_name,
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crop["花费"],
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crop_desc,
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"seed",
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_on_confirm_buy_seed,
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_on_cancel_buy_seed,
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max_stock # 传递最大库存限制
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)
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else:
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print("批量购买弹窗未找到")
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# 确认购买种子回调
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func _on_confirm_buy_seed(crop_name: String, unit_cost: int, quantity: int, buy_type: String):
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var total_cost = unit_cost * quantity
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# 再次检查库存是否足够
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var current_stock = _get_crop_stock(crop_name)
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if current_stock < quantity:
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Toast.show("库存不足!当前库存: " + str(current_stock) + ",需要: " + str(quantity), Color.RED, 3.0, 1.0)
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return
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# 再次检查金钱是否足够
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if main_game.money < total_cost:
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Toast.show("金钱不足!需要 " + str(total_cost) + " 元,当前只有 " + str(main_game.money) + " 元", Color.RED, 3.0, 1.0)
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return
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# 发送批量购买请求到服务器
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_send_batch_buy_seed_request(crop_name, quantity)
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# 取消购买种子回调
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func _on_cancel_buy_seed():
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print("取消购买种子")
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# 发送批量购买种子请求
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func _send_batch_buy_seed_request(crop_name: String, quantity: int):
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# 发送批量购买请求到服务器
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if tcp_network_manager_panel and tcp_network_manager_panel.sendBuySeed(crop_name, quantity):
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# 服务器会处理批量购买逻辑,客户端等待响应
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print("已发送批量购买种子请求:", crop_name, " 数量:", quantity)
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# 购买成功后扣减库存
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if _reduce_crop_stock(crop_name, quantity):
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print("库存扣减成功:", crop_name, " 扣减数量:", quantity)
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# 刷新商店显示
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_apply_filter_and_sort()
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Toast.show("购买成功!剩余库存: " + str(_get_crop_stock(crop_name)), Color.GREEN, 2.0, 1.0)
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else:
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Toast.show("库存扣减失败", Color.RED, 2.0, 1.0)
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else:
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Toast.show("购买请求发送失败", Color.RED, 2.0, 1.0)
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# 按品质过滤作物
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func _filter_by_quality(quality: String):
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current_filter_quality = quality
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_apply_filter_and_sort()
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# 按指定键排序
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func _sort_by(sort_key: String):
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# 切换排序方向或设置新排序键
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if current_sort_key == sort_key:
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current_sort_ascending = !current_sort_ascending
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else:
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current_sort_key = sort_key
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current_sort_ascending = true
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_apply_filter_and_sort()
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# 应用过滤和排序
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func _apply_filter_and_sort():
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# 清空现有按钮
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for child in crop_grid_container.get_children():
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child.queue_free()
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# 获取玩家当前等级,确定可解锁的格子数量
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var player_level = main_game.level
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var max_unlocked_slots = player_level
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# 收集符合条件的作物
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var filtered_crops = []
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for crop_name in main_game.can_planted_crop:
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var crop = main_game.can_planted_crop[crop_name]
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# 检查是否可以购买
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if not crop.get("能否购买", true):
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continue
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# 检查等级和品质过滤
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if crop["等级"] > main_game.level:
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continue
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if current_filter_quality != "" and crop["品质"] != current_filter_quality:
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continue
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# 添加到过滤后的列表
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filtered_crops.append({
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"name": crop_name,
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"data": crop
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})
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# 如果有排序条件,进行排序
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if current_sort_key != "":
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filtered_crops.sort_custom(Callable(self, "_sort_crop_items"))
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# 根据等级限制显示的格子数量
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var slots_to_show = min(filtered_crops.size(), max_unlocked_slots)
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# 添加可显示的作物按钮
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for i in range(slots_to_show):
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var crop = filtered_crops[i]
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var store_btn = _create_store_button(crop["name"], crop["data"]["品质"])
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crop_grid_container.add_child(store_btn)
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# 添加锁定的格子(如果有剩余的可用作物但等级不够解锁)
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var remaining_crops = filtered_crops.size() - slots_to_show
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if remaining_crops > 0:
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# 创建锁定格子提示
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var locked_slots = min(remaining_crops, 5) # 最多显示5个锁定格子作为提示
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for i in range(locked_slots):
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var locked_btn = _create_locked_slot_button(player_level + 1)
|
||||
crop_grid_container.add_child(locked_btn)
|
||||
|
||||
# 更新金钱显示
|
||||
_update_money_display()
|
||||
|
||||
# 显示等级限制提示
|
||||
_show_level_restriction_info(player_level, filtered_crops.size(), slots_to_show)
|
||||
|
||||
# 自定义排序函数
|
||||
func _sort_crop_items(a, b):
|
||||
# 安全地获取排序值,并进行类型转换
|
||||
var value_a = a["data"].get(current_sort_key, 0)
|
||||
var value_b = b["data"].get(current_sort_key, 0)
|
||||
|
||||
# 如果是数值类型的字段,确保转换为数值进行比较
|
||||
if current_sort_key in ["花费", "生长时间", "收益", "等级", "经验", "耐候性"]:
|
||||
# 转换为数值,如果转换失败则使用0
|
||||
if typeof(value_a) == TYPE_STRING:
|
||||
value_a = int(value_a) if value_a.is_valid_int() else 0
|
||||
if typeof(value_b) == TYPE_STRING:
|
||||
value_b = int(value_b) if value_b.is_valid_int() else 0
|
||||
|
||||
# 执行排序比较
|
||||
if current_sort_ascending:
|
||||
return value_a < value_b
|
||||
else:
|
||||
return value_a > value_b
|
||||
|
||||
# 更新金钱显示
|
||||
func _update_money_display():
|
||||
var money_label = get_node_or_null("MoneyLabel")
|
||||
if money_label == null:
|
||||
# 创建金钱显示标签
|
||||
money_label = Label.new()
|
||||
money_label.name = "MoneyLabel"
|
||||
money_label.position = Vector2(10, 10)
|
||||
money_label.size = Vector2(300, 45)
|
||||
|
||||
# 设置标签样式
|
||||
money_label.add_theme_color_override("font_color", Color(1, 0.647, 0, 1)) # 橙色
|
||||
money_label.add_theme_font_size_override("font_size", 24)
|
||||
|
||||
add_child(money_label)
|
||||
|
||||
# 更新金钱显示
|
||||
money_label.text = "当前金钱:" + str(main_game.money) + " 元"
|
||||
|
||||
# 刷新商店内容,可以在金钱变化或等级提升后调用
|
||||
func refresh_store():
|
||||
# 清空并重新创建商店按钮
|
||||
init_store()
|
||||
# 尝试创建过滤按钮(如果商店面板中没有这些按钮)
|
||||
_create_filter_buttons_if_needed()
|
||||
|
||||
# 如果需要,动态创建过滤按钮
|
||||
func _create_filter_buttons_if_needed():
|
||||
# 检查是否已存在过滤器容器
|
||||
var filter_container = get_node_or_null("FilterContainer")
|
||||
if filter_container == null:
|
||||
# 创建过滤器容器
|
||||
filter_container = HBoxContainer.new()
|
||||
filter_container.name = "FilterContainer"
|
||||
|
||||
# 设置容器位置和大小
|
||||
filter_container.position = Vector2(320, 10)
|
||||
filter_container.size = Vector2(770, 45)
|
||||
|
||||
add_child(filter_container)
|
||||
|
||||
# 添加过滤按钮
|
||||
_add_filter_button(filter_container, "全部", func(): _filter_by_quality(""))
|
||||
_add_filter_button(filter_container, "普通", func(): _filter_by_quality("普通"))
|
||||
_add_filter_button(filter_container, "优良", func(): _filter_by_quality("优良"))
|
||||
_add_filter_button(filter_container, "稀有", func(): _filter_by_quality("稀有"))
|
||||
_add_filter_button(filter_container, "史诗", func(): _filter_by_quality("史诗"))
|
||||
_add_filter_button(filter_container, "传奇", func(): _filter_by_quality("传奇"))
|
||||
|
||||
# 检查是否已存在排序容器
|
||||
var sort_container = get_node_or_null("SortContainer")
|
||||
if sort_container == null:
|
||||
# 创建排序容器
|
||||
sort_container = HBoxContainer.new()
|
||||
sort_container.name = "SortContainer"
|
||||
|
||||
# 设置容器位置和大小
|
||||
sort_container.position = Vector2(320, 55)
|
||||
sort_container.size = Vector2(770, 30)
|
||||
|
||||
add_child(sort_container)
|
||||
|
||||
# 添加排序按钮
|
||||
_add_filter_button(sort_container, "按价格", func(): _sort_by("花费"))
|
||||
_add_filter_button(sort_container, "按生长时间", func(): _sort_by("生长时间"))
|
||||
_add_filter_button(sort_container, "按收益", func(): _sort_by("收益"))
|
||||
_add_filter_button(sort_container, "按等级", func(): _sort_by("等级"))
|
||||
|
||||
# 添加过滤按钮
|
||||
func _add_filter_button(container, text, callback):
|
||||
var button = Button.new()
|
||||
button.text = text
|
||||
button.custom_minimum_size = Vector2(100, 0)
|
||||
button.size_flags_horizontal = Control.SIZE_EXPAND_FILL
|
||||
container.add_child(button)
|
||||
button.pressed.connect(callback)
|
||||
|
||||
# 获取作物的成熟图片(用于商店显示)
|
||||
func _get_crop_final_texture(crop_name: String) -> Texture2D:
|
||||
# 优先从主游戏的缓存中获取成熟图片
|
||||
if main_game and main_game.crop_mature_textures_cache.has(crop_name):
|
||||
return main_game.crop_mature_textures_cache[crop_name]
|
||||
|
||||
# 如果缓存中没有,再尝试加载"成熟.webp"图片
|
||||
var crop_path = "res://assets/作物/" + crop_name + "/"
|
||||
var mature_texture_path = crop_path + "成熟.webp"
|
||||
|
||||
if ResourceLoader.exists(mature_texture_path):
|
||||
var texture = load(mature_texture_path)
|
||||
if texture:
|
||||
print("商店加载作物成熟图片:", crop_name)
|
||||
# 如果主游戏存在,也缓存到主游戏中
|
||||
if main_game:
|
||||
main_game.crop_mature_textures_cache[crop_name] = texture
|
||||
return texture
|
||||
|
||||
# 如果没有找到作物的成熟图片,使用默认的成熟图片
|
||||
if main_game and main_game.crop_mature_textures_cache.has("默认"):
|
||||
var default_texture = main_game.crop_mature_textures_cache["默认"]
|
||||
# 缓存给这个作物
|
||||
main_game.crop_mature_textures_cache[crop_name] = default_texture
|
||||
return default_texture
|
||||
|
||||
# 最后尝试直接加载默认成熟图片
|
||||
var default_mature_path = "res://assets/作物/默认/成熟.webp"
|
||||
if ResourceLoader.exists(default_mature_path):
|
||||
var texture = load(default_mature_path)
|
||||
if texture:
|
||||
print("商店使用默认成熟图片:", crop_name)
|
||||
# 缓存到主游戏
|
||||
if main_game:
|
||||
main_game.crop_mature_textures_cache["默认"] = texture
|
||||
main_game.crop_mature_textures_cache[crop_name] = texture
|
||||
return texture
|
||||
|
||||
return null
|
||||
|
||||
# 加载作物图片序列帧(复用主游戏的逻辑)
|
||||
func _load_crop_textures(crop_name: String) -> Array:
|
||||
if crop_textures_cache.has(crop_name):
|
||||
return crop_textures_cache[crop_name]
|
||||
|
||||
var textures = []
|
||||
var crop_path = "res://assets/作物/" + crop_name + "/"
|
||||
var default_path = "res://assets/作物/默认/"
|
||||
|
||||
# 检查作物文件夹是否存在
|
||||
if DirAccess.dir_exists_absolute(crop_path):
|
||||
# 尝试加载作物的序列帧(从0开始)
|
||||
var frame_index = 0
|
||||
while true:
|
||||
var texture_path = crop_path + str(frame_index) + ".webp"
|
||||
if ResourceLoader.exists(texture_path):
|
||||
var texture = load(texture_path)
|
||||
if texture:
|
||||
textures.append(texture)
|
||||
frame_index += 1
|
||||
else:
|
||||
break
|
||||
else:
|
||||
break
|
||||
|
||||
if textures.size() > 0:
|
||||
pass
|
||||
else:
|
||||
textures = _load_default_textures()
|
||||
else:
|
||||
print("商店:作物 ", crop_name, " 的文件夹不存在,使用默认图片")
|
||||
textures = _load_default_textures()
|
||||
|
||||
# 缓存结果
|
||||
crop_textures_cache[crop_name] = textures
|
||||
crop_frame_counts[crop_name] = textures.size()
|
||||
|
||||
return textures
|
||||
|
||||
# 加载默认图片
|
||||
func _load_default_textures() -> Array:
|
||||
if crop_textures_cache.has("默认"):
|
||||
return crop_textures_cache["默认"]
|
||||
|
||||
var textures = []
|
||||
var default_path = "res://assets/作物/默认/"
|
||||
|
||||
# 尝试加载默认图片序列帧
|
||||
var frame_index = 0
|
||||
while true:
|
||||
var texture_path = default_path + str(frame_index) + ".webp"
|
||||
if ResourceLoader.exists(texture_path):
|
||||
var texture = load(texture_path)
|
||||
if texture:
|
||||
textures.append(texture)
|
||||
frame_index += 1
|
||||
else:
|
||||
break
|
||||
else:
|
||||
break
|
||||
|
||||
# 如果没有找到序列帧,尝试加载单个默认图片
|
||||
if textures.size() == 0:
|
||||
var single_texture_path = default_path + "0.webp"
|
||||
if ResourceLoader.exists(single_texture_path):
|
||||
var texture = load(single_texture_path)
|
||||
if texture:
|
||||
textures.append(texture)
|
||||
|
||||
# 缓存默认图片
|
||||
crop_textures_cache["默认"] = textures
|
||||
crop_frame_counts["默认"] = textures.size()
|
||||
|
||||
return textures
|
||||
|
||||
# 更新按钮的作物图片
|
||||
func _update_button_crop_image(button: Button, crop_name: String):
|
||||
# 检查按钮是否有CropImage节点
|
||||
var crop_image = button.get_node_or_null("CropImage")
|
||||
if not crop_image:
|
||||
print("商店按钮没有找到CropImage节点:", button.name)
|
||||
return
|
||||
|
||||
# 获取作物的最后一帧图片
|
||||
var texture = _get_crop_final_texture(crop_name)
|
||||
|
||||
if texture:
|
||||
# CropImage是Sprite2D,直接设置texture属性
|
||||
crop_image.texture = texture
|
||||
crop_image.visible = true
|
||||
print("商店更新作物图片:", crop_name)
|
||||
else:
|
||||
crop_image.visible = false
|
||||
print("商店无法获取作物图片:", crop_name)
|
||||
|
||||
# 兼容MainGame.gd中的调用,转发到_on_store_buy_pressed
|
||||
func _on_crop_selected(crop_name: String):
|
||||
_on_store_buy_pressed(crop_name)
|
||||
|
||||
#=========================库存系统=========================
|
||||
|
||||
# 初始化库存系统
|
||||
func _init_stock_system():
|
||||
# 根据用户名设置库存文件路径,实现账号隔离
|
||||
var user_name = main_game.user_name if main_game.user_name != "" else "default_user"
|
||||
stock_file_path = "user://crop_stock_" + user_name + ".json"
|
||||
print("库存系统初始化,用户:", user_name, ",文件路径:", stock_file_path)
|
||||
|
||||
_load_stock_data()
|
||||
_check_daily_refresh()
|
||||
|
||||
# 加载库存数据
|
||||
func _load_stock_data():
|
||||
print("尝试加载库存数据,文件路径:", stock_file_path)
|
||||
|
||||
if FileAccess.file_exists(stock_file_path):
|
||||
var file = FileAccess.open(stock_file_path, FileAccess.READ)
|
||||
if file:
|
||||
var json_string = file.get_as_text()
|
||||
file.close()
|
||||
print("读取到的JSON数据:", json_string)
|
||||
|
||||
var json = JSON.new()
|
||||
var parse_result = json.parse(json_string)
|
||||
if parse_result == OK:
|
||||
var data = json.data
|
||||
crop_stock_data = data.get("stock", {})
|
||||
last_refresh_date = data.get("last_refresh_date", "")
|
||||
print("库存数据加载成功,库存条目数:", crop_stock_data.size())
|
||||
print("加载的库存数据:", crop_stock_data)
|
||||
print("上次刷新日期:", last_refresh_date)
|
||||
|
||||
# 如果库存数据为空,重新生成
|
||||
if crop_stock_data.is_empty():
|
||||
print("库存数据为空,重新生成")
|
||||
_generate_initial_stock()
|
||||
else:
|
||||
print("库存数据解析失败,错误:", parse_result, ",重新生成")
|
||||
_generate_initial_stock()
|
||||
else:
|
||||
print("无法打开库存文件,重新生成")
|
||||
_generate_initial_stock()
|
||||
else:
|
||||
print("库存文件不存在,生成初始库存")
|
||||
_generate_initial_stock()
|
||||
|
||||
# 保存库存数据
|
||||
func _save_stock_data():
|
||||
var data = {
|
||||
"stock": crop_stock_data,
|
||||
"last_refresh_date": last_refresh_date
|
||||
}
|
||||
|
||||
print("准备保存库存数据到:", stock_file_path)
|
||||
print("保存的数据:", data)
|
||||
|
||||
var file = FileAccess.open(stock_file_path, FileAccess.WRITE)
|
||||
if file:
|
||||
var json_string = JSON.stringify(data)
|
||||
file.store_string(json_string)
|
||||
file.close()
|
||||
print("库存数据保存成功,JSON字符串:", json_string)
|
||||
else:
|
||||
print("无法保存库存数据,文件打开失败")
|
||||
|
||||
# 生成初始库存
|
||||
func _generate_initial_stock():
|
||||
crop_stock_data.clear()
|
||||
|
||||
# 确保main_game和can_planted_crop存在
|
||||
if not main_game or not main_game.can_planted_crop:
|
||||
print("错误:无法访问主游戏数据,无法生成库存")
|
||||
return
|
||||
|
||||
var generated_count = 0
|
||||
for crop_name in main_game.can_planted_crop:
|
||||
var crop = main_game.can_planted_crop[crop_name]
|
||||
|
||||
# 检查是否可以购买
|
||||
if not crop.get("能否购买", true):
|
||||
continue
|
||||
|
||||
# 根据品质设置库存范围
|
||||
var stock_amount = _get_stock_amount_by_quality(crop["品质"])
|
||||
crop_stock_data[crop_name] = stock_amount
|
||||
generated_count += 1
|
||||
print("生成库存:", crop_name, " - ", crop["品质"], " - ", stock_amount, "个")
|
||||
|
||||
# 设置当前日期为刷新日期
|
||||
last_refresh_date = _get_current_date()
|
||||
_save_stock_data()
|
||||
print("初始库存生成完成,共生成", generated_count, "种作物的库存")
|
||||
print("当前库存数据:", crop_stock_data)
|
||||
|
||||
# 根据品质获取库存数量
|
||||
func _get_stock_amount_by_quality(quality: String) -> int:
|
||||
var min_stock: int
|
||||
var max_stock: int
|
||||
|
||||
match quality:
|
||||
"传奇":
|
||||
min_stock = 10
|
||||
max_stock = 30
|
||||
"史诗":
|
||||
min_stock = 20
|
||||
max_stock = 50
|
||||
"稀有":
|
||||
min_stock = 40
|
||||
max_stock = 80
|
||||
"优良":
|
||||
min_stock = 80
|
||||
max_stock = 150
|
||||
"普通":
|
||||
min_stock = 150
|
||||
max_stock = 300
|
||||
_:
|
||||
min_stock = 100
|
||||
max_stock = 200
|
||||
|
||||
return randi_range(min_stock, max_stock)
|
||||
|
||||
# 获取当前日期字符串
|
||||
func _get_current_date() -> String:
|
||||
var datetime = Time.get_datetime_dict_from_system()
|
||||
return str(datetime.year) + "-" + str(datetime.month).pad_zeros(2) + "-" + str(datetime.day).pad_zeros(2)
|
||||
|
||||
# 检查是否需要每日刷新
|
||||
func _check_daily_refresh():
|
||||
var current_date = _get_current_date()
|
||||
if last_refresh_date != current_date:
|
||||
print("检测到新的一天,刷新库存")
|
||||
_refresh_daily_stock()
|
||||
|
||||
# 每日刷新库存
|
||||
func _refresh_daily_stock():
|
||||
_generate_initial_stock()
|
||||
Toast.show("种子商店库存已刷新!", Color.GREEN, 3.0, 1.0)
|
||||
|
||||
# 获取作物当前库存
|
||||
func _get_crop_stock(crop_name: String) -> int:
|
||||
return crop_stock_data.get(crop_name, 0)
|
||||
|
||||
# 减少作物库存
|
||||
func _reduce_crop_stock(crop_name: String, amount: int) -> bool:
|
||||
var current_stock = _get_crop_stock(crop_name)
|
||||
if current_stock >= amount:
|
||||
crop_stock_data[crop_name] = current_stock - amount
|
||||
_save_stock_data()
|
||||
return true
|
||||
return false
|
||||
|
||||
# 检查作物是否有库存
|
||||
func _is_crop_in_stock(crop_name: String) -> bool:
|
||||
return _get_crop_stock(crop_name) > 0
|
||||
|
||||
|
||||
# 创建锁定格子按钮
|
||||
func _create_locked_slot_button(required_level: int) -> Button:
|
||||
var button = main_game.item_button.duplicate()
|
||||
|
||||
# 设置按钮为禁用状态
|
||||
button.disabled = true
|
||||
button.modulate = Color(0.5, 0.5, 0.5, 0.8) # 灰色半透明效果
|
||||
|
||||
# 设置按钮文本
|
||||
button.text = "🔒 锁定\n需要等级: " + str(required_level)
|
||||
button.tooltip_text = "此格子已锁定,需要达到等级 " + str(required_level) + " 才能解锁"
|
||||
|
||||
# 隐藏作物图片
|
||||
var crop_image = button.get_node_or_null("CropImage")
|
||||
if crop_image:
|
||||
crop_image.visible = false
|
||||
|
||||
# 设置标题颜色为灰色
|
||||
if button.has_node("Title"):
|
||||
button.get_node("Title").modulate = Color.GRAY
|
||||
|
||||
return button
|
||||
|
||||
# 显示等级限制信息
|
||||
func _show_level_restriction_info(player_level: int, total_crops: int, unlocked_slots: int):
|
||||
# 查找或创建信息标签
|
||||
var info_label = get_node_or_null("LevelInfoLabel")
|
||||
if info_label == null:
|
||||
info_label = Label.new()
|
||||
info_label.name = "LevelInfoLabel"
|
||||
info_label.position = Vector2(10, 55)
|
||||
info_label.size = Vector2(300, 30)
|
||||
|
||||
# 设置标签样式
|
||||
info_label.add_theme_color_override("font_color", Color(0.8, 0.8, 1.0, 1.0)) # 淡蓝色
|
||||
info_label.add_theme_font_size_override("font_size", 18)
|
||||
|
||||
add_child(info_label)
|
||||
|
||||
# 更新信息显示
|
||||
var locked_crops = total_crops - unlocked_slots
|
||||
if locked_crops > 0:
|
||||
info_label.text = "等级 " + str(player_level) + " | 已解锁: " + str(unlocked_slots) + "/" + str(total_crops) + " 个格子"
|
||||
info_label.modulate = Color.YELLOW
|
||||
else:
|
||||
info_label.text = "等级 " + str(player_level) + " | 所有格子已解锁 (" + str(unlocked_slots) + "/" + str(total_crops) + ")"
|
||||
info_label.modulate = Color.GREEN
|
||||
|
||||
|
||||
#=========================面板通用处理=========================
|
||||
#手动刷新种子商店面板
|
||||
func _on_refresh_button_pressed() -> void:
|
||||
# 重新初始化种子商店
|
||||
init_store()
|
||||
Toast.show("种子商店已刷新", Color.GREEN, 2.0, 1.0)
|
||||
|
||||
#关闭种子商店面板
|
||||
func _on_quit_button_pressed():
|
||||
self.hide()
|
||||
|
||||
# 面板显示时的处理
|
||||
func _on_visibility_changed():
|
||||
if visible:
|
||||
# 面板显示时自动刷新数据
|
||||
init_store()
|
||||
GlobalVariables.isZoomDisabled = true
|
||||
pass
|
||||
else:
|
||||
GlobalVariables.isZoomDisabled = false
|
||||
pass
|
||||
#=========================面板通用处理=========================
|
||||
@@ -0,0 +1 @@
|
||||
uid://mtfp0ct42nrx
|
||||
594
SproutFarm-Frontend/Script/BigPanel/CropWarehousePanel.gd
Normal file
594
SproutFarm-Frontend/Script/BigPanel/CropWarehousePanel.gd
Normal file
@@ -0,0 +1,594 @@
|
||||
extends Panel
|
||||
#这是作物仓库面板 用来显示玩家收获的作物的成熟品 比如各种果实和花朵
|
||||
|
||||
# 作物仓库格子容器
|
||||
@onready var crop_warehouse_grid_container : GridContainer = $ScrollContainer/Warehouse_Grid
|
||||
@onready var quit_button : Button = $QuitButton
|
||||
@onready var refresh_button : Button = $RefreshButton
|
||||
|
||||
#各种排序过滤按钮
|
||||
@onready var sort_all_button : Button = $SortContainer/Sort_All#全部
|
||||
@onready var sort_common_button : Button = $SortContainer/Sort_Common#普通
|
||||
@onready var sort_superior_button : Button = $SortContainer/Sort_Superior#优良
|
||||
@onready var sort_rare_button : Button = $SortContainer/Sort_Rare#稀有
|
||||
@onready var sort_epic_button : Button = $SortContainer/Sort_Epic#史诗
|
||||
@onready var sort_legendary_button : Button = $SortContainer/Sort_Legendary#传奇
|
||||
@onready var sort_price_button : Button = $SortContainer/Sort_Price#价格
|
||||
@onready var sort_growtime_button : Button = $SortContainer/Sort_GrowTime#生长时间
|
||||
@onready var sort_profit_button : Button = $SortContainer/Sort_Profit#收益
|
||||
@onready var sort_level_button : Button = $SortContainer/Sort_Level#等级
|
||||
|
||||
#预添加常用的面板
|
||||
@onready var main_game = get_node("/root/main")
|
||||
|
||||
@onready var lucky_draw_panel: LuckyDrawPanel = $'../LuckyDrawPanel'
|
||||
@onready var daily_check_in_panel: DailyCheckInPanel = $'../DailyCheckInPanel'
|
||||
@onready var tcp_network_manager_panel: Panel = $'../TCPNetworkManagerPanel'
|
||||
@onready var item_store_panel: Panel = $'../ItemStorePanel'
|
||||
@onready var item_bag_panel: Panel = $'../ItemBagPanel'
|
||||
@onready var player_bag_panel: Panel = $'../PlayerBagPanel'
|
||||
@onready var crop_store_panel: Panel = $'../CropStorePanel'
|
||||
@onready var player_ranking_panel: Panel = $'../PlayerRankingPanel'
|
||||
@onready var login_panel: PanelContainer = $'../LoginPanel'
|
||||
|
||||
|
||||
# 注意:作物图片现在使用主游戏的CropTextureManager缓存系统
|
||||
# 不再需要本地缓存变量
|
||||
|
||||
# 当前过滤和排序设置
|
||||
var current_filter_quality = ""
|
||||
var current_sort_key = ""
|
||||
var current_sort_ascending = true
|
||||
|
||||
# 宠物喂食模式相关变量
|
||||
var is_pet_feeding_mode = false
|
||||
var current_pet_data = {}
|
||||
|
||||
# 准备函数
|
||||
func _ready():
|
||||
# 连接按钮信号
|
||||
_connect_buttons()
|
||||
|
||||
# 连接可见性改变信号
|
||||
visibility_changed.connect(_on_visibility_changed)
|
||||
|
||||
# 隐藏面板(初始默认隐藏)
|
||||
self.hide()
|
||||
|
||||
|
||||
# 连接所有按钮信号
|
||||
func _connect_buttons():
|
||||
quit_button.pressed.connect(self._on_quit_button_pressed)
|
||||
refresh_button.pressed.connect(self._on_refresh_button_pressed)
|
||||
|
||||
# 过滤按钮
|
||||
sort_all_button.pressed.connect(func(): _filter_by_quality(""))
|
||||
sort_common_button.pressed.connect(func(): _filter_by_quality("普通"))
|
||||
sort_superior_button.pressed.connect(func(): _filter_by_quality("优良"))
|
||||
sort_rare_button.pressed.connect(func(): _filter_by_quality("稀有"))
|
||||
sort_epic_button.pressed.connect(func(): _filter_by_quality("史诗"))
|
||||
sort_legendary_button.pressed.connect(func(): _filter_by_quality("传奇"))
|
||||
|
||||
# 排序按钮
|
||||
sort_price_button.pressed.connect(func(): _sort_by("花费"))
|
||||
sort_growtime_button.pressed.connect(func(): _sort_by("生长时间"))
|
||||
sort_profit_button.pressed.connect(func(): _sort_by("收益"))
|
||||
sort_level_button.pressed.connect(func(): _sort_by("等级"))
|
||||
|
||||
# 设置宠物喂食模式
|
||||
func set_pet_feeding_mode(feeding_mode: bool, pet_data: Dictionary = {}):
|
||||
is_pet_feeding_mode = feeding_mode
|
||||
current_pet_data = pet_data
|
||||
|
||||
# 更新UI以反映当前模式
|
||||
if is_pet_feeding_mode:
|
||||
# 宠物喂食模式下,只显示有喂养效果的作物
|
||||
var pet_name = pet_data.get("pet_name", "未知宠物")
|
||||
Toast.show("宠物喂食模式:选择要喂给 " + pet_name + " 的作物", Color.CYAN, 3.0, 1.0)
|
||||
else:
|
||||
# 普通模式
|
||||
Toast.show("普通模式:查看作物仓库", Color.GREEN, 2.0, 1.0)
|
||||
|
||||
# 刷新UI
|
||||
update_crop_warehouse_ui()
|
||||
|
||||
# 初始化作物仓库
|
||||
func init_crop_warehouse():
|
||||
# 清空作物仓库格子
|
||||
for child in crop_warehouse_grid_container.get_children():
|
||||
child.queue_free()
|
||||
# 显示仓库中的成熟物
|
||||
update_crop_warehouse_ui()
|
||||
|
||||
# 更新作物仓库UI
|
||||
func update_crop_warehouse_ui():
|
||||
# 清空作物仓库格子
|
||||
for child in crop_warehouse_grid_container.get_children():
|
||||
child.queue_free()
|
||||
|
||||
# 应用过滤和排序
|
||||
var filtered_crops = _get_filtered_and_sorted_crops()
|
||||
|
||||
# 为仓库中的每个过滤后的成熟物创建按钮
|
||||
for crop_item in filtered_crops:
|
||||
var crop_name = crop_item["name"]
|
||||
var crop_quality = crop_item["quality"]
|
||||
var crop_count = crop_item["count"]
|
||||
# 创建成熟物按钮
|
||||
var button = _create_crop_button(crop_name, crop_quality)
|
||||
|
||||
# 更新按钮文本显示数量
|
||||
if is_pet_feeding_mode:
|
||||
# 宠物喂食模式下显示喂养效果
|
||||
var crop_data = main_game.can_planted_crop.get(crop_name, {})
|
||||
var feed_effects = crop_data.get("喂养效果", {})
|
||||
|
||||
# 构建效果描述
|
||||
var effect_descriptions = []
|
||||
for effect_name in feed_effects:
|
||||
var effect_value = feed_effects[effect_name]
|
||||
if effect_value > 0:
|
||||
effect_descriptions.append(effect_name + "+" + str(effect_value))
|
||||
|
||||
var effect_text = " ".join(effect_descriptions) if effect_descriptions.size() > 0 else "无效果"
|
||||
var display_name = crop_name
|
||||
if main_game.can_planted_crop.has(crop_name):
|
||||
var mature_name = main_game.can_planted_crop[crop_name].get("成熟物名称")
|
||||
if mature_name != null and mature_name != "":
|
||||
display_name = mature_name
|
||||
else:
|
||||
display_name = main_game.can_planted_crop[crop_name].get("作物名称", crop_name)
|
||||
button.text = str(crop_quality + "-" + display_name + "\n数量:" + str(crop_count) )
|
||||
button.pressed.connect(func(): _on_crop_feed_selected(crop_name, crop_count))
|
||||
else:
|
||||
var display_name = crop_name
|
||||
if main_game.can_planted_crop.has(crop_name):
|
||||
var mature_name = main_game.can_planted_crop[crop_name].get("成熟物名称")
|
||||
if mature_name != null and mature_name != "":
|
||||
display_name = mature_name
|
||||
else:
|
||||
display_name = main_game.can_planted_crop[crop_name].get("作物名称", crop_name)
|
||||
button.text = str(crop_quality + "-" + display_name + "\n数量:" + str(crop_count))
|
||||
button.pressed.connect(func(): _on_crop_selected(crop_name, crop_count))
|
||||
|
||||
crop_warehouse_grid_container.add_child(button)
|
||||
print("作物仓库初始化完成,共添加按钮: " + str(crop_warehouse_grid_container.get_child_count()) + "个")
|
||||
|
||||
# 获取过滤和排序后的成熟物列表
|
||||
func _get_filtered_and_sorted_crops():
|
||||
var filtered_crops = []
|
||||
|
||||
# 收集符合条件的成熟物
|
||||
for crop_item in main_game.crop_warehouse:
|
||||
# 从crop_data中获取品质信息
|
||||
var item_quality = "普通"
|
||||
if main_game.can_planted_crop.has(crop_item["name"]):
|
||||
item_quality = main_game.can_planted_crop[crop_item["name"]].get("品质", "普通")
|
||||
|
||||
# 品质过滤
|
||||
if current_filter_quality != "" and item_quality != current_filter_quality:
|
||||
continue
|
||||
|
||||
# 获取成熟物对应的作物数据
|
||||
var crop_data = null
|
||||
if main_game.can_planted_crop.has(crop_item["name"]):
|
||||
crop_data = main_game.can_planted_crop[crop_item["name"]]
|
||||
|
||||
# 宠物喂食模式过滤:只显示有喂养效果的作物
|
||||
if is_pet_feeding_mode:
|
||||
if crop_data == null or not crop_data.has("喂养效果"):
|
||||
continue
|
||||
|
||||
# 添加到过滤后的列表
|
||||
filtered_crops.append({
|
||||
"name": crop_item["name"],
|
||||
"quality": item_quality,
|
||||
"count": crop_item["count"],
|
||||
"data": crop_data
|
||||
})
|
||||
|
||||
# 如果有排序条件且数据可用,进行排序
|
||||
if current_sort_key != "":
|
||||
filtered_crops.sort_custom(Callable(self, "_sort_crop_items"))
|
||||
|
||||
return filtered_crops
|
||||
|
||||
# 自定义排序函数
|
||||
func _sort_crop_items(a, b):
|
||||
# 检查是否有有效数据用于排序
|
||||
if a["data"] == null or b["data"] == null:
|
||||
# 如果某一项没有数据,将其排在后面
|
||||
if a["data"] == null and b["data"] != null:
|
||||
return false
|
||||
if a["data"] != null and b["data"] == null:
|
||||
return true
|
||||
# 如果都没有数据,按名称排序
|
||||
return a["name"] < b["name"]
|
||||
|
||||
# 确保排序键存在于数据中
|
||||
if !a["data"].has(current_sort_key) or !b["data"].has(current_sort_key):
|
||||
print("警告: 排序键 ", current_sort_key, " 在某些成熟物数据中不存在")
|
||||
return false
|
||||
|
||||
# 安全地获取排序值,并进行类型转换
|
||||
var value_a = a["data"].get(current_sort_key, 0)
|
||||
var value_b = b["data"].get(current_sort_key, 0)
|
||||
|
||||
# 如果是数值类型的字段,确保转换为数值进行比较
|
||||
if current_sort_key in ["花费", "生长时间", "收益", "等级", "经验", "耐候性"]:
|
||||
# 转换为数值,如果转换失败则使用0
|
||||
if typeof(value_a) == TYPE_STRING:
|
||||
value_a = int(value_a) if value_a.is_valid_int() else 0
|
||||
if typeof(value_b) == TYPE_STRING:
|
||||
value_b = int(value_b) if value_b.is_valid_int() else 0
|
||||
|
||||
# 执行排序比较
|
||||
if current_sort_ascending:
|
||||
return value_a < value_b
|
||||
else:
|
||||
return value_a > value_b
|
||||
|
||||
# 按品质过滤成熟物
|
||||
func _filter_by_quality(quality: String):
|
||||
current_filter_quality = quality
|
||||
update_crop_warehouse_ui()
|
||||
|
||||
# 按指定键排序
|
||||
func _sort_by(sort_key: String):
|
||||
# 切换排序方向或设置新排序键
|
||||
if current_sort_key == sort_key:
|
||||
current_sort_ascending = !current_sort_ascending
|
||||
else:
|
||||
current_sort_key = sort_key
|
||||
current_sort_ascending = true
|
||||
|
||||
update_crop_warehouse_ui()
|
||||
|
||||
# 创建作物按钮
|
||||
func _create_crop_button(crop_name: String, crop_quality: String) -> Button:
|
||||
# 根据品质选择相应的进度条
|
||||
var button = main_game.item_button.duplicate()
|
||||
|
||||
# 确保按钮可见并可点击
|
||||
button.visible = true
|
||||
button.disabled = false
|
||||
button.focus_mode = Control.FOCUS_ALL
|
||||
|
||||
# 设置按钮文本
|
||||
var display_name = crop_name
|
||||
if main_game.can_planted_crop.has(crop_name):
|
||||
var mature_name = main_game.can_planted_crop[crop_name].get("成熟物名称")
|
||||
if mature_name != null and mature_name != "":
|
||||
display_name = mature_name
|
||||
else:
|
||||
display_name = main_game.can_planted_crop[crop_name].get("作物名称", crop_name)
|
||||
button.text = str(crop_quality + "-" + display_name)
|
||||
|
||||
# 添加工具提示 (tooltip)
|
||||
if main_game.can_planted_crop.has(crop_name):
|
||||
var crop = main_game.can_planted_crop[crop_name]
|
||||
|
||||
# 将成熟时间从秒转换为天时分秒格式
|
||||
var total_seconds = int(crop["生长时间"])
|
||||
|
||||
# 定义时间单位换算
|
||||
var SECONDS_PER_MINUTE = 60
|
||||
var SECONDS_PER_HOUR = 3600
|
||||
var SECONDS_PER_DAY = 86400
|
||||
|
||||
# 计算各时间单位
|
||||
var days = total_seconds / SECONDS_PER_DAY
|
||||
total_seconds %= SECONDS_PER_DAY
|
||||
|
||||
var hours = total_seconds / SECONDS_PER_HOUR
|
||||
total_seconds %= SECONDS_PER_HOUR
|
||||
|
||||
var minutes = total_seconds / SECONDS_PER_MINUTE
|
||||
var seconds = total_seconds % SECONDS_PER_MINUTE
|
||||
|
||||
# 构建时间字符串(只显示有值的单位)
|
||||
var time_str = ""
|
||||
if days > 0:
|
||||
time_str += str(days) + "天"
|
||||
if hours > 0:
|
||||
time_str += str(hours) + "小时"
|
||||
if minutes > 0:
|
||||
time_str += str(minutes) + "分钟"
|
||||
if seconds > 0:
|
||||
time_str += str(seconds) + "秒"
|
||||
|
||||
button.tooltip_text = str(
|
||||
"作物: " + display_name + "\n" +
|
||||
"品质: " + crop_quality + "\n" +
|
||||
"原价格: " + str(crop["花费"]) + "元\n" +
|
||||
"成熟时间: " + time_str + "\n" +
|
||||
"原收益: " + str(crop["收益"]) + "元\n" +
|
||||
"需求等级: " + str(crop["等级"]) + "\n" +
|
||||
"耐候性: " + str(crop["耐候性"]) + "\n" +
|
||||
"经验: " + str(crop["经验"]) + "点\n" +
|
||||
"描述: " + str(crop["描述"])
|
||||
)
|
||||
|
||||
# 如果按钮有标题标签,设置标题
|
||||
if button.has_node("Title"):
|
||||
button.get_node("Title").text = crop_quality
|
||||
match crop_quality:
|
||||
"普通":
|
||||
button.get_node("Title").modulate = Color.HONEYDEW#白色
|
||||
"优良":
|
||||
button.get_node("Title").modulate =Color.DODGER_BLUE#深蓝色
|
||||
"稀有":
|
||||
button.get_node("Title").modulate =Color.HOT_PINK#品红色
|
||||
"史诗":
|
||||
button.get_node("Title").modulate =Color.YELLOW#黄色
|
||||
"传奇":
|
||||
button.get_node("Title").modulate =Color.ORANGE_RED#红色
|
||||
|
||||
# 更新按钮的作物图片(使用收获物.webp)
|
||||
_update_button_crop_image(button, crop_name)
|
||||
|
||||
return button
|
||||
|
||||
# 正常模式下的成熟物点击处理
|
||||
func _on_crop_selected(crop_name, crop_count):
|
||||
# 获取作物信息面板的引用
|
||||
var crop_inform_panel = get_node("/root/main/UI/SmallPanel/CropInformPanel")
|
||||
if crop_inform_panel and crop_inform_panel.has_method("show_crop_info"):
|
||||
# 打开作物信息面板并传递作物数据
|
||||
crop_inform_panel.show_crop_info(crop_name, crop_count)
|
||||
else:
|
||||
# 如果作物信息面板不可用,显示Toast作为后备方案
|
||||
var info_text = ""
|
||||
|
||||
if main_game.can_planted_crop.has(crop_name):
|
||||
var crop = main_game.can_planted_crop[crop_name]
|
||||
var display_name = crop_name
|
||||
var mature_name = crop.get("成熟物名称")
|
||||
if mature_name != null and mature_name != "":
|
||||
display_name = mature_name
|
||||
else:
|
||||
display_name = crop.get("作物名称", crop_name)
|
||||
var quality = crop.get("品质", "未知")
|
||||
var price = crop.get("花费", 0)
|
||||
var grow_time = crop.get("生长时间", 0)
|
||||
var profit = crop.get("收益", 0)
|
||||
var level_req = crop.get("等级", 1)
|
||||
|
||||
# 将成熟时间转换为可读格式
|
||||
var time_str = ""
|
||||
var total_seconds = int(grow_time)
|
||||
var hours = total_seconds / 3600
|
||||
var minutes = (total_seconds % 3600) / 60
|
||||
var seconds = total_seconds % 60
|
||||
|
||||
if hours > 0:
|
||||
time_str += str(hours) + "小时"
|
||||
if minutes > 0:
|
||||
time_str += str(minutes) + "分钟"
|
||||
if seconds > 0:
|
||||
time_str += str(seconds) + "秒"
|
||||
|
||||
info_text = quality + "-" + display_name + " (数量: " + str(crop_count) + ")\n"
|
||||
info_text += "原价格: " + str(price) + "元, 原收益: " + str(profit) + "元\n"
|
||||
info_text += "成熟时间: " + time_str + ", 需求等级: " + str(level_req) + "\n"
|
||||
info_text += "这是收获的成熟品,可以用于出售或其他用途"
|
||||
else:
|
||||
info_text = crop_name + " (数量: " + str(crop_count) + ")"
|
||||
|
||||
Toast.show(info_text, Color.GOLD, 3.0, 1.0)
|
||||
|
||||
# 访问模式下的成熟物点击处理
|
||||
func _on_visit_crop_selected(crop_name, crop_count):
|
||||
# 显示成熟物信息
|
||||
var info_text = ""
|
||||
|
||||
if main_game.can_planted_crop.has(crop_name):
|
||||
var crop = main_game.can_planted_crop[crop_name]
|
||||
var display_name = crop_name
|
||||
var mature_name = crop.get("成熟物名称")
|
||||
if mature_name != null and mature_name != "":
|
||||
display_name = mature_name
|
||||
else:
|
||||
display_name = crop.get("作物名称", crop_name)
|
||||
var quality = crop.get("品质", "未知")
|
||||
var price = crop.get("花费", 0)
|
||||
var grow_time = crop.get("生长时间", 0)
|
||||
var profit = crop.get("收益", 0)
|
||||
var level_req = crop.get("等级", 1)
|
||||
|
||||
# 将成熟时间转换为可读格式
|
||||
var time_str = ""
|
||||
var total_seconds = int(grow_time)
|
||||
var hours = total_seconds / 3600
|
||||
var minutes = (total_seconds % 3600) / 60
|
||||
var seconds = total_seconds % 60
|
||||
|
||||
if hours > 0:
|
||||
time_str += str(hours) + "小时"
|
||||
if minutes > 0:
|
||||
time_str += str(minutes) + "分钟"
|
||||
if seconds > 0:
|
||||
time_str += str(seconds) + "秒"
|
||||
|
||||
info_text = quality + "-" + display_name + " (数量: " + str(crop_count) + ")\n"
|
||||
info_text += "原价格: " + str(price) + "元, 原收益: " + str(profit) + "元\n"
|
||||
info_text += "成熟时间: " + time_str + ", 需求等级: " + str(level_req)
|
||||
else:
|
||||
info_text = crop_name + " (数量: " + str(crop_count) + ")"
|
||||
|
||||
Toast.show(info_text, Color.CYAN, 3.0, 1.0)
|
||||
|
||||
# 宠物喂食模式下的作物选择处理
|
||||
func _on_crop_feed_selected(crop_name: String, crop_count: int):
|
||||
if not is_pet_feeding_mode or current_pet_data.is_empty():
|
||||
Toast.show("当前不在宠物喂食模式", Color.RED, 2.0, 1.0)
|
||||
return
|
||||
|
||||
# 检查作物是否有喂养效果
|
||||
var crop_data = main_game.can_planted_crop.get(crop_name, {})
|
||||
if not crop_data.has("喂养效果"):
|
||||
Toast.show("该作物没有喂养效果", Color.RED, 2.0, 1.0)
|
||||
return
|
||||
|
||||
# 获取喂养效果
|
||||
var feed_effects = crop_data.get("喂养效果", {})
|
||||
|
||||
# 获取宠物信息
|
||||
var pet_name = current_pet_data.get("pet_name", "未知宠物")
|
||||
var pet_id = current_pet_data.get("pet_id", "")
|
||||
|
||||
if pet_id == "":
|
||||
Toast.show("宠物ID无效", Color.RED, 2.0, 1.0)
|
||||
return
|
||||
|
||||
# 构建效果描述
|
||||
var effect_descriptions = []
|
||||
for effect_name in feed_effects:
|
||||
var effect_value = feed_effects[effect_name]
|
||||
if effect_value > 0:
|
||||
effect_descriptions.append(effect_name + "+" + str(effect_value))
|
||||
|
||||
var effect_text = ",".join(effect_descriptions) if effect_descriptions.size() > 0 else "无效果"
|
||||
|
||||
# 获取显示名称
|
||||
var display_name = crop_name
|
||||
if main_game.can_planted_crop.has(crop_name):
|
||||
var mature_name = main_game.can_planted_crop[crop_name].get("成熟物名称")
|
||||
if mature_name != null and mature_name != "":
|
||||
display_name = mature_name
|
||||
else:
|
||||
display_name = main_game.can_planted_crop[crop_name].get("作物名称", crop_name)
|
||||
|
||||
# 显示确认对话框
|
||||
var confirm_text = str(
|
||||
"确认喂食 " + pet_name + " 吗?\n\n" +
|
||||
"作物:" + display_name + "\n" +
|
||||
"效果:" + effect_text + "\n\n" +
|
||||
"确认后将消耗1个" + display_name
|
||||
)
|
||||
|
||||
_show_feed_confirmation_dialog(confirm_text, crop_name, pet_id, feed_effects)
|
||||
|
||||
# 显示喂食确认对话框
|
||||
func _show_feed_confirmation_dialog(confirm_text: String, crop_name: String, pet_id: String, feed_effects: Dictionary):
|
||||
var confirm_dialog = AcceptDialog.new()
|
||||
confirm_dialog.dialog_text = confirm_text
|
||||
confirm_dialog.title = "宠物喂食确认"
|
||||
confirm_dialog.ok_button_text = "确认喂食"
|
||||
confirm_dialog.add_cancel_button("取消")
|
||||
|
||||
# 添加到场景
|
||||
add_child(confirm_dialog)
|
||||
|
||||
# 连接信号
|
||||
confirm_dialog.confirmed.connect(_on_confirm_feed_pet.bind(crop_name, pet_id, feed_effects, confirm_dialog))
|
||||
confirm_dialog.canceled.connect(_on_cancel_feed_pet.bind(confirm_dialog))
|
||||
|
||||
# 显示对话框
|
||||
confirm_dialog.popup_centered()
|
||||
|
||||
# 确认喂食宠物
|
||||
func _on_confirm_feed_pet(crop_name: String, pet_id: String, feed_effects: Dictionary, dialog: AcceptDialog):
|
||||
# 发送喂食请求到服务器
|
||||
_send_feed_pet_request(crop_name, pet_id, feed_effects)
|
||||
dialog.queue_free()
|
||||
|
||||
# 取消喂食宠物
|
||||
func _on_cancel_feed_pet(dialog: AcceptDialog):
|
||||
dialog.queue_free()
|
||||
|
||||
# 发送喂食宠物请求
|
||||
func _send_feed_pet_request(crop_name: String, pet_id: String, feed_effects: Dictionary):
|
||||
if not tcp_network_manager_panel or not tcp_network_manager_panel.has_method("send_message"):
|
||||
Toast.show("网络功能不可用", Color.RED, 2.0, 1.0)
|
||||
return
|
||||
|
||||
# 构建喂食请求消息
|
||||
var message = {
|
||||
"type": "feed_pet",
|
||||
"pet_id": pet_id,
|
||||
"crop_name": crop_name,
|
||||
"feed_effects": feed_effects
|
||||
}
|
||||
|
||||
# 发送请求
|
||||
tcp_network_manager_panel.send_message(message)
|
||||
|
||||
# 退出喂食模式
|
||||
set_pet_feeding_mode(false)
|
||||
self.hide()
|
||||
|
||||
|
||||
|
||||
# 获取作物的收获物图片(用于仓库显示)
|
||||
func _get_crop_harvest_texture(crop_name: String) -> Texture2D:
|
||||
# 使用作物键名(而不是成熟物名称)来构建图片路径
|
||||
# crop_name 是作物的键名,如"可可豆"、"向日葵"等
|
||||
var crop_path = "res://assets/作物/" + crop_name + "/"
|
||||
var harvest_texture_path = crop_path + "收获物.webp"
|
||||
|
||||
if ResourceLoader.exists(harvest_texture_path):
|
||||
var texture = load(harvest_texture_path)
|
||||
if texture:
|
||||
print("仓库加载作物收获物图片:", crop_name)
|
||||
return texture
|
||||
|
||||
# 如果没有找到,使用默认的收获物图片
|
||||
var default_harvest_path = "res://assets/作物/默认/收获物.webp"
|
||||
if ResourceLoader.exists(default_harvest_path):
|
||||
var texture = load(default_harvest_path)
|
||||
if texture:
|
||||
print("仓库使用默认收获物图片:", crop_name)
|
||||
return texture
|
||||
|
||||
return null
|
||||
|
||||
# 更新按钮的作物图片
|
||||
func _update_button_crop_image(button: Button, crop_name: String):
|
||||
# 检查按钮是否有CropImage节点
|
||||
var crop_image = button.get_node_or_null("CropImage")
|
||||
if not crop_image:
|
||||
print("仓库按钮没有找到CropImage节点:", button.name)
|
||||
return
|
||||
|
||||
# 获取作物的收获物图片
|
||||
var texture = _get_crop_harvest_texture(crop_name)
|
||||
|
||||
if texture:
|
||||
# CropImage是Sprite2D,直接设置texture属性
|
||||
crop_image.texture = texture
|
||||
crop_image.visible = true
|
||||
else:
|
||||
crop_image.visible = false
|
||||
print("仓库无法获取作物收获物图片:", crop_name)
|
||||
|
||||
|
||||
#=========================面板通用处理=========================
|
||||
#手动刷新作物仓库面板
|
||||
func _on_refresh_button_pressed() -> void:
|
||||
# 刷新作物仓库UI
|
||||
update_crop_warehouse_ui()
|
||||
Toast.show("作物仓库已刷新", Color.GREEN, 2.0, 1.0)
|
||||
|
||||
# 关闭作物仓库面板
|
||||
func _on_quit_button_pressed():
|
||||
|
||||
# 如果是宠物喂食模式,退出该模式
|
||||
if is_pet_feeding_mode:
|
||||
set_pet_feeding_mode(false)
|
||||
|
||||
self.hide()
|
||||
|
||||
#面板显示与隐藏切换处理
|
||||
func _on_visibility_changed():
|
||||
if visible:
|
||||
GlobalVariables.isZoomDisabled = true
|
||||
# 面板显示时请求同步最新的背包数据
|
||||
tcp_network_manager_panel.send_sync_bag_data_request()
|
||||
update_crop_warehouse_ui()
|
||||
pass
|
||||
else:
|
||||
GlobalVariables.isZoomDisabled = false
|
||||
pass
|
||||
|
||||
#=========================面板通用处理=========================
|
||||
@@ -0,0 +1 @@
|
||||
uid://ptdj0qmobihd
|
||||
225
SproutFarm-Frontend/Script/BigPanel/DailyCheckInPanel.gd
Normal file
225
SproutFarm-Frontend/Script/BigPanel/DailyCheckInPanel.gd
Normal file
@@ -0,0 +1,225 @@
|
||||
extends Panel
|
||||
class_name DailyCheckInPanel
|
||||
|
||||
signal check_in_completed(rewards: Dictionary)
|
||||
signal check_in_failed(error_message: String)
|
||||
|
||||
@onready var daily_check_in_history: RichTextLabel = $Scroll/DailyCheckInHistory
|
||||
@onready var daily_check_in_reward: RichTextLabel = $DailyCheckInReward
|
||||
@onready var daily_check_in_button: Button = $DailyCheckInButton
|
||||
@onready var main_game = get_node("/root/main")
|
||||
@onready var tcp_network_manager_panel: Panel = $'../TCPNetworkManagerPanel'
|
||||
|
||||
@onready var confirm_dialog: ConfirmationDialog = $ConfirmDialog #确认弹窗
|
||||
|
||||
|
||||
var check_in_history: Dictionary = {}
|
||||
var consecutive_days: int = 0
|
||||
var has_checked_in_today: bool = false
|
||||
|
||||
func _ready() -> void:
|
||||
visibility_changed.connect(_on_visibility_changed)
|
||||
_initialize_system()
|
||||
|
||||
func _initialize_system() -> void:
|
||||
daily_check_in_reward.hide()
|
||||
_update_display()
|
||||
_check_daily_status()
|
||||
|
||||
if tcp_network_manager_panel and tcp_network_manager_panel.is_connected_to_server():
|
||||
tcp_network_manager_panel.sendGetCheckInData()
|
||||
|
||||
func handle_daily_check_in_response(response: Dictionary) -> void:
|
||||
var success = response.get("success", false)
|
||||
var message = response.get("message", "")
|
||||
|
||||
if success:
|
||||
var rewards = response.get("rewards", {})
|
||||
consecutive_days = response.get("consecutive_days", 0)
|
||||
has_checked_in_today = true
|
||||
|
||||
# 显示奖励内容
|
||||
_show_reward_content(rewards)
|
||||
|
||||
_set_button_state(false, "已签到", Color(0.7, 0.7, 0.7, 1))
|
||||
|
||||
check_in_completed.emit(rewards)
|
||||
Toast.show(message, Color.GREEN)
|
||||
else:
|
||||
has_checked_in_today = response.get("has_checked_in", false)
|
||||
_set_button_state(false, "已签到", Color(0.7, 0.7, 0.7, 1)) if has_checked_in_today else _set_button_state(true, "签到", Color(1, 1, 0.52549, 1))
|
||||
check_in_failed.emit(message)
|
||||
Toast.show(message, Color.RED)
|
||||
|
||||
func handle_check_in_data_response(response: Dictionary) -> void:
|
||||
var success = response.get("success", false)
|
||||
|
||||
if success:
|
||||
check_in_history = response.get("check_in_data", {})
|
||||
consecutive_days = response.get("consecutive_days", 0)
|
||||
has_checked_in_today = response.get("has_checked_in_today", false)
|
||||
|
||||
_update_display()
|
||||
_check_daily_status()
|
||||
|
||||
func _check_daily_status() -> void:
|
||||
if has_checked_in_today:
|
||||
_set_button_state(false, "已签到", Color(0.7, 0.7, 0.7, 1))
|
||||
else:
|
||||
_set_button_state(true, "签到", Color(1, 1, 0.52549, 1))
|
||||
|
||||
func _set_button_state(enabled: bool, text: String, color: Color) -> void:
|
||||
daily_check_in_button.disabled = not enabled
|
||||
daily_check_in_button.text = text
|
||||
daily_check_in_button.modulate = color
|
||||
|
||||
func execute_check_in() -> void:
|
||||
if has_checked_in_today:
|
||||
Toast.show("今日已签到,请明日再来", Color.ORANGE)
|
||||
return
|
||||
|
||||
if not tcp_network_manager_panel or not tcp_network_manager_panel.is_connected_to_server():
|
||||
Toast.show("未连接到服务器,无法签到", Color.RED)
|
||||
return
|
||||
|
||||
tcp_network_manager_panel.sendDailyCheckIn()
|
||||
daily_check_in_button.disabled = true
|
||||
daily_check_in_button.text = "签到中..."
|
||||
|
||||
await get_tree().create_timer(3.0).timeout
|
||||
if daily_check_in_button.disabled and daily_check_in_button.text == "签到中...":
|
||||
daily_check_in_button.disabled = false
|
||||
daily_check_in_button.text = "签到"
|
||||
|
||||
|
||||
func _format_reward_text(rewards: Dictionary) -> String:
|
||||
var text = ""
|
||||
|
||||
text += "[center][color=#FF69B4]🔥 连续签到第%d天 🔥[/color][/center]\n" % consecutive_days
|
||||
if consecutive_days > 1:
|
||||
var multiplier = 1.0 + (consecutive_days - 1) * 0.1
|
||||
multiplier = min(multiplier, 3.0)
|
||||
text += "[center][color=#90EE90]奖励倍数: %.1fx[/color][/center]\n\n" % multiplier
|
||||
else:
|
||||
text += "\n"
|
||||
|
||||
if rewards.has("coins"):
|
||||
text += "[color=#FFD700]💰 +%d 金币[/color]\n" % rewards.coins
|
||||
|
||||
if rewards.has("exp"):
|
||||
text += "[color=#00BFFF]⭐ +%d 经验[/color]\n" % rewards.exp
|
||||
|
||||
if rewards.has("seeds") and rewards.seeds.size() > 0:
|
||||
for seed_reward in rewards.seeds:
|
||||
var seed_name = seed_reward.name
|
||||
var quantity = seed_reward.quantity
|
||||
var quality = seed_reward.quality
|
||||
var rarity_color = _get_rarity_color(quality)
|
||||
|
||||
text += "[color=%s]🌱 %s x%d[/color] [color=%s](%s)[/color]\n" % [
|
||||
rarity_color, seed_name, quantity, rarity_color, quality
|
||||
]
|
||||
|
||||
if rewards.has("bonus_coins"):
|
||||
text += "\n[color=#FFD700]🎁 连续签到奖励:[/color]\n"
|
||||
text += "[color=#FFD700]💰 +%d 额外金币[/color] [color=#FFD700]✨[/color]\n" % rewards.bonus_coins
|
||||
|
||||
if rewards.has("bonus_exp"):
|
||||
if not rewards.has("bonus_coins"):
|
||||
text += "\n[color=#FFD700]🎁 连续签到奖励:[/color]\n"
|
||||
text += "[color=#00BFFF]⭐ +%d 额外经验[/color] [color=#FFD700]✨[/color]\n" % rewards.bonus_exp
|
||||
|
||||
var next_bonus_day = 0
|
||||
if consecutive_days < 3:
|
||||
next_bonus_day = 3
|
||||
elif consecutive_days < 7:
|
||||
next_bonus_day = 7
|
||||
elif consecutive_days < 14:
|
||||
next_bonus_day = 14
|
||||
elif consecutive_days < 21:
|
||||
next_bonus_day = 21
|
||||
elif consecutive_days < 30:
|
||||
next_bonus_day = 30
|
||||
|
||||
if next_bonus_day > 0:
|
||||
var days_needed = next_bonus_day - consecutive_days
|
||||
text += "\n[center][color=#87CEEB]再签到%d天可获得特殊奖励![/color][/center]" % days_needed
|
||||
|
||||
return text
|
||||
|
||||
func _get_rarity_color(rarity: String) -> String:
|
||||
match rarity:
|
||||
"普通": return "#90EE90"
|
||||
"优良": return "#87CEEB"
|
||||
"稀有": return "#DDA0DD"
|
||||
"史诗": return "#9932CC"
|
||||
"传奇": return "#FF8C00"
|
||||
_: return "#FFFFFF"
|
||||
|
||||
func _show_reward_content(rewards: Dictionary) -> void:
|
||||
var reward_text = _format_reward_text(rewards)
|
||||
daily_check_in_reward.text = reward_text
|
||||
daily_check_in_reward.show()
|
||||
|
||||
func _update_display() -> void:
|
||||
var history_text = "[center][color=#FFB6C1]📋 签到历史[/color][/center]\n"
|
||||
|
||||
if consecutive_days > 0:
|
||||
history_text += "[center][color=#FF69B4]🔥 当前连续签到: %d天[/color][/center]\n" % consecutive_days
|
||||
if consecutive_days >= 30:
|
||||
history_text += "[center][color=#FFD700]⭐ 已达到最高连击等级! ⭐[/color][/center]\n"
|
||||
else:
|
||||
history_text += "[center][color=#DDDDDD]还未开始连续签到[/color][/center]\n"
|
||||
|
||||
history_text += "\n"
|
||||
|
||||
if check_in_history.size() == 0:
|
||||
history_text += "[center][color=#DDDDDD]暂无签到记录[/color][/center]"
|
||||
else:
|
||||
# 按时间排序显示历史记录
|
||||
var sorted_times = check_in_history.keys()
|
||||
sorted_times.sort()
|
||||
sorted_times.reverse()
|
||||
|
||||
for time_key in sorted_times:
|
||||
var reward_text = check_in_history[time_key]
|
||||
history_text += "[color=#87CEEB]%s[/color] [color=#90EE90]%s[/color]\n" % [time_key, reward_text]
|
||||
history_text += "---------------------------------------------\n"
|
||||
|
||||
daily_check_in_history.text = history_text
|
||||
|
||||
# 事件处理
|
||||
func _on_quit_button_pressed() -> void:
|
||||
self.hide()
|
||||
|
||||
func _on_daily_check_in_button_pressed() -> void:
|
||||
# 显示确认弹窗
|
||||
confirm_dialog.title = "每日签到确认"
|
||||
confirm_dialog.dialog_text = "确定要进行今日签到吗?\n签到可获得金币、经验和种子奖励!"
|
||||
confirm_dialog.popup_centered()
|
||||
|
||||
# 连接确认信号(如果还没连接的话)
|
||||
if not confirm_dialog.confirmed.is_connected(_on_confirm_check_in):
|
||||
confirm_dialog.confirmed.connect(_on_confirm_check_in)
|
||||
|
||||
func _on_confirm_check_in() -> void:
|
||||
execute_check_in()
|
||||
|
||||
func _on_visibility_changed():
|
||||
if visible:
|
||||
GlobalVariables.isZoomDisabled = true
|
||||
else:
|
||||
GlobalVariables.isZoomDisabled = false
|
||||
|
||||
# 公共接口
|
||||
func refresh_check_in_data() -> void:
|
||||
if tcp_network_manager_panel and tcp_network_manager_panel.is_connected_to_server():
|
||||
tcp_network_manager_panel.sendGetCheckInData()
|
||||
|
||||
func get_check_in_status() -> Dictionary:
|
||||
return {
|
||||
"has_checked_in_today": has_checked_in_today,
|
||||
"consecutive_days": consecutive_days
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1 @@
|
||||
uid://c0jfbtkh0mj5b
|
||||
571
SproutFarm-Frontend/Script/BigPanel/ItemBagPanel.gd
Normal file
571
SproutFarm-Frontend/Script/BigPanel/ItemBagPanel.gd
Normal file
@@ -0,0 +1,571 @@
|
||||
extends Panel
|
||||
# 这是道具背包面板,用来显示玩家获得的道具
|
||||
|
||||
# 道具背包格子容器
|
||||
@onready var bag_grid: GridContainer = $ScrollContainer/Bag_Grid
|
||||
@onready var quit_button : Button = $QuitButton
|
||||
@onready var refresh_button : Button = $RefreshButton
|
||||
|
||||
# 预添加常用的面板
|
||||
@onready var main_game = get_node("/root/main")
|
||||
|
||||
@onready var lucky_draw_panel: LuckyDrawPanel = $'../LuckyDrawPanel'
|
||||
@onready var daily_check_in_panel: DailyCheckInPanel = $'../DailyCheckInPanel'
|
||||
@onready var tcp_network_manager_panel: Panel = $'../TCPNetworkManagerPanel'
|
||||
@onready var item_store_panel: Panel = $'../ItemStorePanel'
|
||||
@onready var player_bag_panel: Panel = $'../PlayerBagPanel'
|
||||
@onready var crop_warehouse_panel: Panel = $'../CropWarehousePanel'
|
||||
@onready var crop_store_panel: Panel = $'../CropStorePanel'
|
||||
@onready var player_ranking_panel: Panel = $'../PlayerRankingPanel'
|
||||
@onready var login_panel: PanelContainer = $'../LoginPanel'
|
||||
|
||||
|
||||
# 道具使用状态
|
||||
var selected_item_name: String = ""
|
||||
var selected_item_button: Button = null
|
||||
var is_item_selected: bool = false
|
||||
|
||||
# 宠物使用道具模式
|
||||
var is_pet_item_mode: bool = false
|
||||
var current_pet_data: Dictionary = {}
|
||||
|
||||
# 准备函数
|
||||
func _ready():
|
||||
# 连接可见性改变信号
|
||||
visibility_changed.connect(_on_visibility_changed)
|
||||
# 隐藏面板(初始默认隐藏)
|
||||
self.hide()
|
||||
|
||||
|
||||
# 异步更新道具背包UI
|
||||
func _update_item_bag_ui_async():
|
||||
# 清空道具背包格子
|
||||
for child in bag_grid.get_children():
|
||||
child.queue_free()
|
||||
|
||||
# 等待一帧确保子节点被清理
|
||||
await get_tree().process_frame
|
||||
|
||||
# 为背包中的每个道具创建按钮
|
||||
for item_data in main_game.item_bag:
|
||||
var item_name = item_data["name"]
|
||||
var item_count = item_data["count"]
|
||||
|
||||
# 创建道具按钮
|
||||
var button = _create_item_button(item_name)
|
||||
|
||||
# 更新按钮文本显示数量
|
||||
button.text = str(item_name + "\n数量:" + str(item_count))
|
||||
|
||||
# 根据是否处于访问模式连接不同的事件
|
||||
if main_game.is_visiting_mode:
|
||||
# 访问模式下,点击道具只显示信息,不能使用
|
||||
button.pressed.connect(func(): _on_visit_item_selected(item_name, item_count))
|
||||
else:
|
||||
# 正常模式下,连接道具选择事件
|
||||
button.pressed.connect(func(): _on_item_selected(item_name, item_count, button))
|
||||
|
||||
bag_grid.add_child(button)
|
||||
|
||||
# 初始化道具背包
|
||||
func init_item_bag():
|
||||
# 清空道具背包格子
|
||||
for child in bag_grid.get_children():
|
||||
child.queue_free()
|
||||
|
||||
# 重置筛选状态为显示全部
|
||||
current_filter_type = "全部"
|
||||
# 显示背包中的道具
|
||||
update_item_bag_ui()
|
||||
|
||||
# 更新道具背包UI(同步版本,用于刷新按钮)
|
||||
func update_item_bag_ui():
|
||||
# 清空道具背包格子
|
||||
for child in bag_grid.get_children():
|
||||
child.queue_free()
|
||||
|
||||
# 获取过滤后的道具列表
|
||||
var filtered_items = _get_filtered_items()
|
||||
|
||||
# 输出筛选统计信息
|
||||
print("道具背包筛选结果: ", current_filter_type, " - 共 ", filtered_items.size(), " 个道具")
|
||||
|
||||
# 为背包中的每个道具创建按钮
|
||||
for item_data in filtered_items:
|
||||
var item_name = item_data["name"]
|
||||
var item_count = item_data["count"]
|
||||
|
||||
# 创建道具按钮
|
||||
var button = _create_item_button(item_name)
|
||||
|
||||
# 更新按钮文本显示数量
|
||||
button.text = str(item_name + "\n数量:" + str(item_count))
|
||||
|
||||
# 根据模式连接不同的事件
|
||||
if main_game.is_visiting_mode:
|
||||
# 访问模式下,点击道具只显示信息,不能使用
|
||||
button.pressed.connect(func(): _on_visit_item_selected(item_name, item_count))
|
||||
elif is_pet_item_mode:
|
||||
# 宠物使用道具模式下,连接宠物道具选择事件
|
||||
button.pressed.connect(func(): _on_pet_item_selected(item_name, item_count))
|
||||
else:
|
||||
# 正常模式下,连接道具选择事件
|
||||
button.pressed.connect(func(): _on_item_selected(item_name, item_count, button))
|
||||
|
||||
bag_grid.add_child(button)
|
||||
|
||||
# 创建道具按钮
|
||||
func _create_item_button(item_name: String) -> Button:
|
||||
# 使用绿色按钮作为道具按钮的默认样式
|
||||
var button = main_game.item_button.duplicate()
|
||||
|
||||
# 确保按钮可见并可点击
|
||||
button.visible = true
|
||||
button.disabled = false
|
||||
button.focus_mode = Control.FOCUS_ALL
|
||||
|
||||
# 设置按钮文本
|
||||
button.text = item_name
|
||||
|
||||
# 添加工具提示,从item_config.json获取道具信息
|
||||
var item_config = _load_item_config()
|
||||
if item_config and item_config.has(item_name):
|
||||
var item_info = item_config[item_name]
|
||||
var description = item_info.get("描述", "暂无描述")
|
||||
var cost = item_info.get("花费", 0)
|
||||
|
||||
button.tooltip_text = str(
|
||||
"道具: " + item_name + "\n" +
|
||||
"价格: " + str(cost) + "元\n" +
|
||||
"描述: " + description + "\n" +
|
||||
"点击选择道具,然后对地块使用"
|
||||
)
|
||||
else:
|
||||
button.tooltip_text = str("道具: " + item_name + "\n描述: 暂无信息")
|
||||
|
||||
# 如果按钮有标题标签,设置标题
|
||||
if button.has_node("Title"):
|
||||
button.get_node("Title").text = "道具"
|
||||
button.get_node("Title").modulate = Color.CYAN # 道具标题使用青色
|
||||
|
||||
# 更新按钮的道具图片
|
||||
_update_button_item_image(button, item_name)
|
||||
|
||||
return button
|
||||
|
||||
# 从主游戏脚本获取道具配置数据
|
||||
func _load_item_config() -> Dictionary:
|
||||
# 从主游戏脚本的全局变量获取道具配置数据
|
||||
if main_game.item_config_data.size() > 0:
|
||||
return main_game.item_config_data
|
||||
else:
|
||||
print("道具背包:主游戏脚本中没有道具配置数据")
|
||||
return {}
|
||||
|
||||
# 设置宠物使用道具模式
|
||||
func set_pet_item_mode(enabled: bool, pet_data: Dictionary = {}):
|
||||
is_pet_item_mode = enabled
|
||||
current_pet_data = pet_data
|
||||
|
||||
# 刷新UI以应用新的模式
|
||||
update_item_bag_ui()
|
||||
|
||||
# 获取过滤后的道具列表
|
||||
func _get_filtered_items() -> Array:
|
||||
var filtered_items = []
|
||||
|
||||
for item_data in main_game.item_bag:
|
||||
var item_name = item_data["name"]
|
||||
|
||||
# 如果是宠物使用道具模式,只显示宠物道具
|
||||
if is_pet_item_mode:
|
||||
if _is_pet_item(item_name):
|
||||
filtered_items.append(item_data)
|
||||
else:
|
||||
# 正常模式下,应用筛选条件
|
||||
if _is_item_match_filter(item_name):
|
||||
filtered_items.append(item_data)
|
||||
|
||||
return filtered_items
|
||||
|
||||
# 检查是否为宠物道具
|
||||
func _is_pet_item(item_name: String) -> bool:
|
||||
var item_config = _load_item_config()
|
||||
if item_config and item_config.has(item_name):
|
||||
var item_info = item_config[item_name]
|
||||
var item_type = item_info.get("类型", "")
|
||||
return item_type == "宠物道具"
|
||||
return false
|
||||
|
||||
|
||||
# 正常模式下的道具点击处理 - 选择道具
|
||||
func _on_item_selected(item_name: String, item_count: int, button: Button):
|
||||
# 检查道具是否可以使用
|
||||
if not _is_item_usable(item_name):
|
||||
# 显示道具信息
|
||||
_show_item_info(item_name, item_count)
|
||||
return
|
||||
|
||||
# 检查是否为农场道具(直接使用类型)
|
||||
if _is_farm_item(item_name):
|
||||
# 农场道具直接使用,显示确认对话框
|
||||
_show_farm_item_confirmation_dialog(item_name, item_count)
|
||||
return
|
||||
|
||||
# 取消之前选择的道具
|
||||
if selected_item_button and selected_item_button != button:
|
||||
_deselect_item()
|
||||
|
||||
if selected_item_name == item_name:
|
||||
# 如果点击的是已选择的道具,取消选择
|
||||
_deselect_item()
|
||||
Toast.show("已取消选择道具", Color.YELLOW, 2.0, 1.0)
|
||||
else:
|
||||
# 选择新道具
|
||||
_select_item(item_name, button)
|
||||
#点击后关闭玩家道具面板
|
||||
_on_quit_button_pressed()
|
||||
Toast.show("已选择 " + item_name + ",点击地块使用道具", Color.CYAN, 3.0, 1.0)
|
||||
|
||||
# 选择道具
|
||||
func _select_item(item_name: String, button: Button):
|
||||
selected_item_name = item_name
|
||||
selected_item_button = button
|
||||
is_item_selected = true
|
||||
|
||||
# 设置全局选择状态
|
||||
main_game.selected_item_name = item_name
|
||||
main_game.is_item_selected = true
|
||||
|
||||
# 更改按钮样式表示选中
|
||||
if button.has_node("Title"):
|
||||
button.get_node("Title").modulate = Color.YELLOW # 选中时使用黄色
|
||||
|
||||
# 取消选择道具
|
||||
func _deselect_item():
|
||||
selected_item_name = ""
|
||||
is_item_selected = false
|
||||
|
||||
# 清除全局选择状态
|
||||
main_game.selected_item_name = ""
|
||||
main_game.is_item_selected = false
|
||||
|
||||
# 恢复按钮样式
|
||||
if selected_item_button and selected_item_button.has_node("Title"):
|
||||
selected_item_button.get_node("Title").modulate = Color.CYAN
|
||||
|
||||
selected_item_button = null
|
||||
|
||||
# 检查道具是否可以使用
|
||||
func _is_item_usable(item_name: String) -> bool:
|
||||
# 根据道具类型判断是否可以使用
|
||||
match item_name:
|
||||
"农家肥", "金坷垃", "生长素":
|
||||
return true # 施肥道具
|
||||
"水壶", "水桶":
|
||||
return true # 浇水道具
|
||||
"铲子","除草剂":
|
||||
return true # 铲除道具
|
||||
"精准采集锄", "时运锄":
|
||||
return true # 采集道具
|
||||
"小额经验卡", "小额金币卡":
|
||||
return true # 农场道具(直接使用)
|
||||
"杀虫剂":
|
||||
return false # 其他道具(暂不实现)
|
||||
_:
|
||||
return false
|
||||
|
||||
# 检查道具是否为农场道具(直接使用类型)
|
||||
func _is_farm_item(item_name: String) -> bool:
|
||||
var item_config = _load_item_config()
|
||||
if item_config and item_config.has(item_name):
|
||||
var item_info = item_config[item_name]
|
||||
var item_type = item_info.get("类型", "")
|
||||
return item_type == "农场道具"
|
||||
return false
|
||||
|
||||
# 显示道具信息
|
||||
func _show_item_info(item_name: String, item_count: int):
|
||||
var info_text = ""
|
||||
|
||||
var item_config = _load_item_config()
|
||||
if item_config and item_config.has(item_name):
|
||||
var item_info = item_config[item_name]
|
||||
var description = item_info.get("描述", "暂无描述")
|
||||
var cost = item_info.get("花费", 0)
|
||||
|
||||
info_text = item_name + " (数量: " + str(item_count) + ")\n"
|
||||
info_text += "价格: " + str(cost) + "元\n"
|
||||
info_text += "描述: " + description
|
||||
|
||||
if not _is_item_usable(item_name):
|
||||
pass
|
||||
else:
|
||||
info_text = item_name + " (数量: " + str(item_count) + ")\n描述: 暂无信息"
|
||||
|
||||
Toast.show(info_text, Color.CYAN, 3.0, 1.0)
|
||||
|
||||
# 访问模式下的道具点击处理
|
||||
func _on_visit_item_selected(item_name: String, item_count: int):
|
||||
# 显示道具信息
|
||||
_show_item_info(item_name, item_count)
|
||||
|
||||
# 宠物使用道具模式下的道具选择处理
|
||||
func _on_pet_item_selected(item_name: String, item_count: int):
|
||||
# 显示确认对话框
|
||||
_show_pet_item_confirmation_dialog(item_name, item_count)
|
||||
|
||||
# 显示农场道具确认对话框
|
||||
func _show_farm_item_confirmation_dialog(item_name: String, item_count: int):
|
||||
# 获取道具信息
|
||||
var item_config = _load_item_config()
|
||||
var item_description = "未知效果"
|
||||
if item_config and item_config.has(item_name):
|
||||
var item_info = item_config[item_name]
|
||||
item_description = item_info.get("描述", "未知效果")
|
||||
|
||||
var confirmation_text = str(
|
||||
"确定要使用道具 " + item_name + " 吗?\n\n" +
|
||||
"道具效果:" + item_description + "\n\n" +
|
||||
"使用后道具数量将减少1个"
|
||||
)
|
||||
|
||||
# 使用自定义的AcceptDialog
|
||||
var dialog = preload("res://Script/Dialog/AcceptDialog.gd").new()
|
||||
|
||||
# 添加到场景(这会触发_ready函数)
|
||||
add_child(dialog)
|
||||
|
||||
# 在_ready执行后设置内容
|
||||
dialog.set_dialog_title("确认使用道具")
|
||||
dialog.set_dialog_content(confirmation_text)
|
||||
dialog.set_ok_text("确认使用")
|
||||
dialog.set_cancel_text("取消")
|
||||
|
||||
# 连接信号
|
||||
dialog.confirmed.connect(_on_confirm_farm_item_use.bind(item_name, dialog))
|
||||
dialog.canceled.connect(_on_cancel_farm_item_use.bind(dialog))
|
||||
|
||||
# 显示对话框
|
||||
dialog.popup_centered()
|
||||
|
||||
# 确认使用农场道具
|
||||
func _on_confirm_farm_item_use(item_name: String, dialog: AcceptDialog):
|
||||
_send_farm_item_use_request(item_name)
|
||||
dialog.queue_free()
|
||||
self.hide()
|
||||
|
||||
# 取消使用农场道具
|
||||
func _on_cancel_farm_item_use(dialog: AcceptDialog):
|
||||
dialog.queue_free()
|
||||
|
||||
# 发送农场道具使用请求
|
||||
func _send_farm_item_use_request(item_name: String):
|
||||
var message = {
|
||||
"type": "use_farm_item",
|
||||
"item_name": item_name
|
||||
}
|
||||
|
||||
# 发送请求
|
||||
tcp_network_manager_panel.send_message(message)
|
||||
|
||||
#Toast.show("正在使用道具...", Color.BLUE, 2.0, 1.0)
|
||||
|
||||
# 显示宠物使用道具确认对话框
|
||||
func _show_pet_item_confirmation_dialog(item_name: String, item_count: int):
|
||||
if current_pet_data.is_empty():
|
||||
Toast.show("宠物数据丢失,请重新选择宠物", Color.RED, 2.0, 1.0)
|
||||
return
|
||||
|
||||
var pet_name = current_pet_data.get("pet_name", "未知宠物")
|
||||
var pet_id = current_pet_data.get("pet_id", "")
|
||||
|
||||
# 获取道具信息
|
||||
var item_config = _load_item_config()
|
||||
var item_description = "未知效果"
|
||||
if item_config and item_config.has(item_name):
|
||||
var item_info = item_config[item_name]
|
||||
item_description = item_info.get("描述", "未知效果")
|
||||
|
||||
var confirmation_text = str(
|
||||
"确定要对宠物 " + pet_name + " 使用道具 " + item_name + " 吗?\n\n" +
|
||||
"道具效果:" + item_description + "\n\n" +
|
||||
"使用后道具数量将减少1个"
|
||||
)
|
||||
|
||||
# 使用自定义的AcceptDialog
|
||||
var dialog = preload("res://Script/Dialog/AcceptDialog.gd").new()
|
||||
|
||||
# 添加到场景(这会触发_ready函数)
|
||||
add_child(dialog)
|
||||
|
||||
# 在_ready执行后设置内容
|
||||
dialog.set_dialog_title("确认使用道具")
|
||||
dialog.set_dialog_content(confirmation_text)
|
||||
dialog.set_ok_text("确认使用")
|
||||
dialog.set_cancel_text("取消")
|
||||
|
||||
# 连接信号
|
||||
dialog.confirmed.connect(_on_confirm_pet_item_use.bind(item_name, pet_id, dialog))
|
||||
dialog.canceled.connect(_on_cancel_pet_item_use.bind(dialog))
|
||||
|
||||
# 显示对话框
|
||||
dialog.popup_centered()
|
||||
|
||||
# 确认使用宠物道具
|
||||
func _on_confirm_pet_item_use(item_name: String, pet_id: String, dialog: AcceptDialog):
|
||||
_send_pet_item_use_request(item_name, pet_id)
|
||||
dialog.queue_free()
|
||||
self.hide()
|
||||
|
||||
# 取消使用宠物道具
|
||||
func _on_cancel_pet_item_use(dialog: AcceptDialog):
|
||||
dialog.queue_free()
|
||||
self.hide()
|
||||
|
||||
# 发送宠物使用道具请求
|
||||
func _send_pet_item_use_request(item_name: String, pet_id: String):
|
||||
var message = {
|
||||
"type": "use_pet_item",
|
||||
"item_name": item_name,
|
||||
"pet_id": pet_id
|
||||
}
|
||||
|
||||
# 发送请求
|
||||
tcp_network_manager_panel.send_message(message)
|
||||
|
||||
# 退出宠物使用道具模式
|
||||
_exit_pet_item_mode()
|
||||
|
||||
#Toast.show("正在使用道具...", Color.BLUE, 2.0, 1.0)
|
||||
|
||||
# 退出宠物使用道具模式
|
||||
func _exit_pet_item_mode():
|
||||
is_pet_item_mode = false
|
||||
current_pet_data = {}
|
||||
# 刷新UI
|
||||
update_item_bag_ui()
|
||||
|
||||
# 更新按钮的道具图片
|
||||
func _update_button_item_image(button: Button, item_name: String):
|
||||
# 检查按钮是否有CropImage节点
|
||||
var item_image = button.get_node_or_null("CropImage")
|
||||
if not item_image:
|
||||
return
|
||||
|
||||
# 从配置文件获取道具图片路径
|
||||
var item_config = _load_item_config()
|
||||
var texture = null
|
||||
|
||||
if item_config and item_config.has(item_name):
|
||||
var item_info = item_config[item_name]
|
||||
var image_path = item_info.get("道具图片", "")
|
||||
|
||||
if image_path != "" and ResourceLoader.exists(image_path):
|
||||
# 尝试加载道具图片
|
||||
texture = load(image_path)
|
||||
if texture:
|
||||
pass
|
||||
else:
|
||||
print("加载道具图片失败:", item_name, " -> ", image_path)
|
||||
else:
|
||||
print("道具图片路径无效或不存在:", item_name, " -> ", image_path)
|
||||
|
||||
# 如果没有找到道具图片,尝试使用默认道具图片
|
||||
if not texture:
|
||||
var default_item_path = "res://assets/道具图片/默认道具.webp"
|
||||
if ResourceLoader.exists(default_item_path):
|
||||
texture = load(default_item_path)
|
||||
if texture:
|
||||
print("使用默认道具图片:", item_name)
|
||||
|
||||
# 设置图片
|
||||
if texture:
|
||||
# CropImage是Sprite2D,直接设置texture属性
|
||||
item_image.texture = texture
|
||||
item_image.visible = true
|
||||
else:
|
||||
# 如果没有图片,隐藏图片节点
|
||||
item_image.visible = false
|
||||
|
||||
#=========================面板通用处理=========================
|
||||
# 关闭道具背包面板
|
||||
func _on_quit_button_pressed() -> void:
|
||||
# 如果是宠物使用道具模式,退出该模式
|
||||
if is_pet_item_mode:
|
||||
_exit_pet_item_mode()
|
||||
|
||||
self.hide()
|
||||
|
||||
#手动刷新道具背包面板
|
||||
func _on_refresh_button_pressed() -> void:
|
||||
# 刷新道具背包UI
|
||||
update_item_bag_ui()
|
||||
#Toast.show("道具背包已刷新", Color.GREEN, 2.0, 1.0)
|
||||
|
||||
#面板显示与隐藏切换处理
|
||||
func _on_visibility_changed():
|
||||
if visible:
|
||||
GlobalVariables.isZoomDisabled = true
|
||||
# 面板显示时请求同步最新的背包数据
|
||||
tcp_network_manager_panel.send_sync_bag_data_request()
|
||||
update_item_bag_ui()
|
||||
pass
|
||||
else:
|
||||
GlobalVariables.isZoomDisabled = false
|
||||
pass
|
||||
#=========================面板通用处理=========================
|
||||
|
||||
# 获取当前选择的道具名称
|
||||
func get_selected_item_name() -> String:
|
||||
return selected_item_name
|
||||
|
||||
# 检查是否有道具被选择
|
||||
func is_item_currently_selected() -> bool:
|
||||
return is_item_selected
|
||||
|
||||
|
||||
#========================筛选功能============================
|
||||
# 当前筛选类型
|
||||
var current_filter_type: String = "全部"
|
||||
|
||||
#显示全部,既全部显示(默认)
|
||||
func _on_all_filter_pressed() -> void:
|
||||
current_filter_type = "全部"
|
||||
update_item_bag_ui()
|
||||
Toast.show("显示全部道具", Color.GREEN, 2.0, 1.0)
|
||||
|
||||
#筛选宠物类型道具
|
||||
func _on_pet_filter_pressed() -> void:
|
||||
current_filter_type = "宠物道具"
|
||||
update_item_bag_ui()
|
||||
Toast.show("筛选宠物道具", Color.GREEN, 2.0, 1.0)
|
||||
|
||||
#筛选作物类型道具
|
||||
func _on_crop_filter_pressed() -> void:
|
||||
current_filter_type = "作物道具"
|
||||
update_item_bag_ui()
|
||||
Toast.show("筛选作物道具", Color.GREEN, 2.0, 1.0)
|
||||
|
||||
#筛选农场类型道具
|
||||
func _on_farm_filter_pressed() -> void:
|
||||
current_filter_type = "农场道具"
|
||||
update_item_bag_ui()
|
||||
Toast.show("筛选农场道具", Color.GREEN, 2.0, 1.0)
|
||||
|
||||
# 检查道具是否符合当前筛选条件
|
||||
func _is_item_match_filter(item_name: String) -> bool:
|
||||
# 如果是显示全部,直接返回true
|
||||
if current_filter_type == "全部":
|
||||
return true
|
||||
|
||||
# 检查道具配置中的类型
|
||||
var item_config = _load_item_config()
|
||||
if item_config and item_config.has(item_name):
|
||||
var item_info = item_config[item_name]
|
||||
var item_type = item_info.get("类型", "")
|
||||
return item_type == current_filter_type
|
||||
|
||||
# 如果没有配置信息,默认不显示
|
||||
return false
|
||||
#========================筛选功能============================
|
||||
1
SproutFarm-Frontend/Script/BigPanel/ItemBagPanel.gd.uid
Normal file
1
SproutFarm-Frontend/Script/BigPanel/ItemBagPanel.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://b701r833vse3u
|
||||
333
SproutFarm-Frontend/Script/BigPanel/ItemStorePanel.gd
Normal file
333
SproutFarm-Frontend/Script/BigPanel/ItemStorePanel.gd
Normal file
@@ -0,0 +1,333 @@
|
||||
extends Panel
|
||||
# 这是道具商店面板,用来展示各种道具
|
||||
|
||||
# 道具商店格子容器
|
||||
@onready var store_grid: GridContainer = $ScrollContainer/Store_Grid
|
||||
@onready var quit_button : Button = $QuitButton
|
||||
@onready var refresh_button : Button = $RefreshButton
|
||||
|
||||
# 预添加常用的面板
|
||||
@onready var main_game = get_node("/root/main")
|
||||
|
||||
@onready var lucky_draw_panel: LuckyDrawPanel = $'../LuckyDrawPanel'
|
||||
@onready var daily_check_in_panel: DailyCheckInPanel = $'../DailyCheckInPanel'
|
||||
@onready var tcp_network_manager_panel: Panel = $'../TCPNetworkManagerPanel'
|
||||
@onready var item_bag_panel: Panel = $'../ItemBagPanel'
|
||||
@onready var player_bag_panel: Panel = $'../PlayerBagPanel'
|
||||
@onready var crop_warehouse_panel: Panel = $'../CropWarehousePanel'
|
||||
@onready var crop_store_panel: Panel = $'../CropStorePanel'
|
||||
@onready var player_ranking_panel: Panel = $'../PlayerRankingPanel'
|
||||
@onready var login_panel: PanelContainer = $'../LoginPanel'
|
||||
@onready var batch_buy_popup: PanelContainer = $'../../DiaLog/BatchBuyPopup'
|
||||
|
||||
|
||||
# 道具配置数据
|
||||
var item_config : Dictionary = {}
|
||||
|
||||
# 准备函数
|
||||
func _ready():
|
||||
# 连接关闭按钮信号
|
||||
quit_button.pressed.connect(self._on_quit_button_pressed)
|
||||
# 连接可见性改变信号
|
||||
visibility_changed.connect(_on_visibility_changed)
|
||||
|
||||
# 隐藏面板(初始默认隐藏)
|
||||
self.hide()
|
||||
|
||||
# 初始化道具商店
|
||||
func init_item_store():
|
||||
# 从主游戏脚本获取道具配置数据
|
||||
_load_item_config_from_main()
|
||||
# 重置筛选状态为显示全部
|
||||
current_filter_type = "全部"
|
||||
update_item_store_ui()
|
||||
|
||||
# 更新道具商店UI
|
||||
func update_item_store_ui():
|
||||
# 清空道具商店格子
|
||||
for child in store_grid.get_children():
|
||||
child.queue_free()
|
||||
|
||||
print("更新道具商店UI,道具种类:", item_config.size(), ",当前筛选:", current_filter_type)
|
||||
|
||||
# 统计符合筛选条件的道具数量
|
||||
var filtered_count = 0
|
||||
|
||||
# 为每个道具配置创建按钮
|
||||
for item_name in item_config.keys():
|
||||
# 检查是否符合筛选条件
|
||||
if not _is_item_match_filter(item_name):
|
||||
continue
|
||||
|
||||
var item_info = item_config[item_name]
|
||||
var item_cost = item_info.get("花费", 0)
|
||||
var item_desc = item_info.get("描述", "暂无描述")
|
||||
|
||||
# 创建道具按钮
|
||||
var button = _create_item_button(item_name, item_cost, item_desc)
|
||||
|
||||
# 更新按钮文本显示价格
|
||||
button.text = str(item_name + "\n价格:" + str(item_cost) + "元")
|
||||
|
||||
# 连接购买点击事件
|
||||
button.pressed.connect(func(): _on_store_item_selected(item_name, item_cost, item_desc))
|
||||
|
||||
store_grid.add_child(button)
|
||||
filtered_count += 1
|
||||
|
||||
print("筛选后显示道具数量:", filtered_count)
|
||||
|
||||
# 创建道具按钮
|
||||
func _create_item_button(item_name: String, item_cost: int, item_desc: String) -> Button:
|
||||
# 使用橙色按钮作为道具商店按钮的样式
|
||||
var button = main_game.item_button.duplicate()
|
||||
|
||||
# 确保按钮可见并可点击
|
||||
button.visible = true
|
||||
button.disabled = false
|
||||
button.focus_mode = Control.FOCUS_ALL
|
||||
|
||||
# 设置按钮文本
|
||||
button.text = item_name
|
||||
|
||||
# 添加工具提示
|
||||
button.tooltip_text = str(
|
||||
"道具: " + item_name + "\n" +
|
||||
"价格: " + str(item_cost) + "元\n" +
|
||||
"描述: " + item_desc + "\n" +
|
||||
"点击购买道具"
|
||||
)
|
||||
|
||||
# 如果按钮有标题标签,设置标题
|
||||
if button.has_node("Title"):
|
||||
button.get_node("Title").text = "商店"
|
||||
button.get_node("Title").modulate = Color.GOLD # 商店标题使用金色
|
||||
|
||||
# 更新按钮的道具图片
|
||||
_update_button_item_image(button, item_name)
|
||||
|
||||
return button
|
||||
|
||||
# 从主游戏脚本获取道具配置数据
|
||||
func _load_item_config_from_main():
|
||||
# 从主游戏脚本的全局变量获取道具配置数据
|
||||
if main_game.item_config_data.size() > 0:
|
||||
item_config = main_game.item_config_data
|
||||
print("道具商店:从主游戏脚本获取道具配置数据,道具种类:", item_config.size())
|
||||
else:
|
||||
print("道具商店:主游戏脚本中没有道具配置数据,使用空配置")
|
||||
item_config = {}
|
||||
|
||||
|
||||
# 商店道具点击处理 - 购买道具
|
||||
func _on_store_item_selected(item_name: String, item_cost: int, item_desc: String):
|
||||
# 检查玩家金钱是否足够(至少能买1个)
|
||||
if main_game.money < item_cost:
|
||||
Toast.show("金钱不足!需要 " + str(item_cost) + " 元,当前只有 " + str(main_game.money) + " 元", Color.RED, 3.0, 1.0)
|
||||
return
|
||||
|
||||
# 显示批量购买弹窗
|
||||
if batch_buy_popup:
|
||||
batch_buy_popup.show_buy_popup(
|
||||
item_name,
|
||||
item_cost,
|
||||
item_desc,
|
||||
"item",
|
||||
_on_confirm_buy_item,
|
||||
_on_cancel_buy_item
|
||||
)
|
||||
else:
|
||||
print("批量购买弹窗未找到")
|
||||
|
||||
# 显示购买确认对话框
|
||||
func _show_buy_confirmation_dialog(item_name: String, item_cost: int, item_desc: String):
|
||||
# 创建确认对话框
|
||||
var confirm_dialog = AcceptDialog.new()
|
||||
confirm_dialog.dialog_text = str(
|
||||
"确认购买道具?\n\n" +
|
||||
"道具名称: " + item_name + "\n" +
|
||||
"购买价格: " + str(item_cost) + " 元\n" +
|
||||
"道具描述: " + item_desc + "\n\n" +
|
||||
"当前金钱: " + str(main_game.money) + " 元\n" +
|
||||
"购买后余额: " + str(main_game.money - item_cost) + " 元"
|
||||
)
|
||||
confirm_dialog.title = "购买道具确认"
|
||||
confirm_dialog.ok_button_text = "确认购买"
|
||||
confirm_dialog.add_cancel_button("取消")
|
||||
|
||||
# 添加到场景
|
||||
add_child(confirm_dialog)
|
||||
|
||||
# 连接信号
|
||||
confirm_dialog.confirmed.connect(_on_confirm_buy_item.bind(item_name, item_cost, confirm_dialog))
|
||||
confirm_dialog.canceled.connect(_on_cancel_buy_item.bind(confirm_dialog))
|
||||
|
||||
# 显示对话框
|
||||
confirm_dialog.popup_centered()
|
||||
|
||||
# 确认购买道具(批量购买版本)
|
||||
func _on_confirm_buy_item(item_name: String, unit_cost: int, quantity: int, buy_type: String):
|
||||
var total_cost = unit_cost * quantity
|
||||
|
||||
# 再次检查金钱是否足够
|
||||
if main_game.money < total_cost:
|
||||
Toast.show("金钱不足!需要 " + str(total_cost) + " 元,当前只有 " + str(main_game.money) + " 元", Color.RED, 3.0, 1.0)
|
||||
return
|
||||
|
||||
# 发送批量购买请求到服务器
|
||||
_send_batch_buy_item_request(item_name, unit_cost, quantity)
|
||||
|
||||
# 取消购买道具(批量购买版本)
|
||||
func _on_cancel_buy_item():
|
||||
print("取消购买道具")
|
||||
|
||||
# 发送批量购买道具请求
|
||||
func _send_batch_buy_item_request(item_name: String, unit_cost: int, quantity: int):
|
||||
# 发送批量购买请求到服务器
|
||||
if tcp_network_manager_panel and tcp_network_manager_panel.has_method("sendBuyItem"):
|
||||
if tcp_network_manager_panel.sendBuyItem(item_name, unit_cost, quantity):
|
||||
# 服务器会处理批量购买逻辑,客户端等待响应
|
||||
print("已发送批量购买道具请求:", item_name, " 数量:", quantity)
|
||||
else:
|
||||
Toast.show("购买请求发送失败", Color.RED, 2.0, 1.0)
|
||||
else:
|
||||
Toast.show("网络管理器不可用", Color.RED, 2.0, 1.0)
|
||||
|
||||
# 将道具添加到道具背包(客户端同步)
|
||||
func _add_item_to_bag(item_name: String):
|
||||
# 确保道具背包存在
|
||||
if "道具背包" not in main_game:
|
||||
main_game["道具背包"] = []
|
||||
|
||||
# 查找是否已存在该道具
|
||||
var found = false
|
||||
for item in main_game["道具背包"]:
|
||||
if item.get("name") == item_name:
|
||||
item["count"] += 1
|
||||
found = true
|
||||
break
|
||||
|
||||
# 如果不存在,添加新道具
|
||||
if not found:
|
||||
main_game["道具背包"].append({
|
||||
"name": item_name,
|
||||
"count": 1
|
||||
})
|
||||
|
||||
# 更新按钮的道具图片
|
||||
func _update_button_item_image(button: Button, item_name: String):
|
||||
# 检查按钮是否有CropImage节点
|
||||
var item_image = button.get_node_or_null("CropImage")
|
||||
if not item_image:
|
||||
print("道具商店按钮没有找到CropImage节点:", button.name)
|
||||
return
|
||||
|
||||
# 从配置文件获取道具图片路径
|
||||
var texture = null
|
||||
|
||||
if item_config.has(item_name):
|
||||
var item_info = item_config[item_name]
|
||||
var image_path = item_info.get("道具图片", "")
|
||||
|
||||
if image_path != "" and ResourceLoader.exists(image_path):
|
||||
# 尝试加载道具图片
|
||||
texture = load(image_path)
|
||||
if texture:
|
||||
pass
|
||||
else:
|
||||
print("加载道具图片失败:", item_name, " -> ", image_path)
|
||||
else:
|
||||
print("道具图片路径无效或不存在:", item_name, " -> ", image_path)
|
||||
|
||||
# 如果没有找到道具图片,尝试使用默认道具图片
|
||||
if not texture:
|
||||
var default_item_path = "res://assets/道具图片/默认道具.webp"
|
||||
if ResourceLoader.exists(default_item_path):
|
||||
texture = load(default_item_path)
|
||||
if texture:
|
||||
print("使用默认道具图片:", item_name)
|
||||
|
||||
# 设置图片
|
||||
if texture:
|
||||
# CropImage是Sprite2D,直接设置texture属性
|
||||
item_image.texture = texture
|
||||
item_image.visible = true
|
||||
print("道具商店更新道具图片:", item_name)
|
||||
else:
|
||||
# 如果没有图片,隐藏图片节点
|
||||
item_image.visible = false
|
||||
print("道具商店无法获取道具图片:", item_name)
|
||||
|
||||
|
||||
#=========================面板通用处理=========================
|
||||
#手动刷新道具商店面板
|
||||
func _on_refresh_button_pressed() -> void:
|
||||
# 重新初始化道具商店
|
||||
init_item_store()
|
||||
Toast.show("道具商店已刷新", Color.GREEN, 2.0, 1.0)
|
||||
|
||||
|
||||
|
||||
# 关闭道具商店面板
|
||||
func _on_quit_button_pressed() -> void:
|
||||
self.hide()
|
||||
pass
|
||||
|
||||
|
||||
#面板显示与隐藏切换处理
|
||||
func _on_visibility_changed():
|
||||
if visible:
|
||||
GlobalVariables.isZoomDisabled = true
|
||||
# 面板显示时自动刷新数据
|
||||
init_item_store()
|
||||
pass
|
||||
else:
|
||||
GlobalVariables.isZoomDisabled = false
|
||||
pass
|
||||
#=========================面板通用处理=========================
|
||||
|
||||
|
||||
|
||||
#========================筛选功能============================
|
||||
# 当前筛选类型
|
||||
var current_filter_type: String = "全部"
|
||||
|
||||
#显示全部,既全部显示(默认)
|
||||
func _on_all_filter_pressed() -> void:
|
||||
current_filter_type = "全部"
|
||||
update_item_store_ui()
|
||||
Toast.show("显示全部道具", Color.GREEN, 2.0, 1.0)
|
||||
|
||||
#筛选宠物类型道具
|
||||
func _on_pet_filter_pressed() -> void:
|
||||
current_filter_type = "宠物道具"
|
||||
update_item_store_ui()
|
||||
Toast.show("筛选宠物道具", Color.GREEN, 2.0, 1.0)
|
||||
|
||||
#筛选作物类型道具
|
||||
func _on_crop_filter_pressed() -> void:
|
||||
current_filter_type = "作物道具"
|
||||
update_item_store_ui()
|
||||
Toast.show("筛选作物道具", Color.GREEN, 2.0, 1.0)
|
||||
|
||||
#筛选农场类型道具
|
||||
func _on_farm_filter_pressed() -> void:
|
||||
current_filter_type = "农场道具"
|
||||
update_item_store_ui()
|
||||
Toast.show("筛选农场道具", Color.GREEN, 2.0, 1.0)
|
||||
|
||||
# 检查道具是否符合当前筛选条件
|
||||
func _is_item_match_filter(item_name: String) -> bool:
|
||||
# 如果是显示全部,直接返回true
|
||||
if current_filter_type == "全部":
|
||||
return true
|
||||
|
||||
# 检查道具配置中的类型
|
||||
if item_config.has(item_name):
|
||||
var item_info = item_config[item_name]
|
||||
var item_type = item_info.get("类型", "")
|
||||
return item_type == current_filter_type
|
||||
|
||||
# 如果没有配置信息,默认不显示
|
||||
return false
|
||||
#========================筛选功能============================
|
||||
@@ -0,0 +1 @@
|
||||
uid://bruqwi63myl1m
|
||||
579
SproutFarm-Frontend/Script/BigPanel/LoginPanel.gd
Normal file
579
SproutFarm-Frontend/Script/BigPanel/LoginPanel.gd
Normal file
@@ -0,0 +1,579 @@
|
||||
#玩家登录注册面板
|
||||
extends PanelContainer
|
||||
|
||||
#默认显示登录面板(登录面板可以进入注册面板和忘记密码面板)
|
||||
@onready var login_v_box: VBoxContainer = $LoginVBox #显示或隐藏登录面板
|
||||
@onready var user_name: HBoxContainer = $LoginVBox/UserName #玩家账号
|
||||
@onready var password: HBoxContainer = $LoginVBox/Password #玩家密码
|
||||
@onready var login_button: Button = $LoginVBox/LoginButton #登录按钮
|
||||
@onready var register_button: Button = $LoginVBox/RegisterButton #注册按钮,点击后隐藏登录面板显示注册面板
|
||||
@onready var forget_passwd_button: Button = $LoginVBox/ForgetPasswdButton #忘记密码按钮,点击后隐藏登录面板显示忘记密码面板
|
||||
@onready var status_label: Label = $LoginVBox/status_label #登录状态
|
||||
|
||||
# 登录面板输入框
|
||||
@onready var username_input: LineEdit = $LoginVBox/UserName/username_input
|
||||
@onready var password_input: LineEdit = $LoginVBox/Password/password_input
|
||||
|
||||
#注册面板,注册成功跳转回登录面板
|
||||
@onready var register_vbox: VBoxContainer = $RegisterVbox #显示或隐藏注册面板
|
||||
@onready var register_user_name: HBoxContainer = $RegisterVbox/RegisterUserName #注册玩家账号
|
||||
@onready var password_1: HBoxContainer = $RegisterVbox/Password1 #注册密码
|
||||
@onready var password_2: HBoxContainer = $RegisterVbox/Password2 #二次确认密码
|
||||
@onready var player_name: HBoxContainer = $RegisterVbox/PlayerName #注册玩家昵称
|
||||
@onready var farm_name: HBoxContainer = $RegisterVbox/FarmName #注册玩家农场名称
|
||||
@onready var verification_code: HBoxContainer = $RegisterVbox/VerificationCode #注册所需验证码
|
||||
@onready var register_button_2: Button = $RegisterVbox/RegisterButton2 #注册按钮
|
||||
@onready var status_label_2: Label = $RegisterVbox/status_label2 #注册状态
|
||||
|
||||
# 注册面板输入框
|
||||
@onready var register_username_input: LineEdit = $RegisterVbox/RegisterUserName/username_input
|
||||
@onready var password_input_1: LineEdit = $RegisterVbox/Password1/password_input
|
||||
@onready var password_input_2: LineEdit = $RegisterVbox/Password2/password_input2
|
||||
@onready var playername_input: LineEdit = $RegisterVbox/PlayerName/playername_input
|
||||
@onready var farmname_input: LineEdit = $RegisterVbox/FarmName/farmname_input
|
||||
@onready var verificationcode_input: LineEdit = $RegisterVbox/VerificationCode/verificationcode_input
|
||||
@onready var send_button: Button = $RegisterVbox/VerificationCode/SendButton
|
||||
|
||||
#忘记密码面板,设置新密码成功后同样跳转到登录面板
|
||||
@onready var forget_password_vbox: VBoxContainer = $ForgetPasswordVbox #显示或隐藏忘记密码面板
|
||||
@onready var forget_password_user_name: HBoxContainer = $ForgetPasswordVbox/ForgetPasswordUserName #忘记密码的玩家账号
|
||||
@onready var new_password: HBoxContainer = $ForgetPasswordVbox/NewPassword #设置该账号新的密码
|
||||
@onready var verification_code_2: HBoxContainer = $ForgetPasswordVbox/VerificationCode2 #忘记密码所需验证码
|
||||
@onready var forget_password_button: Button = $ForgetPasswordVbox/ForgetPasswordButton #设置新密码确认按钮
|
||||
@onready var status_label_3: Label = $ForgetPasswordVbox/status_label3 #设置新密码状态
|
||||
|
||||
# 忘记密码面板输入框
|
||||
@onready var forget_username_input: LineEdit = $ForgetPasswordVbox/ForgetPasswordUserName/username_input
|
||||
@onready var new_password_input: LineEdit = $ForgetPasswordVbox/NewPassword/password_input
|
||||
@onready var forget_verificationcode_input: LineEdit = $ForgetPasswordVbox/VerificationCode2/verificationcode_input
|
||||
@onready var forget_send_button: Button = $ForgetPasswordVbox/VerificationCode2/SendButton
|
||||
|
||||
|
||||
# 记住密码选项
|
||||
var remember_password : bool = true # 默认记住密码
|
||||
|
||||
# 引用主场景和全局函数
|
||||
@onready var main_game = get_node("/root/main")
|
||||
|
||||
@onready var lucky_draw_panel: LuckyDrawPanel = $'../LuckyDrawPanel'
|
||||
@onready var daily_check_in_panel: DailyCheckInPanel = $'../DailyCheckInPanel'
|
||||
@onready var tcp_network_manager_panel: Panel = $'../TCPNetworkManagerPanel'
|
||||
@onready var item_store_panel: Panel = $'../ItemStorePanel'
|
||||
@onready var item_bag_panel: Panel = $'../ItemBagPanel'
|
||||
@onready var pet_bag_panel: Panel = $'../PetBagPanel'
|
||||
@onready var player_bag_panel: Panel = $'../PlayerBagPanel'
|
||||
@onready var crop_warehouse_panel: Panel = $'../CropWarehousePanel'
|
||||
@onready var crop_store_panel: Panel = $'../CropStorePanel'
|
||||
@onready var player_ranking_panel: Panel = $'../PlayerRankingPanel'
|
||||
|
||||
|
||||
# 准备函数
|
||||
func _ready():
|
||||
self.show()
|
||||
|
||||
# 初始状态:只显示登录面板,隐藏注册和忘记密码面板
|
||||
login_v_box.show()
|
||||
register_vbox.hide()
|
||||
forget_password_vbox.hide()
|
||||
|
||||
# 连接按钮信号
|
||||
login_button.pressed.connect(self._on_login_button_pressed)
|
||||
register_button.pressed.connect(self._on_show_register_panel)
|
||||
forget_passwd_button.pressed.connect(self._on_forget_password_button_pressed)
|
||||
register_button_2.pressed.connect(self._on_register_button_2_pressed)
|
||||
forget_password_button.pressed.connect(self._on_forget_password_confirm_pressed)
|
||||
send_button.pressed.connect(self._on_send_button_pressed)
|
||||
forget_send_button.pressed.connect(self._on_forget_send_button_pressed)
|
||||
|
||||
# 加载保存的登录信息
|
||||
_load_login_info()
|
||||
|
||||
# 显示客户端版本号
|
||||
_display_version_info()
|
||||
|
||||
# 面板切换函数
|
||||
func _on_show_register_panel():
|
||||
"""切换到注册面板"""
|
||||
login_v_box.hide()
|
||||
register_vbox.show()
|
||||
forget_password_vbox.hide()
|
||||
status_label_2.text = "请填写注册信息"
|
||||
status_label_2.modulate = Color.WHITE
|
||||
|
||||
func _on_forget_password_button_pressed():
|
||||
"""切换到忘记密码面板"""
|
||||
login_v_box.hide()
|
||||
register_vbox.hide()
|
||||
forget_password_vbox.show()
|
||||
status_label_3.text = "请输入账号和新密码"
|
||||
status_label_3.modulate = Color.WHITE
|
||||
|
||||
# 处理登录按钮点击
|
||||
func _on_login_button_pressed():
|
||||
var user_name = username_input.text.strip_edges()
|
||||
var user_password = password_input.text.strip_edges()
|
||||
|
||||
# 验证输入
|
||||
if not _validate_login_input(user_name, user_password, status_label):
|
||||
return
|
||||
|
||||
# 检查网络连接
|
||||
if not await _ensure_network_connection(status_label):
|
||||
return
|
||||
|
||||
|
||||
# 禁用按钮,防止重复点击
|
||||
login_button.disabled = true
|
||||
|
||||
status_label.text = "正在登录,请稍候..."
|
||||
status_label.modulate = Color.YELLOW
|
||||
|
||||
# 如果启用了记住密码,保存登录信息
|
||||
if remember_password:
|
||||
_save_login_info(user_name, user_password)
|
||||
|
||||
tcp_network_manager_panel.sendLoginInfo(user_name, user_password)
|
||||
|
||||
# 更新主游戏数据
|
||||
main_game.user_name = user_name
|
||||
main_game.user_password = user_password
|
||||
|
||||
# 5秒后重新启用按钮(如果没有收到响应)
|
||||
await get_tree().create_timer(5.0).timeout
|
||||
if login_button.disabled:
|
||||
login_button.disabled = false
|
||||
status_label.text = "登录超时,请重试!"
|
||||
status_label.modulate = Color.RED
|
||||
|
||||
# 处理验证码发送按钮点击
|
||||
func _on_send_button_pressed():
|
||||
var user_name = register_username_input.text.strip_edges()
|
||||
|
||||
# 验证输入
|
||||
if not _validate_qq_input(user_name, status_label_2):
|
||||
return
|
||||
|
||||
# 检查网络连接
|
||||
if not await _ensure_network_connection(status_label_2):
|
||||
return
|
||||
|
||||
|
||||
# 禁用按钮,防止重复点击
|
||||
send_button.disabled = true
|
||||
|
||||
status_label_2.text = "正在发送验证码,请稍候..."
|
||||
status_label_2.modulate = Color.YELLOW
|
||||
|
||||
# 发送验证码请求
|
||||
tcp_network_manager_panel.sendVerificationCodeRequest(user_name)
|
||||
|
||||
# 60秒后重新启用按钮(或收到响应后提前启用)
|
||||
var timer = 60
|
||||
while timer > 0 and send_button.disabled:
|
||||
send_button.text = "重新发送(%d)" % timer
|
||||
await get_tree().create_timer(1.0).timeout
|
||||
timer -= 1
|
||||
|
||||
if send_button.disabled:
|
||||
send_button.disabled = false
|
||||
send_button.text = "发送验证码"
|
||||
|
||||
if status_label_2.text == "正在发送验证码,请稍候...":
|
||||
status_label_2.text = "验证码发送超时,请重试!"
|
||||
status_label_2.modulate = Color.RED
|
||||
|
||||
# 处理注册按钮点击
|
||||
func _on_register_button_2_pressed():
|
||||
var user_name = register_username_input.text.strip_edges()
|
||||
var user_password = password_input_1.text.strip_edges()
|
||||
var password_confirm = password_input_2.text.strip_edges()
|
||||
var player_name = playername_input.text.strip_edges()
|
||||
var farm_name = farmname_input.text.strip_edges()
|
||||
var verification_code = verificationcode_input.text.strip_edges()
|
||||
|
||||
# 验证输入
|
||||
if not _validate_register_input(user_name, user_password, password_confirm, player_name, farm_name, verification_code, status_label_2):
|
||||
return
|
||||
|
||||
# 检查网络连接
|
||||
if not await _ensure_network_connection(status_label_2):
|
||||
return
|
||||
|
||||
# 禁用按钮,防止重复点击
|
||||
register_button_2.disabled = true
|
||||
|
||||
status_label_2.text = "正在注册,请稍候..."
|
||||
status_label_2.modulate = Color.YELLOW
|
||||
|
||||
# 发送注册请求
|
||||
tcp_network_manager_panel.sendRegisterInfo(user_name, user_password, player_name, farm_name, verification_code)
|
||||
|
||||
# 5秒后重新启用按钮(如果没有收到响应)
|
||||
await get_tree().create_timer(5.0).timeout
|
||||
if register_button_2.disabled:
|
||||
register_button_2.disabled = false
|
||||
status_label_2.text = "注册超时,请重试!"
|
||||
status_label_2.modulate = Color.RED
|
||||
|
||||
# 忘记密码发送验证码按钮处理
|
||||
func _on_forget_send_button_pressed():
|
||||
var user_name = forget_username_input.text.strip_edges()
|
||||
|
||||
# 验证输入
|
||||
if not _validate_qq_input(user_name, status_label_3):
|
||||
return
|
||||
|
||||
# 检查网络连接
|
||||
if not await _ensure_network_connection(status_label_3):
|
||||
return
|
||||
|
||||
# 禁用按钮,防止重复点击
|
||||
forget_send_button.disabled = true
|
||||
|
||||
status_label_3.text = "正在发送验证码,请稍候..."
|
||||
status_label_3.modulate = Color.YELLOW
|
||||
|
||||
# 发送验证码请求(用于忘记密码)
|
||||
tcp_network_manager_panel.sendForgetPasswordVerificationCode(user_name)
|
||||
|
||||
# 60秒后重新启用按钮
|
||||
var timer = 60
|
||||
while timer > 0 and forget_send_button.disabled:
|
||||
forget_send_button.text = "重新发送(%d)" % timer
|
||||
await get_tree().create_timer(1.0).timeout
|
||||
timer -= 1
|
||||
|
||||
if forget_send_button.disabled:
|
||||
forget_send_button.disabled = false
|
||||
forget_send_button.text = "发送验证码"
|
||||
|
||||
if status_label_3.text == "正在发送验证码,请稍候...":
|
||||
status_label_3.text = "验证码发送超时,请重试!"
|
||||
status_label_3.modulate = Color.RED
|
||||
|
||||
# 忘记密码确认按钮处理
|
||||
func _on_forget_password_confirm_pressed():
|
||||
var user_name = forget_username_input.text.strip_edges()
|
||||
var new_password = new_password_input.text.strip_edges()
|
||||
var verification_code = forget_verificationcode_input.text.strip_edges()
|
||||
|
||||
# 验证输入
|
||||
if not _validate_forget_password_input(user_name, new_password, verification_code, status_label_3):
|
||||
return
|
||||
|
||||
# 检查网络连接
|
||||
if not await _ensure_network_connection(status_label_3):
|
||||
return
|
||||
|
||||
# 禁用按钮,防止重复点击
|
||||
forget_password_button.disabled = true
|
||||
|
||||
status_label_3.text = "正在重置密码,请稍候..."
|
||||
status_label_3.modulate = Color.YELLOW
|
||||
|
||||
# 发送忘记密码请求
|
||||
tcp_network_manager_panel.sendForgetPasswordRequest(user_name, new_password, verification_code)
|
||||
|
||||
# 5秒后重新启用按钮(如果没有收到响应)
|
||||
await get_tree().create_timer(5.0).timeout
|
||||
if forget_password_button.disabled:
|
||||
forget_password_button.disabled = false
|
||||
status_label_3.text = "重置密码超时,请重试!"
|
||||
status_label_3.modulate = Color.RED
|
||||
|
||||
# 处理验证码发送响应
|
||||
func _on_verification_code_response(success: bool, message: String):
|
||||
_set_status(status_label, message, Color.GREEN if success else Color.RED)
|
||||
if not success:
|
||||
send_button.disabled = false
|
||||
send_button.text = "发送验证码"
|
||||
|
||||
# 处理验证码验证响应
|
||||
func _on_verify_code_response(success: bool, message: String):
|
||||
_set_status(status_label, message, Color.GREEN if success else Color.RED)
|
||||
|
||||
# 输入验证函数
|
||||
func is_valid_qq_number(qq_number: String) -> bool:
|
||||
var qq_regex = RegEx.new()
|
||||
if qq_regex.compile(r"^\d{5,12}$") != OK:
|
||||
return false
|
||||
return qq_regex.search(qq_number) != null
|
||||
|
||||
func is_valid_password(password: String) -> bool:
|
||||
return password.match(r"^[a-zA-Z0-9]+$") != null
|
||||
|
||||
# 处理登录响应
|
||||
func _on_login_response_received(success: bool, message: String, user_data: Dictionary):
|
||||
login_button.disabled = false
|
||||
|
||||
if success:
|
||||
_set_status(status_label, "登录成功!正在加载游戏...", Color.GREEN)
|
||||
_handle_login_success(user_data)
|
||||
else:
|
||||
_set_status(status_label, "登录失败:" + message, Color.RED)
|
||||
if "密码" in message or "password" in message.to_lower():
|
||||
print("登录失败,可能是密码错误。如需清除保存的登录信息,请调用_clear_login_info()")
|
||||
|
||||
# 处理注册响应
|
||||
func _on_register_response_received(success: bool, message: String):
|
||||
register_button_2.disabled = false
|
||||
|
||||
if success:
|
||||
_set_status(status_label_2, "注册成功!请登录游戏", Color.GREEN)
|
||||
_handle_register_success()
|
||||
else:
|
||||
_set_status(status_label_2, "注册失败:" + message, Color.RED)
|
||||
|
||||
# 处理忘记密码响应
|
||||
func _on_forget_password_response_received(success: bool, message: String):
|
||||
forget_password_button.disabled = false
|
||||
|
||||
if success:
|
||||
_set_status(status_label_3, "密码重置成功!请使用新密码登录", Color.GREEN)
|
||||
_handle_forget_password_success()
|
||||
else:
|
||||
_set_status(status_label_3, "密码重置失败:" + message, Color.RED)
|
||||
|
||||
# 登录信息文件操作
|
||||
func _save_login_info(user_name: String, password: String):
|
||||
_write_login_file({"玩家账号": user_name, "password": password})
|
||||
print("登录信息已保存" if user_name != "" else "登录信息已清除")
|
||||
|
||||
func _load_login_info():
|
||||
var login_data = _read_login_file()
|
||||
if login_data:
|
||||
var saved_username = login_data.get("玩家账号", "")
|
||||
var saved_password = login_data.get("password", "")
|
||||
|
||||
if saved_username != "" and saved_password != "":
|
||||
username_input.text = saved_username
|
||||
password_input.text = saved_password
|
||||
_set_status(status_label, "已加载保存的登录信息", Color.CYAN)
|
||||
print("登录信息已加载:用户名 =", saved_username)
|
||||
return
|
||||
|
||||
_set_status(status_label, "欢迎使用萌芽农场", Color.WHITE)
|
||||
print("没有有效的保存登录信息")
|
||||
|
||||
func _clear_login_info():
|
||||
_save_login_info("", "")
|
||||
|
||||
func _write_login_file(data: Dictionary):
|
||||
var file = FileAccess.open("user://login.json", FileAccess.WRITE)
|
||||
if file:
|
||||
file.store_string(JSON.stringify(data, "\t"))
|
||||
file.close()
|
||||
|
||||
func _read_login_file() -> Dictionary:
|
||||
var file = FileAccess.open("user://login.json", FileAccess.READ)
|
||||
if not file:
|
||||
_write_login_file({"玩家账号": "", "password": ""})
|
||||
return {}
|
||||
|
||||
var json_text = file.get_as_text()
|
||||
file.close()
|
||||
|
||||
var json = JSON.new()
|
||||
if json.parse(json_text) == OK:
|
||||
return json.get_data()
|
||||
return {}
|
||||
|
||||
# 记住密码和快捷登录功能
|
||||
func toggle_remember_password():
|
||||
remember_password = !remember_password
|
||||
print("记住密码选项:", "开启" if remember_password else "关闭")
|
||||
if not remember_password:
|
||||
_clear_login_info()
|
||||
|
||||
func has_saved_login_info() -> bool:
|
||||
var login_data = _read_login_file()
|
||||
return login_data.get("玩家账号", "") != "" and login_data.get("password", "") != ""
|
||||
|
||||
func quick_login():
|
||||
if has_saved_login_info():
|
||||
var user_name = username_input.text.strip_edges()
|
||||
var user_password = password_input.text.strip_edges()
|
||||
|
||||
if user_name != "" and user_password != "":
|
||||
print("执行快捷登录...")
|
||||
_on_login_button_pressed()
|
||||
else:
|
||||
_set_status(status_label, "保存的登录信息不完整", Color.ORANGE)
|
||||
else:
|
||||
_set_status(status_label, "没有保存的登录信息", Color.ORANGE)
|
||||
|
||||
func get_saved_username() -> String:
|
||||
return _read_login_file().get("玩家账号", "")
|
||||
|
||||
# 显示版本信息
|
||||
func _display_version_info():
|
||||
if status_label.text in ["欢迎使用萌芽农场", "连接状态"]:
|
||||
_set_status(status_label, "萌芽农场 v" + main_game.client_version + " - 欢迎使用", Color.CYAN)
|
||||
|
||||
|
||||
# 登录成功处理
|
||||
func _handle_login_success(user_data: Dictionary):
|
||||
# 保存登录数据到主游戏
|
||||
main_game.login_data = user_data.duplicate()
|
||||
main_game.remaining_likes = user_data.get("点赞系统", {}).get("今日剩余点赞次数", 10)
|
||||
|
||||
# 更新主游戏数据
|
||||
main_game.experience = user_data.get("经验值", 0)
|
||||
main_game.farm_lots = user_data.get("农场土地", [])
|
||||
main_game.level = user_data.get("等级", 1)
|
||||
main_game.money = user_data.get("钱币", 0)
|
||||
main_game.stamina = user_data.get("体力值", 20)
|
||||
main_game.show_farm_name.text = "农场名称:" + user_data.get("农场名称", "")
|
||||
main_game.show_player_name.text = "玩家昵称:" + user_data.get("玩家昵称", "")
|
||||
farmname_input.text = user_data.get("农场名称", "")
|
||||
|
||||
# 加载各种背包数据
|
||||
main_game.player_bag = user_data.get("种子仓库", [])
|
||||
main_game.crop_warehouse = user_data.get("作物仓库", [])
|
||||
main_game.item_bag = user_data.get("道具背包", [])
|
||||
main_game.pet_bag = user_data.get("宠物背包", [])
|
||||
main_game.patrol_pets = user_data.get("巡逻宠物", [])
|
||||
main_game.battle_pets = user_data.get("出战宠物", [])
|
||||
|
||||
# 启动游戏并隐藏登录面板
|
||||
main_game.start_game = true
|
||||
self.hide()
|
||||
|
||||
# 更新UI
|
||||
main_game._update_ui()
|
||||
main_game._refresh_farm_lots()
|
||||
player_bag_panel.update_player_bag_ui()
|
||||
crop_warehouse_panel.update_crop_warehouse_ui()
|
||||
item_bag_panel.update_item_bag_ui()
|
||||
|
||||
if pet_bag_panel and pet_bag_panel.has_method("update_pet_bag_ui"):
|
||||
pet_bag_panel.update_pet_bag_ui()
|
||||
if main_game.has_method("init_patrol_pets"):
|
||||
main_game.init_patrol_pets()
|
||||
|
||||
main_game.handle_login_success(user_data)
|
||||
|
||||
if main_game.game_setting_panel and main_game.game_setting_panel.has_method("refresh_settings"):
|
||||
main_game.game_setting_panel.refresh_settings()
|
||||
|
||||
# 注册成功处理
|
||||
func _handle_register_success():
|
||||
if remember_password:
|
||||
var user_name = register_username_input.text.strip_edges()
|
||||
var user_password = password_input_1.text.strip_edges()
|
||||
_save_login_info(user_name, user_password)
|
||||
|
||||
# 清除注册相关的输入框
|
||||
password_input_2.text = ""
|
||||
verificationcode_input.text = ""
|
||||
|
||||
# 切换回登录面板
|
||||
_switch_to_login_panel()
|
||||
|
||||
# 如果记住密码,自动填充登录信息
|
||||
if remember_password:
|
||||
username_input.text = register_username_input.text
|
||||
password_input.text = password_input_1.text
|
||||
|
||||
# 忘记密码成功处理
|
||||
func _handle_forget_password_success():
|
||||
if remember_password:
|
||||
var user_name = forget_username_input.text.strip_edges()
|
||||
var new_password = new_password_input.text.strip_edges()
|
||||
_save_login_info(user_name, new_password)
|
||||
|
||||
# 清除输入框
|
||||
forget_verificationcode_input.text = ""
|
||||
|
||||
# 切换回登录面板并自动填充账号信息
|
||||
_switch_to_login_panel()
|
||||
username_input.text = forget_username_input.text
|
||||
password_input.text = new_password_input.text
|
||||
_set_status(status_label, "密码已重置,请登录", Color.GREEN)
|
||||
|
||||
# 切换到登录面板
|
||||
func _switch_to_login_panel():
|
||||
register_vbox.hide()
|
||||
forget_password_vbox.hide()
|
||||
login_v_box.show()
|
||||
|
||||
# 公共验证函数
|
||||
func _validate_login_input(user_name: String, password: String, label: Label) -> bool:
|
||||
if user_name.is_empty() or password.is_empty():
|
||||
_set_status(label, "用户名或密码不能为空!", Color.RED)
|
||||
return false
|
||||
return true
|
||||
|
||||
func _validate_register_input(user_name: String, password: String, password_confirm: String, player_name: String, farm_name: String, verification_code: String, label: Label) -> bool:
|
||||
if user_name.is_empty() or password.is_empty() or password_confirm.is_empty() or player_name.is_empty() or farm_name.is_empty():
|
||||
_set_status(label, "所有字段都不能为空!", Color.RED)
|
||||
return false
|
||||
if password != password_confirm:
|
||||
_set_status(label, "两次输入的密码不一致!", Color.RED)
|
||||
return false
|
||||
if not is_valid_qq_number(user_name):
|
||||
_set_status(label, "请输入有效的QQ号(5-12位数字)!", Color.RED)
|
||||
return false
|
||||
if not is_valid_password(password):
|
||||
_set_status(label, "密码只能包含数字和字母!", Color.RED)
|
||||
return false
|
||||
if verification_code.is_empty():
|
||||
_set_status(label, "验证码不能为空!", Color.RED)
|
||||
return false
|
||||
return true
|
||||
|
||||
func _validate_qq_input(user_name: String, label: Label) -> bool:
|
||||
if user_name.is_empty():
|
||||
_set_status(label, "请输入QQ号以接收验证码!", Color.RED)
|
||||
return false
|
||||
if not is_valid_qq_number(user_name):
|
||||
_set_status(label, "请输入正确的QQ号码(5-12位数字)!", Color.RED)
|
||||
return false
|
||||
return true
|
||||
|
||||
func _validate_forget_password_input(user_name: String, new_password: String, verification_code: String, label: Label) -> bool:
|
||||
if user_name.is_empty() or new_password.is_empty():
|
||||
_set_status(label, "用户名或新密码不能为空!", Color.RED)
|
||||
return false
|
||||
if not is_valid_qq_number(user_name):
|
||||
_set_status(label, "请输入正确的QQ号码(5-12位数字)!", Color.RED)
|
||||
return false
|
||||
if not is_valid_password(new_password):
|
||||
_set_status(label, "密码只能包含数字和字母!", Color.RED)
|
||||
return false
|
||||
if verification_code.is_empty():
|
||||
_set_status(label, "请输入验证码!", Color.RED)
|
||||
return false
|
||||
return true
|
||||
|
||||
# 公共网络连接检查函数
|
||||
func _ensure_network_connection(label: Label) -> bool:
|
||||
if not tcp_network_manager_panel.client.is_client_connected():
|
||||
_set_status(label, "未连接到服务器,正在尝试连接...", Color.YELLOW)
|
||||
tcp_network_manager_panel.connect_to_current_server()
|
||||
await get_tree().create_timer(2.0).timeout
|
||||
|
||||
if not tcp_network_manager_panel.client.is_client_connected():
|
||||
_set_status(label, "连接服务器失败,正在尝试其他服务器...", Color.YELLOW)
|
||||
await get_tree().create_timer(3.0).timeout
|
||||
return false
|
||||
return true
|
||||
|
||||
# 公共状态设置函数
|
||||
func _set_status(label: Label, text: String, color: Color):
|
||||
label.text = text
|
||||
label.modulate = color
|
||||
|
||||
#面板显示与隐藏切换处理
|
||||
func _on_visibility_changed():
|
||||
GlobalVariables.isZoomDisabled = visible
|
||||
|
||||
#注册面板返回登录面板
|
||||
func _on_register_2_login_button_pressed() -> void:
|
||||
_switch_to_login_panel()
|
||||
pass
|
||||
|
||||
#找回密码面板返回登录面板
|
||||
func _on_forget_2_login_button_pressed() -> void:
|
||||
_switch_to_login_panel()
|
||||
pass
|
||||
1
SproutFarm-Frontend/Script/BigPanel/LoginPanel.gd.uid
Normal file
1
SproutFarm-Frontend/Script/BigPanel/LoginPanel.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://cka0r4g8tbf0
|
||||
414
SproutFarm-Frontend/Script/BigPanel/LuckyDrawPanel.gd
Normal file
414
SproutFarm-Frontend/Script/BigPanel/LuckyDrawPanel.gd
Normal file
@@ -0,0 +1,414 @@
|
||||
extends Panel
|
||||
class_name LuckyDrawPanel
|
||||
|
||||
signal draw_completed(rewards: Array, draw_type: String)
|
||||
signal draw_failed(error_message: String)
|
||||
|
||||
@onready var lucky_draw_reward: RichTextLabel = $LuckyDrawReward
|
||||
@onready var grid: GridContainer = $Grid
|
||||
@onready var reward_item: RichTextLabel = $Grid/RewardItem
|
||||
@onready var main_game = get_node("/root/main")
|
||||
@onready var tcp_network_manager_panel: Panel = $'../TCPNetworkManagerPanel'
|
||||
|
||||
@onready var confirm_dialog: ConfirmationDialog = $ConfirmDialog #确认弹窗
|
||||
|
||||
|
||||
var reward_templates: Array[RichTextLabel] = []
|
||||
var current_rewards: Array = []
|
||||
var seed_rewards: Dictionary = {}
|
||||
var anticipation_tween: Tween = null
|
||||
|
||||
# 15种模板颜色
|
||||
var template_colors: Array[Color] = [
|
||||
Color(1.0, 0.8, 0.8, 1.0), Color(0.8, 1.0, 0.8, 1.0), Color(0.8, 0.8, 1.0, 1.0),
|
||||
Color(1.0, 1.0, 0.8, 1.0), Color(1.0, 0.8, 1.0, 1.0), Color(0.8, 1.0, 1.0, 1.0),
|
||||
Color(1.0, 0.9, 0.8, 1.0), Color(0.9, 0.8, 1.0, 1.0), Color(0.8, 1.0, 0.9, 1.0),
|
||||
Color(1.0, 0.8, 0.9, 1.0), Color(0.9, 1.0, 0.8, 1.0), Color(0.8, 0.9, 1.0, 1.0),
|
||||
Color(1.0, 0.95, 0.8, 1.0), Color(0.85, 0.8, 1.0, 1.0), Color(0.95, 1.0, 0.85, 1.0)
|
||||
]
|
||||
|
||||
var base_rewards: Dictionary = {
|
||||
"coins": {"name": "金币", "icon": "💰", "color": "#FFD700"},
|
||||
"exp": {"name": "经验", "icon": "⭐", "color": "#00BFFF"},
|
||||
"empty": {"name": "谢谢惠顾", "icon": "😅", "color": "#CCCCCC"}
|
||||
}
|
||||
|
||||
var draw_costs: Dictionary = {
|
||||
"single": 800,
|
||||
"five": 3600,
|
||||
"ten": 6400
|
||||
}
|
||||
|
||||
func _ready() -> void:
|
||||
visibility_changed.connect(_on_visibility_changed)
|
||||
_initialize_system()
|
||||
|
||||
func _initialize_system() -> void:
|
||||
if main_game:
|
||||
draw_completed.connect(main_game._on_lucky_draw_completed)
|
||||
draw_failed.connect(main_game._on_lucky_draw_failed)
|
||||
|
||||
lucky_draw_reward.hide()
|
||||
_load_crop_data_and_build_rewards()
|
||||
_generate_reward_templates()
|
||||
_update_template_display()
|
||||
|
||||
func _load_crop_data_and_build_rewards() -> void:
|
||||
if main_game and main_game.has_method("get_crop_data"):
|
||||
var crop_data = main_game.get_crop_data()
|
||||
if crop_data:
|
||||
_build_seed_rewards_from_crop_data(crop_data)
|
||||
|
||||
func _build_seed_rewards_from_crop_data(crop_data: Dictionary) -> void:
|
||||
seed_rewards.clear()
|
||||
|
||||
for crop_name in crop_data.keys():
|
||||
var crop_info = crop_data[crop_name]
|
||||
|
||||
if crop_name == "测试作物" or not crop_info.get("能否购买", true):
|
||||
continue
|
||||
|
||||
var quality = crop_info.get("品质", "普通")
|
||||
var rarity_color = _get_rarity_color(quality)
|
||||
|
||||
seed_rewards[crop_name] = {
|
||||
"icon": "🌱",
|
||||
"color": rarity_color,
|
||||
"rarity": quality,
|
||||
"等级": crop_info.get("等级", 1),
|
||||
"cost": crop_info.get("花费", 50)
|
||||
}
|
||||
|
||||
func _get_rarity_color(rarity: String) -> String:
|
||||
match rarity:
|
||||
"普通": return "#90EE90"
|
||||
"优良": return "#87CEEB"
|
||||
"稀有": return "#DDA0DD"
|
||||
"史诗": return "#9932CC"
|
||||
"传奇": return "#FF8C00"
|
||||
_: return "#FFFFFF"
|
||||
|
||||
func _generate_reward_templates() -> void:
|
||||
for child in grid.get_children():
|
||||
if child != reward_item:
|
||||
child.queue_free()
|
||||
|
||||
reward_templates.clear()
|
||||
|
||||
for i in range(15):
|
||||
var template: RichTextLabel
|
||||
|
||||
if i == 0:
|
||||
template = reward_item
|
||||
else:
|
||||
template = reward_item.duplicate()
|
||||
grid.add_child(template)
|
||||
|
||||
template.self_modulate = template_colors[i]
|
||||
template.bbcode_enabled = true
|
||||
template.threaded = true
|
||||
reward_templates.append(template)
|
||||
|
||||
func _update_template_display() -> void:
|
||||
var sample_rewards = _generate_sample_rewards()
|
||||
|
||||
for i in range(reward_templates.size()):
|
||||
var template = reward_templates[i]
|
||||
if i < sample_rewards.size():
|
||||
var reward = sample_rewards[i]
|
||||
template.text = _format_template_text(reward)
|
||||
template.show()
|
||||
else:
|
||||
template.hide()
|
||||
|
||||
func _generate_sample_rewards() -> Array:
|
||||
var sample_rewards = []
|
||||
|
||||
sample_rewards.append({"type": "coins", "amount_range": [100, 300], "rarity": "普通"})
|
||||
sample_rewards.append({"type": "exp", "amount_range": [50, 150], "rarity": "普通"})
|
||||
sample_rewards.append({"type": "empty", "name": "谢谢惠顾", "rarity": "空奖"})
|
||||
|
||||
var quality_examples = ["普通", "优良", "稀有", "史诗", "传奇"]
|
||||
for quality in quality_examples:
|
||||
var example_seeds = []
|
||||
for seed_name in seed_rewards.keys():
|
||||
if seed_rewards[seed_name].rarity == quality:
|
||||
example_seeds.append(seed_name)
|
||||
|
||||
if example_seeds.size() > 0:
|
||||
var seed_name = example_seeds[0]
|
||||
sample_rewards.append({
|
||||
"type": "seed",
|
||||
"name": seed_name,
|
||||
"rarity": quality,
|
||||
"amount_range": [1, 3] if quality != "传奇" else [1, 1]
|
||||
})
|
||||
|
||||
sample_rewards.append({"type": "package", "name": "成长套餐", "rarity": "优良"})
|
||||
sample_rewards.append({"type": "package", "name": "稀有礼包", "rarity": "稀有"})
|
||||
sample_rewards.append({"type": "package", "name": "传奇大礼包", "rarity": "传奇"})
|
||||
sample_rewards.append({"type": "coins", "amount_range": [1000, 2000], "rarity": "史诗"})
|
||||
sample_rewards.append({"type": "exp", "amount_range": [500, 1000], "rarity": "传奇"})
|
||||
|
||||
return sample_rewards.slice(0, 15)
|
||||
|
||||
func _format_template_text(reward: Dictionary) -> String:
|
||||
var text = "[center]"
|
||||
|
||||
match reward.type:
|
||||
"empty":
|
||||
text += "[color=%s]%s[/color]\n" % [base_rewards.empty.color, base_rewards.empty.icon]
|
||||
text += "[color=%s]%s[/color]" % [base_rewards.empty.color, reward.get("name", "谢谢惠顾")]
|
||||
|
||||
"package":
|
||||
var rarity_color = _get_rarity_color(reward.get("rarity", "普通"))
|
||||
text += "[color=%s]🎁[/color]\n" % [rarity_color]
|
||||
text += "[color=%s]%s[/color]\n" % [rarity_color, reward.get("name", "礼包")]
|
||||
text += "[color=#CCCCCC](%s)[/color]" % reward.get("rarity", "普通")
|
||||
|
||||
"coins":
|
||||
var rarity_color = _get_rarity_color(reward.get("rarity", "普通"))
|
||||
text += "[color=%s]%s[/color]\n" % [rarity_color, base_rewards.coins.icon]
|
||||
if reward.has("amount_range"):
|
||||
text += "[color=%s]%d-%d[/color]\n" % [rarity_color, reward.amount_range[0], reward.amount_range[1]]
|
||||
text += "[color=%s]%s[/color]" % [rarity_color, base_rewards.coins.name]
|
||||
|
||||
"exp":
|
||||
var rarity_color = _get_rarity_color(reward.get("rarity", "普通"))
|
||||
text += "[color=%s]%s[/color]\n" % [rarity_color, base_rewards.exp.icon]
|
||||
if reward.has("amount_range"):
|
||||
text += "[color=%s]%d-%d[/color]\n" % [rarity_color, reward.amount_range[0], reward.amount_range[1]]
|
||||
text += "[color=%s]%s[/color]" % [rarity_color, base_rewards.exp.name]
|
||||
|
||||
"seed":
|
||||
if reward.has("name") and reward.name in seed_rewards:
|
||||
var seed_info = seed_rewards[reward.name]
|
||||
text += "[color=%s]%s[/color]\n" % [seed_info.color, seed_info.icon]
|
||||
text += "[color=%s]%s[/color]\n" % [seed_info.color, reward.name]
|
||||
if reward.has("amount_range"):
|
||||
text += "[color=%s]x%d-%d[/color]\n" % [seed_info.color, reward.amount_range[0], reward.amount_range[1]]
|
||||
text += "[color=#CCCCCC](%s)[/color]" % seed_info.rarity
|
||||
else:
|
||||
text += "[color=#90EE90]🌱[/color]\n"
|
||||
text += "[color=#90EE90]种子[/color]"
|
||||
|
||||
text += "[/center]"
|
||||
return text
|
||||
|
||||
func _perform_network_draw(draw_type: String) -> void:
|
||||
if not tcp_network_manager_panel or not tcp_network_manager_panel.is_connected_to_server():
|
||||
_show_error_message("网络未连接,无法进行抽奖")
|
||||
return
|
||||
|
||||
var cost = draw_costs.get(draw_type, 800)
|
||||
if main_game and main_game.money < cost:
|
||||
_show_error_message("金币不足,需要 %d 金币" % cost)
|
||||
return
|
||||
|
||||
var success = tcp_network_manager_panel.sendLuckyDraw(draw_type)
|
||||
if not success:
|
||||
_show_error_message("发送抽奖请求失败")
|
||||
return
|
||||
|
||||
_show_waiting_animation()
|
||||
|
||||
func _show_waiting_animation() -> void:
|
||||
_set_draw_buttons_enabled(false)
|
||||
lucky_draw_reward.hide()
|
||||
|
||||
func handle_lucky_draw_response(response: Dictionary) -> void:
|
||||
_set_draw_buttons_enabled(true)
|
||||
|
||||
if response.get("success", false):
|
||||
var rewards = response.get("rewards", [])
|
||||
var draw_type = response.get("draw_type", "single")
|
||||
var cost = response.get("cost", 0)
|
||||
|
||||
_show_server_draw_results(rewards, draw_type, cost)
|
||||
draw_completed.emit(rewards, draw_type)
|
||||
else:
|
||||
var error_message = response.get("message", "抽奖失败")
|
||||
_show_error_message(error_message)
|
||||
draw_failed.emit(error_message)
|
||||
|
||||
func _show_server_draw_results(rewards: Array, draw_type: String, cost: int) -> void:
|
||||
current_rewards = rewards
|
||||
|
||||
var result_text = _format_server_draw_results(rewards, draw_type, cost)
|
||||
lucky_draw_reward.text = result_text
|
||||
lucky_draw_reward.show()
|
||||
|
||||
|
||||
func _format_server_draw_results(rewards: Array, draw_type: String, cost: int) -> String:
|
||||
var type_names = {"single": "单抽", "five": "五连抽", "ten": "十连抽"}
|
||||
|
||||
var text = "[center][color=#FFD700]🎊 %s结果 🎊[/color][/center]\n" % type_names.get(draw_type, draw_type)
|
||||
text += "[center][color=#87CEEB]消费 %d 金币[/color][/center]\n" % cost
|
||||
|
||||
var stats = _count_server_reward_rarity(rewards)
|
||||
|
||||
var stat_parts = []
|
||||
if stats.legendary > 0:
|
||||
stat_parts.append("[color=#FF8C00]🏆传奇x%d[/color]" % stats.legendary)
|
||||
if stats.epic > 0:
|
||||
stat_parts.append("[color=#9932CC]💎史诗x%d[/color]" % stats.epic)
|
||||
if stats.rare > 0:
|
||||
stat_parts.append("[color=#DDA0DD]⭐稀有x%d[/color]" % stats.rare)
|
||||
if stats.package > 0:
|
||||
stat_parts.append("[color=#FF69B4]🎁礼包x%d[/color]" % stats.package)
|
||||
|
||||
if stat_parts.size() > 0:
|
||||
text += "[center]%s[/center]\n" % " ".join(stat_parts)
|
||||
|
||||
text += "\n"
|
||||
|
||||
for reward in rewards:
|
||||
text += _format_single_server_reward(reward) + "\n"
|
||||
|
||||
if stats.empty_only:
|
||||
text += "[center][color=#87CEEB]💪 别灰心,下次一定能中大奖![/color][/center]"
|
||||
elif stats.legendary > 0:
|
||||
text += "[center][color=#FF8C00]🎉 恭喜获得传奇奖励![/color][/center]"
|
||||
elif stats.epic > 0:
|
||||
text += "[center][color=#9932CC]✨ 史诗奖励,运气不错![/color][/center]"
|
||||
|
||||
return text
|
||||
|
||||
func _count_server_reward_rarity(rewards: Array) -> Dictionary:
|
||||
var stats = {"legendary": 0, "epic": 0, "rare": 0, "package": 0, "empty": 0, "empty_only": false}
|
||||
|
||||
for reward in rewards:
|
||||
var rarity = reward.get("rarity", "普通")
|
||||
match rarity:
|
||||
"传奇": stats.legendary += 1
|
||||
"史诗": stats.epic += 1
|
||||
"稀有": stats.rare += 1
|
||||
"空奖": stats.empty += 1
|
||||
|
||||
if reward.get("type") == "package":
|
||||
stats.package += 1
|
||||
|
||||
stats.empty_only = (stats.empty == rewards.size() and rewards.size() == 1)
|
||||
return stats
|
||||
|
||||
func _format_single_server_reward(reward: Dictionary) -> String:
|
||||
var reward_type = reward.get("type", "")
|
||||
var rarity = reward.get("rarity", "普通")
|
||||
var rarity_color = _get_rarity_color(rarity)
|
||||
|
||||
match reward_type:
|
||||
"empty":
|
||||
return "[color=%s]😅 %s[/color]" % [rarity_color, reward.get("name", "空奖励")]
|
||||
|
||||
"package":
|
||||
var text = "[color=%s]🎁 %s[/color]\n" % [rarity_color, reward.get("name", "礼包")]
|
||||
text += "[color=#DDDDDD]内含:[/color] "
|
||||
|
||||
var content_parts = []
|
||||
if reward.has("contents"):
|
||||
for content in reward.contents:
|
||||
var part = _format_package_content(content)
|
||||
if part != "":
|
||||
content_parts.append(part)
|
||||
|
||||
text += " ".join(content_parts)
|
||||
return text
|
||||
|
||||
"coins":
|
||||
return "[color=%s]💰 金币 +%d[/color]" % [rarity_color, reward.get("amount", 0)]
|
||||
|
||||
"exp":
|
||||
return "[color=%s]⭐ 经验 +%d[/color]" % [rarity_color, reward.get("amount", 0)]
|
||||
|
||||
"seed":
|
||||
return "[color=%s]🌱 %s x%d[/color] [color=#CCCCCC](%s)[/color]" % [
|
||||
rarity_color, reward.get("name", "种子"), reward.get("amount", 0), rarity
|
||||
]
|
||||
|
||||
_:
|
||||
return "[color=#CCCCCC]未知奖励[/color]"
|
||||
|
||||
func _format_package_content(content: Dictionary) -> String:
|
||||
var content_type = content.get("type", "")
|
||||
var amount = content.get("amount", 0)
|
||||
|
||||
match content_type:
|
||||
"coins": return "[color=#FFD700]💰%d[/color]" % amount
|
||||
"exp": return "[color=#00BFFF]⭐%d[/color]" % amount
|
||||
"seed": return "[color=#90EE90]🌱%sx%d[/color]" % [content.get("name", "种子"), amount]
|
||||
_: return ""
|
||||
|
||||
|
||||
func _anticipation_flash(template: RichTextLabel, progress: float) -> void:
|
||||
var flash_intensity = 1.0 + sin(progress * PI * 2) * 0.2
|
||||
template.modulate = Color(flash_intensity, flash_intensity, flash_intensity, 1.0)
|
||||
|
||||
|
||||
func _show_error_message(message: String) -> void:
|
||||
lucky_draw_reward.text = "[center][color=#FF6B6B]❌ %s[/color][/center]" % message
|
||||
lucky_draw_reward.show()
|
||||
|
||||
await get_tree().create_timer(2.0).timeout
|
||||
lucky_draw_reward.hide()
|
||||
|
||||
func _set_draw_buttons_enabled(enabled: bool) -> void:
|
||||
var buttons = [
|
||||
$HBox/LuckyDrawButton,
|
||||
$HBox/FiveLuckyDrawButton,
|
||||
$HBox/TenLuckyDrawButton
|
||||
]
|
||||
|
||||
for button in buttons:
|
||||
if button:
|
||||
button.disabled = not enabled
|
||||
|
||||
# 事件处理
|
||||
func _on_quit_button_pressed() -> void:
|
||||
self.hide()
|
||||
|
||||
func _on_lucky_draw_button_pressed() -> void:
|
||||
_show_draw_confirmation("single")
|
||||
|
||||
func _on_five_lucky_draw_button_pressed() -> void:
|
||||
_show_draw_confirmation("five")
|
||||
|
||||
func _on_ten_lucky_draw_button_pressed() -> void:
|
||||
_show_draw_confirmation("ten")
|
||||
|
||||
func _show_draw_confirmation(draw_type: String) -> void:
|
||||
var cost = draw_costs.get(draw_type, 800)
|
||||
var type_names = {"single": "单抽", "five": "五连抽", "ten": "十连抽"}
|
||||
var type_name = type_names.get(draw_type, draw_type)
|
||||
|
||||
confirm_dialog.title = "幸运抽奖确认"
|
||||
confirm_dialog.dialog_text = "确定要进行%s吗?\n需要花费 %d 金币\n\n可能获得金币、经验、种子等奖励!" % [type_name, cost]
|
||||
confirm_dialog.popup_centered()
|
||||
|
||||
# 保存当前抽奖类型
|
||||
confirm_dialog.set_meta("draw_type", draw_type)
|
||||
|
||||
# 连接确认信号(如果还没连接的话)
|
||||
if not confirm_dialog.confirmed.is_connected(_on_confirm_draw):
|
||||
confirm_dialog.confirmed.connect(_on_confirm_draw)
|
||||
|
||||
func _on_confirm_draw() -> void:
|
||||
var draw_type = confirm_dialog.get_meta("draw_type", "single")
|
||||
_perform_network_draw(draw_type)
|
||||
|
||||
func _on_visibility_changed():
|
||||
if visible:
|
||||
GlobalVariables.isZoomDisabled = true
|
||||
else:
|
||||
GlobalVariables.isZoomDisabled = false
|
||||
|
||||
# 公共接口
|
||||
func get_current_rewards() -> Array:
|
||||
return current_rewards
|
||||
|
||||
func clear_draw_results() -> void:
|
||||
current_rewards.clear()
|
||||
lucky_draw_reward.hide()
|
||||
|
||||
func refresh_reward_display() -> void:
|
||||
_load_crop_data_and_build_rewards()
|
||||
_update_template_display()
|
||||
@@ -0,0 +1 @@
|
||||
uid://65e0rl31fx0i
|
||||
294
SproutFarm-Frontend/Script/BigPanel/PetBagPanel.gd
Normal file
294
SproutFarm-Frontend/Script/BigPanel/PetBagPanel.gd
Normal file
@@ -0,0 +1,294 @@
|
||||
extends Panel
|
||||
# 这是宠物背包面板,用来显示玩家获得的宠物
|
||||
|
||||
# 宠物背包格子容器
|
||||
@onready var bag_grid: GridContainer = $ScrollContainer/Bag_Grid
|
||||
@onready var quit_button: Button = $QuitButton
|
||||
@onready var refresh_button: Button = $RefreshButton
|
||||
@onready var scroll_container = $ScrollContainer
|
||||
|
||||
# 预添加常用的面板
|
||||
@onready var main_game = get_node("/root/main")
|
||||
|
||||
@onready var lucky_draw_panel: LuckyDrawPanel = $'../LuckyDrawPanel'
|
||||
@onready var daily_check_in_panel: DailyCheckInPanel = $'../DailyCheckInPanel'
|
||||
@onready var tcp_network_manager_panel: Panel = $'../TCPNetworkManagerPanel'
|
||||
@onready var item_store_panel: Panel = $'../ItemStorePanel'
|
||||
@onready var pet_store_panel: Panel = $'../PetStorePanel'
|
||||
@onready var player_bag_panel: Panel = $'../PlayerBagPanel'
|
||||
@onready var crop_warehouse_panel: Panel = $'../CropWarehousePanel'
|
||||
@onready var crop_store_panel: Panel = $'../CropStorePanel'
|
||||
@onready var player_ranking_panel: Panel = $'../PlayerRankingPanel'
|
||||
@onready var login_panel: PanelContainer = $'../LoginPanel'
|
||||
@onready var pet_inform_panel: Panel = $'../../SmallPanel/PetInformPanel'
|
||||
|
||||
# 宠物配置数据
|
||||
var pet_config: Dictionary = {}
|
||||
|
||||
# 准备函数
|
||||
func _ready():
|
||||
# 连接关闭按钮信号
|
||||
quit_button.pressed.connect(self._on_quit_button_pressed)
|
||||
refresh_button.pressed.connect(self._on_refresh_button_pressed)
|
||||
# 连接可见性改变信号
|
||||
visibility_changed.connect(_on_visibility_changed)
|
||||
|
||||
# 隐藏面板(初始默认隐藏)
|
||||
self.hide()
|
||||
|
||||
# 初始化宠物背包
|
||||
func init_pet_bag():
|
||||
|
||||
# 显示背包中的宠物
|
||||
update_pet_bag_ui()
|
||||
|
||||
# 更新宠物背包UI(同步版本,用于刷新按钮)
|
||||
func update_pet_bag_ui():
|
||||
if scroll_container:
|
||||
scroll_container.clip_contents = false
|
||||
|
||||
# 设置GridContainer也不裁剪内容
|
||||
if bag_grid:
|
||||
bag_grid.clip_contents = false
|
||||
|
||||
# 清空宠物背包格子
|
||||
for child in bag_grid.get_children():
|
||||
child.queue_free()
|
||||
|
||||
# 确保宠物背包存在
|
||||
if not "pet_bag" in main_game or main_game.pet_bag == null:
|
||||
main_game.pet_bag = []
|
||||
|
||||
# 为背包中的每个宠物创建按钮
|
||||
for pet_data in main_game.pet_bag:
|
||||
var pet_name = pet_data.get("pet_type", "未知宠物")
|
||||
var pet_level = pet_data.get("pet_level", 1)
|
||||
var pet_owner_name = pet_data.get("pet_name", pet_name)
|
||||
|
||||
# 创建宠物按钮
|
||||
var button = _create_pet_button(pet_name, pet_level, pet_owner_name)
|
||||
|
||||
# 更新按钮文本显示宠物信息
|
||||
button.text = str(pet_owner_name + "\n等级:" + str(pet_level))
|
||||
|
||||
# 根据是否处于访问模式连接不同的事件
|
||||
if main_game.is_visiting_mode:
|
||||
# 访问模式下,点击宠物只显示信息
|
||||
button.pressed.connect(func(): _on_visit_pet_selected(pet_name, pet_data))
|
||||
else:
|
||||
# 正常模式下,连接宠物选择事件
|
||||
button.pressed.connect(func(): _on_pet_selected(pet_name, pet_data, button))
|
||||
|
||||
bag_grid.add_child(button)
|
||||
|
||||
# 创建宠物按钮
|
||||
func _create_pet_button(pet_name: String, pet_level: int, pet_owner_name: String) -> Button:
|
||||
# 使用按钮作为宠物背包按钮的样式
|
||||
var button = main_game.item_button.duplicate()
|
||||
|
||||
# 确保按钮可见并可点击
|
||||
button.visible = true
|
||||
button.disabled = false
|
||||
button.focus_mode = Control.FOCUS_ALL
|
||||
|
||||
# 关闭按钮的内容裁剪,允许图片超出按钮边界
|
||||
button.clip_contents = false
|
||||
|
||||
|
||||
# 添加工具提示
|
||||
button.tooltip_text = str(
|
||||
"宠物: " + pet_name + "\n" +
|
||||
"名称: " + pet_owner_name + "\n" +
|
||||
"等级: " + str(pet_level) + "\n" +
|
||||
"点击查看宠物详情"
|
||||
)
|
||||
|
||||
# 如果按钮有标题标签,设置标题
|
||||
if button.has_node("Title"):
|
||||
button.get_node("Title").text = "宠物"
|
||||
button.get_node("Title").modulate = Color.MAGENTA # 宠物标题使用洋红色
|
||||
|
||||
# 更新按钮的宠物图片
|
||||
_update_button_pet_image(button, pet_name)
|
||||
|
||||
return button
|
||||
|
||||
# 更新按钮的宠物图片
|
||||
func _update_button_pet_image(button: Button, pet_name: String):
|
||||
# 检查按钮是否有CropImage节点
|
||||
var pet_image = button.get_node_or_null("CropImage")
|
||||
if not pet_image:
|
||||
print("宠物背包按钮没有找到CropImage节点:", button.name)
|
||||
return
|
||||
|
||||
# 从服务器的宠物配置获取场景路径
|
||||
var texture = null
|
||||
var pet_config = main_game.pet_config # 使用服务器返回的宠物配置
|
||||
|
||||
if pet_config.has(pet_name):
|
||||
var pet_info = pet_config[pet_name]
|
||||
var scene_path = pet_info.get("pet_image", "") # 使用服务器数据的pet_image字段
|
||||
print("宠物背包 ", pet_name, " 的图片路径:", scene_path)
|
||||
|
||||
if scene_path != "" and ResourceLoader.exists(scene_path):
|
||||
print("宠物背包开始加载宠物场景:", scene_path)
|
||||
# 加载宠物场景并获取PetImage的纹理
|
||||
var pet_scene = load(scene_path)
|
||||
if pet_scene:
|
||||
var pet_instance = pet_scene.instantiate()
|
||||
# 直接使用实例化的场景根节点,因为根节点就是PetImage
|
||||
if pet_instance and pet_instance.sprite_frames:
|
||||
# 获取默认动画的第一帧
|
||||
var animation_names = pet_instance.sprite_frames.get_animation_names()
|
||||
if animation_names.size() > 0:
|
||||
var default_animation = animation_names[0]
|
||||
var frame_count = pet_instance.sprite_frames.get_frame_count(default_animation)
|
||||
if frame_count > 0:
|
||||
texture = pet_instance.sprite_frames.get_frame_texture(default_animation, 0)
|
||||
print("宠物背包成功获取宠物纹理:", pet_name)
|
||||
else:
|
||||
print("宠物背包场景没有动画:", pet_name)
|
||||
else:
|
||||
print("宠物背包场景没有PetImage节点或sprite_frames:", pet_name)
|
||||
pet_instance.queue_free()
|
||||
else:
|
||||
print("宠物背包无法加载宠物场景:", scene_path)
|
||||
else:
|
||||
print("宠物背包图片路径无效或文件不存在:", scene_path)
|
||||
else:
|
||||
print("宠物背包配置中没有找到:", pet_name)
|
||||
|
||||
# 设置图片
|
||||
if texture:
|
||||
pet_image.texture = texture
|
||||
pet_image.visible = true
|
||||
pet_image.scale = Vector2(10, 10)
|
||||
# 确保图片居中显示
|
||||
pet_image.centered = true
|
||||
print("宠物背包成功设置宠物图片:", pet_name)
|
||||
else:
|
||||
pet_image.visible = false
|
||||
print("宠物背包无法获取宠物图片:", pet_name)
|
||||
|
||||
# 加载宠物配置数据
|
||||
func _load_pet_config() -> Dictionary:
|
||||
var file = FileAccess.open("res://Data/pet_data.json", FileAccess.READ)
|
||||
if file == null:
|
||||
return {}
|
||||
|
||||
var json = JSON.new()
|
||||
var json_string = file.get_as_text()
|
||||
file.close()
|
||||
|
||||
var parse_result = json.parse(json_string)
|
||||
if parse_result != OK:
|
||||
return {}
|
||||
|
||||
return json.data
|
||||
|
||||
# 计算宠物年龄(以天为单位)
|
||||
func _calculate_pet_age(birthday: String) -> int:
|
||||
if birthday == "":
|
||||
return 0
|
||||
|
||||
# 解析生日字符串,格式:2025年7月5日10时7分25秒
|
||||
var birthday_parts = birthday.split("年")
|
||||
if birthday_parts.size() < 2:
|
||||
return 0
|
||||
|
||||
var year = int(birthday_parts[0])
|
||||
var rest = birthday_parts[1]
|
||||
|
||||
var month_parts = rest.split("月")
|
||||
if month_parts.size() < 2:
|
||||
return 0
|
||||
|
||||
var month = int(month_parts[0])
|
||||
var rest2 = month_parts[1]
|
||||
|
||||
var day_parts = rest2.split("日")
|
||||
if day_parts.size() < 2:
|
||||
return 0
|
||||
|
||||
var day = int(day_parts[0])
|
||||
var rest3 = day_parts[1]
|
||||
|
||||
var hour_parts = rest3.split("时")
|
||||
if hour_parts.size() < 2:
|
||||
return 0
|
||||
|
||||
var hour = int(hour_parts[0])
|
||||
var rest4 = hour_parts[1]
|
||||
|
||||
var minute_parts = rest4.split("分")
|
||||
if minute_parts.size() < 2:
|
||||
return 0
|
||||
|
||||
var minute = int(minute_parts[0])
|
||||
var rest5 = minute_parts[1]
|
||||
|
||||
var second_parts = rest5.split("秒")
|
||||
if second_parts.size() < 1:
|
||||
return 0
|
||||
|
||||
var second = int(second_parts[0])
|
||||
|
||||
# 将生日转换为Unix时间戳
|
||||
var birthday_dict = {
|
||||
"year": year,
|
||||
"month": month,
|
||||
"day": day,
|
||||
"hour": hour,
|
||||
"minute": minute,
|
||||
"second": second
|
||||
}
|
||||
|
||||
var birthday_timestamp = Time.get_unix_time_from_datetime_dict(birthday_dict)
|
||||
var current_timestamp = Time.get_unix_time_from_system()
|
||||
|
||||
# 计算天数差
|
||||
var age_seconds = current_timestamp - birthday_timestamp
|
||||
var age_days = int(age_seconds / (24 * 3600))
|
||||
|
||||
return max(0, age_days)
|
||||
|
||||
|
||||
# 正常模式下的宠物点击处理 - 查看宠物信息
|
||||
func _on_pet_selected(pet_name: String, pet_data: Dictionary, button: Button):
|
||||
# 显示宠物信息面板
|
||||
if pet_inform_panel:
|
||||
pet_inform_panel.show_pet_info(pet_name, pet_data)
|
||||
pet_inform_panel.show()
|
||||
|
||||
|
||||
# 访问模式下的宠物点击处理
|
||||
func _on_visit_pet_selected(pet_name: String, pet_data: Dictionary):
|
||||
# 显示宠物信息面板
|
||||
if pet_inform_panel:
|
||||
pet_inform_panel.show_pet_info(pet_name, pet_data)
|
||||
pet_inform_panel.show()
|
||||
|
||||
#=========================面板通用处理=========================
|
||||
# 关闭宠物背包面板
|
||||
func _on_quit_button_pressed() -> void:
|
||||
self.hide()
|
||||
|
||||
# 手动刷新宠物背包面板
|
||||
func _on_refresh_button_pressed() -> void:
|
||||
# 刷新宠物背包UI
|
||||
update_pet_bag_ui()
|
||||
Toast.show("宠物背包已刷新", Color.GREEN, 2.0, 1.0)
|
||||
|
||||
#面板显示与隐藏切换处理
|
||||
func _on_visibility_changed():
|
||||
if visible:
|
||||
GlobalVariables.isZoomDisabled = true
|
||||
# 面板显示时请求同步最新的背包数据
|
||||
tcp_network_manager_panel.send_sync_bag_data_request()
|
||||
# 面板显示时自动刷新数据
|
||||
update_pet_bag_ui()
|
||||
pass
|
||||
else:
|
||||
GlobalVariables.isZoomDisabled = false
|
||||
pass
|
||||
#=========================面板通用处理=========================
|
||||
1
SproutFarm-Frontend/Script/BigPanel/PetBagPanel.gd.uid
Normal file
1
SproutFarm-Frontend/Script/BigPanel/PetBagPanel.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://bdhwvqsmakna2
|
||||
343
SproutFarm-Frontend/Script/BigPanel/PetStorePanel.gd
Normal file
343
SproutFarm-Frontend/Script/BigPanel/PetStorePanel.gd
Normal file
@@ -0,0 +1,343 @@
|
||||
extends Panel
|
||||
# 这是宠物商店面板,用来展示各种宠物
|
||||
|
||||
# 宠物商店格子容器
|
||||
@onready var store_grid: GridContainer = $ScrollContainer/Store_Grid
|
||||
@onready var quit_button: Button = $QuitButton
|
||||
@onready var refresh_button: Button = $RefreshButton
|
||||
@onready var scroll_container = $ScrollContainer
|
||||
|
||||
# 预添加常用的面板
|
||||
@onready var main_game = get_node("/root/main")
|
||||
|
||||
@onready var lucky_draw_panel: LuckyDrawPanel = $'../LuckyDrawPanel'
|
||||
@onready var daily_check_in_panel: DailyCheckInPanel = $'../DailyCheckInPanel'
|
||||
@onready var tcp_network_manager_panel: Panel = $'../TCPNetworkManagerPanel'
|
||||
@onready var item_bag_panel: Panel = $'../ItemBagPanel'
|
||||
@onready var pet_bag_panel: Panel = $'../PetBagPanel'
|
||||
@onready var player_bag_panel: Panel = $'../PlayerBagPanel'
|
||||
@onready var crop_warehouse_panel: Panel = $'../CropWarehousePanel'
|
||||
@onready var crop_store_panel: Panel = $'../CropStorePanel'
|
||||
@onready var player_ranking_panel: Panel = $'../PlayerRankingPanel'
|
||||
@onready var login_panel: PanelContainer = $'../LoginPanel'
|
||||
@onready var batch_buy_popup: PanelContainer = $'../../DiaLog/BatchBuyPopup'
|
||||
|
||||
# 宠物配置数据
|
||||
var pet_config: Dictionary = {}
|
||||
# 请求状态标志,防止重复请求
|
||||
var is_requesting_config: bool = false
|
||||
|
||||
# 准备函数
|
||||
func _ready():
|
||||
# 连接关闭按钮信号
|
||||
quit_button.pressed.connect(self._on_quit_button_pressed)
|
||||
refresh_button.pressed.connect(self._on_refresh_button_pressed)
|
||||
# 连接可见性改变信号
|
||||
visibility_changed.connect(_on_visibility_changed)
|
||||
|
||||
# 隐藏面板(初始默认隐藏)
|
||||
self.hide()
|
||||
|
||||
|
||||
# 初始化宠物商店
|
||||
func init_pet_store():
|
||||
# 从主游戏脚本获取宠物配置数据
|
||||
_load_pet_config_from_main()
|
||||
update_pet_store_ui()
|
||||
|
||||
# 更新宠物商店UI
|
||||
func update_pet_store_ui():
|
||||
if scroll_container:
|
||||
scroll_container.clip_contents = false
|
||||
|
||||
# 设置GridContainer也不裁剪内容
|
||||
if store_grid:
|
||||
store_grid.clip_contents = false
|
||||
|
||||
# 清空宠物商店格子
|
||||
for child in store_grid.get_children():
|
||||
child.queue_free()
|
||||
|
||||
print("更新宠物商店UI,宠物种类:", pet_config.size())
|
||||
print("宠物配置数据:", pet_config)
|
||||
|
||||
# 为每个宠物配置创建按钮
|
||||
for pet_name in pet_config.keys():
|
||||
var pet_info = pet_config[pet_name]
|
||||
print("处理宠物:", pet_name, ",数据:", pet_info)
|
||||
|
||||
# 适配扁平化数据格式
|
||||
var can_buy = pet_info.get("can_purchase", false)
|
||||
|
||||
# 只显示可购买的宠物
|
||||
if not can_buy:
|
||||
print("宠物 ", pet_name, " 不可购买,跳过")
|
||||
continue
|
||||
|
||||
var pet_cost = pet_info.get("cost", 0)
|
||||
var pet_desc = pet_info.get("description", "可爱的宠物伙伴")
|
||||
|
||||
# 检查玩家是否已购买该宠物
|
||||
var is_owned = _check_pet_owned(pet_name)
|
||||
|
||||
# 创建宠物按钮
|
||||
var button = _create_pet_button(pet_name, pet_cost, pet_desc, is_owned)
|
||||
|
||||
# 更新按钮文本显示价格和状态
|
||||
if is_owned:
|
||||
button.text = str(pet_name + "\n(已购买)")
|
||||
button.disabled = true
|
||||
else:
|
||||
button.text = str(pet_name + "\n价格:" + str(pet_cost) + "元")
|
||||
# 连接购买点击事件
|
||||
button.pressed.connect(func(): _on_store_pet_selected(pet_name, pet_cost, pet_desc))
|
||||
|
||||
store_grid.add_child(button)
|
||||
print("已添加宠物按钮:", pet_name)
|
||||
|
||||
# 检查玩家是否已拥有某种宠物
|
||||
func _check_pet_owned(pet_name: String) -> bool:
|
||||
if not main_game.pet_bag:
|
||||
return false
|
||||
|
||||
for pet_data in main_game.pet_bag:
|
||||
var pet_type = pet_data.get("pet_type", "")
|
||||
if pet_type == pet_name:
|
||||
return true
|
||||
return false
|
||||
|
||||
# 创建宠物按钮
|
||||
func _create_pet_button(pet_name: String, pet_cost: int, pet_desc: String, is_owned: bool = false) -> Button:
|
||||
# 使用按钮作为宠物商店按钮的样式
|
||||
var button = main_game.item_button.duplicate()
|
||||
|
||||
# 确保按钮可见并可点击
|
||||
button.visible = true
|
||||
button.disabled = false
|
||||
button.focus_mode = Control.FOCUS_ALL
|
||||
|
||||
# 关闭按钮的内容裁剪,允许图片超出按钮边界
|
||||
button.clip_contents = false
|
||||
|
||||
# 设置按钮文本
|
||||
button.text = pet_name
|
||||
|
||||
# 添加工具提示
|
||||
button.tooltip_text = str(
|
||||
"宠物: " + pet_name + "\n" +
|
||||
"价格: " + str(pet_cost) + "元\n" +
|
||||
"描述: " + pet_desc + "\n" +
|
||||
"点击购买宠物"
|
||||
)
|
||||
|
||||
# 如果按钮有标题标签,设置标题
|
||||
if button.has_node("Title"):
|
||||
if is_owned:
|
||||
button.get_node("Title").text = "已购买"
|
||||
button.get_node("Title").modulate = Color.GRAY # 已购买使用灰色
|
||||
else:
|
||||
button.get_node("Title").text = "宠物商店"
|
||||
button.get_node("Title").modulate = Color.PINK # 宠物商店标题使用粉色
|
||||
|
||||
# 更新按钮的宠物图片
|
||||
_update_button_pet_image(button, pet_name)
|
||||
|
||||
return button
|
||||
|
||||
# 更新按钮的宠物图片
|
||||
func _update_button_pet_image(button: Button, pet_name: String):
|
||||
# 检查按钮是否有CropImage节点
|
||||
var pet_image = button.get_node_or_null("CropImage")
|
||||
if not pet_image:
|
||||
print("按钮没有CropImage节点,跳过图片设置")
|
||||
return
|
||||
|
||||
# 从宠物配置获取场景路径
|
||||
var texture = null
|
||||
if pet_config.has(pet_name):
|
||||
var pet_info = pet_config[pet_name]
|
||||
var scene_path = pet_info.get("pet_image", "")
|
||||
print("宠物 ", pet_name, " 的图片路径:", scene_path)
|
||||
|
||||
if scene_path != "" and ResourceLoader.exists(scene_path):
|
||||
print("开始加载宠物场景:", scene_path)
|
||||
# 加载宠物场景并获取PetImage的纹理
|
||||
var pet_scene = load(scene_path)
|
||||
if pet_scene:
|
||||
var pet_instance = pet_scene.instantiate()
|
||||
# 场景的根节点就是PetImage,直接使用
|
||||
var pet_image_node = pet_instance
|
||||
if pet_image_node and pet_image_node.sprite_frames:
|
||||
# 获取默认动画的第一帧
|
||||
var animation_names = pet_image_node.sprite_frames.get_animation_names()
|
||||
if animation_names.size() > 0:
|
||||
var default_animation = animation_names[0]
|
||||
var frame_count = pet_image_node.sprite_frames.get_frame_count(default_animation)
|
||||
if frame_count > 0:
|
||||
texture = pet_image_node.sprite_frames.get_frame_texture(default_animation, 0)
|
||||
print("成功获取宠物纹理:", pet_name)
|
||||
else:
|
||||
print("宠物场景没有动画:", pet_name)
|
||||
else:
|
||||
print("宠物场景没有PetImage节点或sprite_frames:", pet_name)
|
||||
pet_instance.queue_free()
|
||||
else:
|
||||
print("无法加载宠物场景:", scene_path)
|
||||
else:
|
||||
print("宠物图片路径无效或文件不存在:", scene_path)
|
||||
else:
|
||||
print("宠物配置中没有找到:", pet_name)
|
||||
|
||||
# 设置图片
|
||||
if texture:
|
||||
pet_image.texture = texture
|
||||
pet_image.visible = true
|
||||
pet_image.scale = Vector2(10, 10)
|
||||
# 确保图片居中显示
|
||||
pet_image.centered = true
|
||||
print("成功设置宠物图片:", pet_name)
|
||||
else:
|
||||
# 如果无法获取图片,隐藏图片节点但保留按钮
|
||||
pet_image.visible = false
|
||||
print("无法获取宠物图片,隐藏图片节点:", pet_name)
|
||||
|
||||
# 从服务器获取MongoDB中的宠物配置数据
|
||||
func _load_pet_config_from_main():
|
||||
# 如果正在请求中,避免重复发送
|
||||
if is_requesting_config:
|
||||
print("宠物商店:正在请求配置数据中,跳过重复请求")
|
||||
return
|
||||
|
||||
# 发送请求到服务器获取宠物配置
|
||||
if tcp_network_manager_panel and tcp_network_manager_panel.has_method("sendGetPetConfig"):
|
||||
is_requesting_config = true
|
||||
if tcp_network_manager_panel.sendGetPetConfig():
|
||||
print("宠物商店:已发送获取宠物配置请求")
|
||||
# 等待服务器响应,配置数据将通过网络回调更新
|
||||
else:
|
||||
print("宠物商店:发送获取宠物配置请求失败")
|
||||
pet_config = {}
|
||||
is_requesting_config = false
|
||||
else:
|
||||
print("宠物商店:网络管理器不可用,无法获取宠物配置")
|
||||
pet_config = {}
|
||||
is_requesting_config = false
|
||||
|
||||
# 处理服务器返回的宠物配置数据
|
||||
func _on_pet_config_received(response_data: Dictionary):
|
||||
"""处理从服务器接收到的宠物配置数据"""
|
||||
# 重置请求状态
|
||||
is_requesting_config = false
|
||||
|
||||
var success = response_data.get("success", false)
|
||||
if success:
|
||||
pet_config = response_data.get("pet_config", {})
|
||||
print("宠物商店:成功接收宠物配置数据,宠物种类:", pet_config.size())
|
||||
# 只更新UI,不重新发送请求
|
||||
update_pet_store_ui()
|
||||
else:
|
||||
var error_message = response_data.get("message", "获取宠物配置失败")
|
||||
print("宠物商店:获取宠物配置失败:", error_message)
|
||||
pet_config = {}
|
||||
# 显示错误提示
|
||||
Toast.show(error_message, Color.RED, 3.0, 1.0)
|
||||
|
||||
# 商店宠物点击处理 - 购买宠物
|
||||
func _on_store_pet_selected(pet_name: String, pet_cost: int, pet_desc: String):
|
||||
# 检查玩家金钱是否足够
|
||||
if main_game.money < pet_cost:
|
||||
Toast.show("金钱不足!需要 " + str(pet_cost) + " 元,当前只有 " + str(main_game.money) + " 元", Color.RED, 3.0, 1.0)
|
||||
return
|
||||
|
||||
# 显示购买确认对话框(宠物只能购买1只,不需要批量购买)
|
||||
_show_buy_confirmation_dialog(pet_name, pet_cost, pet_desc)
|
||||
|
||||
# 显示购买确认对话框
|
||||
func _show_buy_confirmation_dialog(pet_name: String, pet_cost: int, pet_desc: String):
|
||||
# 创建确认对话框
|
||||
var confirm_dialog = AcceptDialog.new()
|
||||
confirm_dialog.dialog_text = str(
|
||||
"确认购买宠物?\n\n" +
|
||||
"宠物名称: " + pet_name + "\n" +
|
||||
"购买价格: " + str(pet_cost) + " 元\n" +
|
||||
"宠物描述: " + pet_desc + "\n\n" +
|
||||
"当前金钱: " + str(main_game.money) + " 元\n" +
|
||||
"购买后余额: " + str(main_game.money - pet_cost) + " 元\n\n" +
|
||||
"注意:每种宠物只能购买一只!"
|
||||
)
|
||||
confirm_dialog.title = "购买宠物确认"
|
||||
confirm_dialog.ok_button_text = "确认购买"
|
||||
confirm_dialog.add_cancel_button("取消")
|
||||
|
||||
# 添加到场景
|
||||
add_child(confirm_dialog)
|
||||
|
||||
# 连接信号
|
||||
confirm_dialog.confirmed.connect(_on_confirm_buy_pet.bind(pet_name, pet_cost, confirm_dialog))
|
||||
confirm_dialog.canceled.connect(_on_cancel_buy_pet.bind(confirm_dialog))
|
||||
|
||||
# 显示对话框
|
||||
confirm_dialog.popup_centered()
|
||||
|
||||
# 确认购买宠物
|
||||
func _on_confirm_buy_pet(pet_name: String, pet_cost: int, dialog: AcceptDialog):
|
||||
# 再次检查金钱是否足够
|
||||
if main_game.money < pet_cost:
|
||||
Toast.show("金钱不足!需要 " + str(pet_cost) + " 元,当前只有 " + str(main_game.money) + " 元", Color.RED, 3.0, 1.0)
|
||||
dialog.queue_free()
|
||||
return
|
||||
|
||||
# 发送购买请求到服务器
|
||||
_send_buy_pet_request(pet_name, pet_cost)
|
||||
init_pet_store()
|
||||
dialog.queue_free()
|
||||
|
||||
# 取消购买宠物
|
||||
func _on_cancel_buy_pet(dialog: AcceptDialog):
|
||||
print("取消购买宠物")
|
||||
dialog.queue_free()
|
||||
|
||||
# 发送购买宠物请求
|
||||
func _send_buy_pet_request(pet_name: String, pet_cost: int):
|
||||
# 发送购买请求到服务器
|
||||
if tcp_network_manager_panel and tcp_network_manager_panel.has_method("sendBuyPet"):
|
||||
if tcp_network_manager_panel.sendBuyPet(pet_name, pet_cost):
|
||||
# 服务器会处理购买逻辑,客户端等待响应
|
||||
print("已发送购买宠物请求:", pet_name)
|
||||
else:
|
||||
Toast.show("购买请求发送失败", Color.RED, 2.0, 1.0)
|
||||
else:
|
||||
Toast.show("网络管理器不可用", Color.RED, 2.0, 1.0)
|
||||
|
||||
#=========================面板通用处理=========================
|
||||
# 手动刷新宠物商店面板
|
||||
#刷新按钮点击
|
||||
func _on_refresh_button_pressed() -> void:
|
||||
# 清空现有配置和请求状态,强制重新获取
|
||||
pet_config = {}
|
||||
is_requesting_config = false
|
||||
# 重新初始化宠物商店
|
||||
init_pet_store()
|
||||
#Toast.show("宠物商店已刷新", Color.GREEN, 2.0, 1.0)
|
||||
|
||||
# 关闭宠物商店面板
|
||||
func _on_quit_button_pressed() -> void:
|
||||
# 打开面板后暂时禁用相机功能
|
||||
GlobalVariables.isZoomDisabled = false
|
||||
self.hide()
|
||||
|
||||
#面板显示与隐藏切换处理
|
||||
func _on_visibility_changed():
|
||||
if visible:
|
||||
GlobalVariables.isZoomDisabled = true
|
||||
# 面板显示时只在没有配置数据时才请求
|
||||
if pet_config.is_empty():
|
||||
init_pet_store()
|
||||
else:
|
||||
# 如果已有配置数据,直接更新UI
|
||||
update_pet_store_ui()
|
||||
pass
|
||||
else:
|
||||
GlobalVariables.isZoomDisabled = false
|
||||
pass
|
||||
#=========================面板通用处理=========================
|
||||
1
SproutFarm-Frontend/Script/BigPanel/PetStorePanel.gd.uid
Normal file
1
SproutFarm-Frontend/Script/BigPanel/PetStorePanel.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://dc1pmi1ubd2cf
|
||||
27
SproutFarm-Frontend/Script/BigPanel/PlayGamePanel.gd
Normal file
27
SproutFarm-Frontend/Script/BigPanel/PlayGamePanel.gd
Normal file
@@ -0,0 +1,27 @@
|
||||
extends Panel
|
||||
|
||||
|
||||
var _2048_GAME = preload('res://Scene/SmallGame/2048Game.tscn').instantiate()
|
||||
var PUSH_BOX = preload('res://Scene/SmallGame/PushBox.tscn').instantiate()
|
||||
var SNAKE_GAME = preload('res://Scene/SmallGame/SnakeGame.tscn').instantiate()
|
||||
var TETRIS = preload('res://Scene/SmallGame/Tetris.tscn').instantiate()
|
||||
|
||||
|
||||
func _on_game_button_pressed() -> void:
|
||||
self.add_child(_2048_GAME)
|
||||
pass # Replace with function body.
|
||||
|
||||
|
||||
func _on_push_box_button_pressed() -> void:
|
||||
self.add_child(PUSH_BOX)
|
||||
pass # Replace with function body.
|
||||
|
||||
|
||||
func _on_snake_game_button_pressed() -> void:
|
||||
self.add_child(SNAKE_GAME)
|
||||
pass # Replace with function body.
|
||||
|
||||
|
||||
func _on_tetris_button_pressed() -> void:
|
||||
self.add_child(TETRIS)
|
||||
pass # Replace with function body.
|
||||
1
SproutFarm-Frontend/Script/BigPanel/PlayGamePanel.gd.uid
Normal file
1
SproutFarm-Frontend/Script/BigPanel/PlayGamePanel.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://dvaah0n1ia1a3
|
||||
510
SproutFarm-Frontend/Script/BigPanel/PlayerBagPanel.gd
Normal file
510
SproutFarm-Frontend/Script/BigPanel/PlayerBagPanel.gd
Normal file
@@ -0,0 +1,510 @@
|
||||
extends Panel
|
||||
#种子仓库面板
|
||||
# 背包格子容器
|
||||
@onready var player_bag_grid_container : GridContainer = $ScrollContainer/Bag_Grid
|
||||
@onready var quit_button : Button = $QuitButton
|
||||
@onready var refresh_button : Button = $RefreshButton
|
||||
|
||||
#各种排序过滤按钮
|
||||
@onready var sort_all_button : Button = $SortContainer/Sort_All#全部
|
||||
@onready var sort_common_button : Button = $SortContainer/Sort_Common#普通
|
||||
@onready var sort_superior_button : Button = $SortContainer/Sort_Superior#优良
|
||||
@onready var sort_rare_button : Button = $SortContainer/Sort_Rare#稀有
|
||||
@onready var sort_epic_button : Button = $SortContainer/Sort_Epic#史诗
|
||||
@onready var sort_legendary_button : Button = $SortContainer/Sort_Legendary#传奇
|
||||
@onready var sort_price_button : Button = $SortContainer/Sort_Price#价格
|
||||
@onready var sort_growtime_button : Button = $SortContainer/Sort_GrowTime#生长时间
|
||||
@onready var sort_profit_button : Button = $SortContainer/Sort_Profit#收益
|
||||
@onready var sort_level_button : Button = $SortContainer/Sort_Level#等级
|
||||
|
||||
#预添加常用的面板
|
||||
@onready var main_game = get_node("/root/main")
|
||||
@onready var lucky_draw_panel: LuckyDrawPanel = $'../LuckyDrawPanel'
|
||||
@onready var daily_check_in_panel: DailyCheckInPanel = $'../DailyCheckInPanel'
|
||||
@onready var tcp_network_manager_panel: Panel = $'../TCPNetworkManagerPanel'
|
||||
@onready var item_store_panel: Panel = $'../ItemStorePanel'
|
||||
@onready var item_bag_panel: Panel = $'../ItemBagPanel'
|
||||
@onready var crop_warehouse_panel: Panel = $'../CropWarehousePanel'
|
||||
@onready var crop_store_panel: Panel = $'../CropStorePanel'
|
||||
@onready var player_ranking_panel: Panel = $'../PlayerRankingPanel'
|
||||
@onready var login_panel: PanelContainer = $'../LoginPanel'
|
||||
|
||||
|
||||
# 作物图片缓存(复用主游戏的缓存系统)
|
||||
var crop_textures_cache : Dictionary = {}
|
||||
var crop_frame_counts : Dictionary = {}
|
||||
|
||||
# 当前选择的地块索引,从MainGame获取
|
||||
var selected_lot_index : int = -1
|
||||
|
||||
# 当前过滤和排序设置
|
||||
var current_filter_quality = ""
|
||||
var current_sort_key = ""
|
||||
var current_sort_ascending = true
|
||||
|
||||
# 一键种植模式相关变量
|
||||
var is_planting_mode = false
|
||||
var planting_type = ""
|
||||
var one_click_plant_panel = null
|
||||
|
||||
# 准备函数
|
||||
func _ready():
|
||||
# 连接按钮信号
|
||||
_connect_buttons()
|
||||
# 连接可见性改变信号
|
||||
visibility_changed.connect(_on_visibility_changed)
|
||||
|
||||
|
||||
# 隐藏面板(初始默认隐藏)
|
||||
self.hide()
|
||||
|
||||
|
||||
# 连接所有按钮信号
|
||||
func _connect_buttons():
|
||||
# 关闭按钮
|
||||
quit_button.pressed.connect(self._on_quit_button_pressed)
|
||||
|
||||
# 过滤按钮
|
||||
sort_all_button.pressed.connect(func(): _filter_by_quality(""))
|
||||
sort_common_button.pressed.connect(func(): _filter_by_quality("普通"))
|
||||
sort_superior_button.pressed.connect(func(): _filter_by_quality("优良"))
|
||||
sort_rare_button.pressed.connect(func(): _filter_by_quality("稀有"))
|
||||
sort_epic_button.pressed.connect(func(): _filter_by_quality("史诗"))
|
||||
sort_legendary_button.pressed.connect(func(): _filter_by_quality("传奇"))
|
||||
|
||||
# 排序按钮
|
||||
sort_price_button.pressed.connect(func(): _sort_by("花费"))
|
||||
sort_growtime_button.pressed.connect(func(): _sort_by("生长时间"))
|
||||
sort_profit_button.pressed.connect(func(): _sort_by("收益"))
|
||||
sort_level_button.pressed.connect(func(): _sort_by("等级"))
|
||||
|
||||
# 初始化玩家背包
|
||||
func init_player_bag():
|
||||
# 显示背包中的种子
|
||||
update_player_bag_ui()
|
||||
|
||||
# 更新玩家背包UI
|
||||
func update_player_bag_ui():
|
||||
# 清空玩家背包格子
|
||||
for child in player_bag_grid_container.get_children():
|
||||
child.queue_free()
|
||||
|
||||
# 应用过滤和排序
|
||||
var filtered_seeds = _get_filtered_and_sorted_seeds()
|
||||
|
||||
# 为背包中的每个过滤后的种子创建按钮
|
||||
for seed_item in filtered_seeds:
|
||||
var crop_name = seed_item["name"]
|
||||
var crop_quality = seed_item["quality"]
|
||||
var crop_count = seed_item["count"]
|
||||
# 创建种子按钮
|
||||
var button = _create_crop_button(crop_name, crop_quality)
|
||||
# 更新按钮文本显示数量
|
||||
var display_name = crop_name
|
||||
if main_game.can_planted_crop.has(crop_name):
|
||||
display_name = main_game.can_planted_crop[crop_name].get("作物名称", crop_name)
|
||||
button.text = str(crop_quality + "-" + display_name + "\n数量:" + str(crop_count))
|
||||
# 根据是否处于访问模式连接不同的事件
|
||||
if main_game.is_visiting_mode:
|
||||
# 访问模式下,点击种子只显示信息,不能种植
|
||||
button.pressed.connect(func(): _on_visit_seed_selected(crop_name, crop_count))
|
||||
else:
|
||||
# 正常模式下,连接种植事件
|
||||
button.pressed.connect(func(): _on_bag_seed_selected(crop_name))
|
||||
|
||||
player_bag_grid_container.add_child(button)
|
||||
|
||||
# 获取过滤和排序后的种子列表
|
||||
func _get_filtered_and_sorted_seeds():
|
||||
var filtered_seeds = []
|
||||
|
||||
# 收集符合条件的种子
|
||||
for seed_item in main_game.player_bag:
|
||||
# 从crop_data中获取品质信息
|
||||
var item_quality = "普通"
|
||||
if main_game.can_planted_crop.has(seed_item["name"]):
|
||||
item_quality = main_game.can_planted_crop[seed_item["name"]].get("品质", "普通")
|
||||
|
||||
# 品质过滤
|
||||
if current_filter_quality != "" and item_quality != current_filter_quality:
|
||||
continue
|
||||
|
||||
# 获取种子对应的作物数据
|
||||
var crop_data = null
|
||||
if main_game.can_planted_crop.has(seed_item["name"]):
|
||||
crop_data = main_game.can_planted_crop[seed_item["name"]]
|
||||
|
||||
# 添加到过滤后的列表
|
||||
filtered_seeds.append({
|
||||
"name": seed_item["name"],
|
||||
"quality": item_quality,
|
||||
"count": seed_item["count"],
|
||||
"data": crop_data
|
||||
})
|
||||
|
||||
# 如果有排序条件且数据可用,进行排序
|
||||
if current_sort_key != "":
|
||||
filtered_seeds.sort_custom(Callable(self, "_sort_seed_items"))
|
||||
|
||||
return filtered_seeds
|
||||
|
||||
# 自定义排序函数
|
||||
func _sort_seed_items(a, b):
|
||||
# 检查是否有有效数据用于排序
|
||||
if a["data"] == null or b["data"] == null:
|
||||
# 如果某一项没有数据,将其排在后面
|
||||
if a["data"] == null and b["data"] != null:
|
||||
return false
|
||||
if a["data"] != null and b["data"] == null:
|
||||
return true
|
||||
# 如果都没有数据,按名称排序
|
||||
return a["name"] < b["name"]
|
||||
|
||||
# 确保排序键存在于数据中
|
||||
if !a["data"].has(current_sort_key) or !b["data"].has(current_sort_key):
|
||||
print("警告: 排序键 ", current_sort_key, " 在某些种子数据中不存在")
|
||||
return false
|
||||
|
||||
# 安全地获取排序值,并进行类型转换
|
||||
var value_a = a["data"].get(current_sort_key, 0)
|
||||
var value_b = b["data"].get(current_sort_key, 0)
|
||||
|
||||
# 如果是数值类型的字段,确保转换为数值进行比较
|
||||
if current_sort_key in ["花费", "生长时间", "收益", "等级", "经验", "耐候性"]:
|
||||
# 转换为数值,如果转换失败则使用0
|
||||
if typeof(value_a) == TYPE_STRING:
|
||||
value_a = int(value_a) if value_a.is_valid_int() else 0
|
||||
if typeof(value_b) == TYPE_STRING:
|
||||
value_b = int(value_b) if value_b.is_valid_int() else 0
|
||||
|
||||
# 执行排序比较
|
||||
if current_sort_ascending:
|
||||
return value_a < value_b
|
||||
else:
|
||||
return value_a > value_b
|
||||
|
||||
# 按品质过滤种子
|
||||
func _filter_by_quality(quality: String):
|
||||
current_filter_quality = quality
|
||||
update_player_bag_ui()
|
||||
|
||||
# 按指定键排序
|
||||
func _sort_by(sort_key: String):
|
||||
# 切换排序方向或设置新排序键
|
||||
if current_sort_key == sort_key:
|
||||
current_sort_ascending = !current_sort_ascending
|
||||
else:
|
||||
current_sort_key = sort_key
|
||||
current_sort_ascending = true
|
||||
|
||||
update_player_bag_ui()
|
||||
|
||||
# 创建作物按钮
|
||||
func _create_crop_button(crop_name: String, crop_quality: String) -> Button:
|
||||
# 根据品质选择相应的进度条
|
||||
var button = main_game.item_button.duplicate()
|
||||
|
||||
|
||||
# 确保按钮可见并可点击
|
||||
button.visible = true
|
||||
button.disabled = false
|
||||
button.focus_mode = Control.FOCUS_ALL
|
||||
# 设置按钮文本
|
||||
var display_name = crop_name
|
||||
if main_game.can_planted_crop.has(crop_name):
|
||||
display_name = main_game.can_planted_crop[crop_name].get("作物名称", crop_name)
|
||||
button.text = str(crop_quality + "-" + display_name)
|
||||
|
||||
# 添加工具提示 (tooltip)
|
||||
if main_game.can_planted_crop.has(crop_name):
|
||||
var crop = main_game.can_planted_crop[crop_name]
|
||||
|
||||
# 将成熟时间从秒转换为天时分秒格式
|
||||
var total_seconds = int(crop["生长时间"])
|
||||
|
||||
# 定义时间单位换算
|
||||
var SECONDS_PER_MINUTE = 60
|
||||
var SECONDS_PER_HOUR = 3600
|
||||
var SECONDS_PER_DAY = 86400
|
||||
|
||||
# 计算各时间单位
|
||||
var days = total_seconds / SECONDS_PER_DAY
|
||||
total_seconds %= SECONDS_PER_DAY
|
||||
|
||||
var hours = total_seconds / SECONDS_PER_HOUR
|
||||
total_seconds %= SECONDS_PER_HOUR
|
||||
|
||||
var minutes = total_seconds / SECONDS_PER_MINUTE
|
||||
var seconds = total_seconds % SECONDS_PER_MINUTE
|
||||
|
||||
# 构建时间字符串(只显示有值的单位)
|
||||
var time_str = ""
|
||||
if days > 0:
|
||||
time_str += str(days) + "天"
|
||||
if hours > 0:
|
||||
time_str += str(hours) + "小时"
|
||||
if minutes > 0:
|
||||
time_str += str(minutes) + "分钟"
|
||||
if seconds > 0:
|
||||
time_str += str(seconds) + "秒"
|
||||
|
||||
button.tooltip_text = str(
|
||||
"作物: " + display_name + "\n" +
|
||||
"品质: " + crop_quality + "\n" +
|
||||
"价格: " + str(crop["花费"]) + "元\n" +
|
||||
"成熟时间: " + time_str + "\n" +
|
||||
"收获收益: " + str(crop["收益"]) + "元\n" +
|
||||
"需求等级: " + str(crop["等级"]) + "\n" +
|
||||
"耐候性: " + str(crop["耐候性"]) + "\n" +
|
||||
"经验: " + str(crop["经验"]) + "点\n" +
|
||||
"描述: " + str(crop["描述"])
|
||||
)
|
||||
|
||||
# 如果按钮有标题标签,设置标题
|
||||
if button.has_node("Title"):
|
||||
button.get_node("Title").text = crop_quality
|
||||
match crop_quality:
|
||||
"普通":
|
||||
button.get_node("Title").modulate = Color.HONEYDEW#白色
|
||||
"优良":
|
||||
button.get_node("Title").modulate =Color.DODGER_BLUE#深蓝色
|
||||
"稀有":
|
||||
button.get_node("Title").modulate =Color.HOT_PINK#品红色
|
||||
"史诗":
|
||||
button.get_node("Title").modulate =Color.YELLOW#黄色
|
||||
"传奇":
|
||||
button.get_node("Title").modulate =Color.ORANGE_RED#红色
|
||||
|
||||
# 更新按钮的作物图片
|
||||
_update_button_crop_image(button, crop_name)
|
||||
|
||||
return button
|
||||
|
||||
# 从背包中选择种子并种植
|
||||
func _on_bag_seed_selected(crop_name):
|
||||
# 检查是否处于访问模式
|
||||
if main_game.is_visiting_mode:
|
||||
Toast.show("访问模式下无法种植", Color.ORANGE, 2.0, 1.0)
|
||||
return
|
||||
|
||||
# 检查是否是一键种植模式
|
||||
if is_planting_mode:
|
||||
# 一键种植模式下,回调给一键种植面板
|
||||
if one_click_plant_panel and one_click_plant_panel.has_method("on_crop_selected"):
|
||||
one_click_plant_panel.on_crop_selected(crop_name, planting_type)
|
||||
# 退出种植模式
|
||||
_exit_planting_mode()
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 从主场景获取当前选择的地块索引
|
||||
selected_lot_index = main_game.selected_lot_index
|
||||
|
||||
if selected_lot_index != -1:
|
||||
# 检查背包中是否有这个种子
|
||||
var seed_index = -1
|
||||
for i in range(len(main_game.player_bag)):
|
||||
if main_game.player_bag[i]["name"] == crop_name:
|
||||
seed_index = i
|
||||
break
|
||||
|
||||
if seed_index != -1 and main_game.player_bag[seed_index]["count"] > 0:
|
||||
# 种植种子并从背包中减少数量
|
||||
_plant_crop_from_bag(selected_lot_index, crop_name, seed_index)
|
||||
main_game.selected_lot_index = -1
|
||||
self.hide()
|
||||
|
||||
# 访问模式下的种子点击处理
|
||||
func _on_visit_seed_selected(crop_name, crop_count):
|
||||
pass
|
||||
|
||||
# 从背包种植作物
|
||||
func _plant_crop_from_bag(index, crop_name, seed_index):
|
||||
var crop = main_game.can_planted_crop[crop_name]
|
||||
|
||||
# 检查是否有效的种子索引,防止越界访问
|
||||
if seed_index < 0 or seed_index >= main_game.player_bag.size():
|
||||
#print("错误:无效的种子索引 ", seed_index)
|
||||
return
|
||||
# 发送种植请求到服务器
|
||||
if tcp_network_manager_panel and tcp_network_manager_panel.sendPlantCrop(index, crop_name):
|
||||
# 关闭背包面板
|
||||
hide()
|
||||
|
||||
# 设置种植模式
|
||||
func set_planting_mode(plant_type: String, plant_panel):
|
||||
is_planting_mode = true
|
||||
planting_type = plant_type
|
||||
one_click_plant_panel = plant_panel
|
||||
Toast.show("进入种植模式:"+plant_type,Color.GREEN)
|
||||
|
||||
# 退出种植模式
|
||||
func _exit_planting_mode():
|
||||
is_planting_mode = false
|
||||
planting_type = ""
|
||||
one_click_plant_panel = null
|
||||
Toast.show("退出种植模式",Color.GREEN)
|
||||
|
||||
|
||||
# 获取作物的成熟图片(用于背包显示)
|
||||
func _get_crop_final_texture(crop_name: String) -> Texture2D:
|
||||
# 优先从主游戏的缓存中获取成熟图片
|
||||
if main_game and main_game.crop_mature_textures_cache.has(crop_name):
|
||||
return main_game.crop_mature_textures_cache[crop_name]
|
||||
|
||||
# 如果缓存中没有,再尝试加载"成熟.webp"图片
|
||||
var crop_path = "res://assets/作物/" + crop_name + "/"
|
||||
var mature_texture_path = crop_path + "成熟.webp"
|
||||
|
||||
if ResourceLoader.exists(mature_texture_path):
|
||||
var texture = load(mature_texture_path)
|
||||
if texture:
|
||||
# 如果主游戏存在,也缓存到主游戏中
|
||||
if main_game:
|
||||
main_game.crop_mature_textures_cache[crop_name] = texture
|
||||
return texture
|
||||
|
||||
# 如果没有找到作物的成熟图片,使用默认的成熟图片
|
||||
if main_game and main_game.crop_mature_textures_cache.has("默认"):
|
||||
var default_texture = main_game.crop_mature_textures_cache["默认"]
|
||||
# 缓存给这个作物
|
||||
main_game.crop_mature_textures_cache[crop_name] = default_texture
|
||||
return default_texture
|
||||
|
||||
# 最后尝试直接加载默认成熟图片
|
||||
var default_mature_path = "res://assets/作物/默认/成熟.webp"
|
||||
if ResourceLoader.exists(default_mature_path):
|
||||
var texture = load(default_mature_path)
|
||||
if texture:
|
||||
print("背包使用默认成熟图片:", crop_name)
|
||||
# 缓存到主游戏
|
||||
if main_game:
|
||||
main_game.crop_mature_textures_cache["默认"] = texture
|
||||
main_game.crop_mature_textures_cache[crop_name] = texture
|
||||
return texture
|
||||
|
||||
return null
|
||||
|
||||
# 加载作物图片序列帧(复用主游戏的逻辑)
|
||||
func _load_crop_textures(crop_name: String) -> Array:
|
||||
if crop_textures_cache.has(crop_name):
|
||||
return crop_textures_cache[crop_name]
|
||||
|
||||
var textures = []
|
||||
var crop_path = "res://assets/作物/" + crop_name + "/"
|
||||
var default_path = "res://assets/作物/默认/"
|
||||
|
||||
# 检查作物文件夹是否存在
|
||||
if DirAccess.dir_exists_absolute(crop_path):
|
||||
# 尝试加载作物的序列帧(从0开始)
|
||||
var frame_index = 0
|
||||
while true:
|
||||
var texture_path = crop_path + str(frame_index) + ".webp"
|
||||
if ResourceLoader.exists(texture_path):
|
||||
var texture = load(texture_path)
|
||||
if texture:
|
||||
textures.append(texture)
|
||||
frame_index += 1
|
||||
else:
|
||||
break
|
||||
else:
|
||||
break
|
||||
|
||||
if textures.size() > 0:
|
||||
pass
|
||||
else:
|
||||
print("背包:作物 ", crop_name, " 文件夹存在但没有找到有效图片,使用默认图片")
|
||||
textures = _load_default_textures()
|
||||
else:
|
||||
print("背包:作物 ", crop_name, " 的文件夹不存在,使用默认图片")
|
||||
textures = _load_default_textures()
|
||||
|
||||
# 缓存结果
|
||||
crop_textures_cache[crop_name] = textures
|
||||
crop_frame_counts[crop_name] = textures.size()
|
||||
|
||||
return textures
|
||||
|
||||
# 加载默认图片
|
||||
func _load_default_textures() -> Array:
|
||||
if crop_textures_cache.has("默认"):
|
||||
return crop_textures_cache["默认"]
|
||||
|
||||
var textures = []
|
||||
var default_path = "res://assets/作物/默认/"
|
||||
|
||||
# 尝试加载默认图片序列帧
|
||||
var frame_index = 0
|
||||
while true:
|
||||
var texture_path = default_path + str(frame_index) + ".webp"
|
||||
if ResourceLoader.exists(texture_path):
|
||||
var texture = load(texture_path)
|
||||
if texture:
|
||||
textures.append(texture)
|
||||
frame_index += 1
|
||||
else:
|
||||
break
|
||||
else:
|
||||
break
|
||||
|
||||
# 如果没有找到序列帧,尝试加载单个默认图片
|
||||
if textures.size() == 0:
|
||||
var single_texture_path = default_path + ".webp"
|
||||
if ResourceLoader.exists(single_texture_path):
|
||||
var texture = load(single_texture_path)
|
||||
if texture:
|
||||
textures.append(texture)
|
||||
|
||||
# 缓存默认图片
|
||||
crop_textures_cache["默认"] = textures
|
||||
crop_frame_counts["默认"] = textures.size()
|
||||
|
||||
print("背包加载了 ", textures.size(), " 个默认作物图片")
|
||||
return textures
|
||||
|
||||
# 更新按钮的作物图片
|
||||
func _update_button_crop_image(button: Button, crop_name: String):
|
||||
# 检查按钮是否有CropImage节点
|
||||
var crop_image = button.get_node_or_null("CropImage")
|
||||
if not crop_image:
|
||||
print("背包按钮没有找到CropImage节点:", button.name)
|
||||
return
|
||||
|
||||
# 获取作物的最后一帧图片
|
||||
var texture = _get_crop_final_texture(crop_name)
|
||||
|
||||
if texture:
|
||||
# CropImage是Sprite2D,直接设置texture属性
|
||||
crop_image.texture = texture
|
||||
crop_image.visible = true
|
||||
else:
|
||||
crop_image.visible = false
|
||||
print("背包无法获取作物图片:", crop_name)
|
||||
|
||||
#=========================面板通用处理=========================
|
||||
#手动刷新种子仓库面板
|
||||
func _on_refresh_button_pressed() -> void:
|
||||
# 刷新种子背包UI
|
||||
update_player_bag_ui()
|
||||
Toast.show("种子仓库已刷新", Color.GREEN)
|
||||
|
||||
# 关闭面板
|
||||
func _on_quit_button_pressed():
|
||||
# 退出种植模式(如果当前在种植模式下)
|
||||
if is_planting_mode:
|
||||
_exit_planting_mode()
|
||||
self.hide()
|
||||
|
||||
#面板显示与隐藏切换处理
|
||||
func _on_visibility_changed():
|
||||
if visible:
|
||||
GlobalVariables.isZoomDisabled = true
|
||||
# 面板显示时请求同步最新的背包数据
|
||||
tcp_network_manager_panel.send_sync_bag_data_request()
|
||||
# 面板显示时自动刷新数据
|
||||
update_player_bag_ui()
|
||||
pass
|
||||
else:
|
||||
GlobalVariables.isZoomDisabled = false
|
||||
pass
|
||||
#=========================面板通用处理=========================
|
||||
@@ -0,0 +1 @@
|
||||
uid://cgr332wsx63a8
|
||||
335
SproutFarm-Frontend/Script/BigPanel/PlayerRankingPanel.gd
Normal file
335
SproutFarm-Frontend/Script/BigPanel/PlayerRankingPanel.gd
Normal file
@@ -0,0 +1,335 @@
|
||||
extends Panel
|
||||
|
||||
@onready var player_ranking_list : VBoxContainer = $Scroll/PlayerList
|
||||
@onready var refresh_button : Button = $RefreshButton #刷新玩家排行榜面板按钮
|
||||
@onready var quit_button : Button = $QuitButton #关闭面板按钮
|
||||
@onready var search_button: Button = $SearchButton #搜索玩家按钮
|
||||
@onready var register_player_num: Label = $RegisterPlayerNum #显示注册总人数
|
||||
|
||||
#搜索玩家输入框,通过输入QQ号来查询
|
||||
@onready var search_line_edit: LineEdit = $SearchLineEdit
|
||||
|
||||
#排序筛选玩家面板按钮,默认按从大到小排序
|
||||
#排序元素:种子数,等级,在线时长,最后登录时长,点赞数
|
||||
#筛选元素:是否在线 筛选出在线玩家
|
||||
@onready var seed_sort_btn: Button = $FiterAndSortHBox/SeedSortBtn
|
||||
@onready var level_sort_btn: Button = $FiterAndSortHBox/LevelSortBtn
|
||||
@onready var online_time_sort_btn: Button = $FiterAndSortHBox/OnlineTimeSortBtn
|
||||
@onready var login_time_sort_btn: Button = $FiterAndSortHBox/LoginTimeSortBtn
|
||||
@onready var like_num_sort_btn: Button = $FiterAndSortHBox/LikeNumSortBtn
|
||||
@onready var money_sort_btn: Button = $FiterAndSortHBox/MoneySortBtn
|
||||
@onready var is_online_sort_btn: Button = $FiterAndSortHBox/IsOnlineSortBtn
|
||||
|
||||
|
||||
#预添加常用的面板
|
||||
@onready var main_game = get_node("/root/main")
|
||||
|
||||
|
||||
@onready var tcp_network_manager_panel: Panel = $'../TCPNetworkManagerPanel'
|
||||
@onready var item_store_panel: Panel = $'../ItemStorePanel'
|
||||
@onready var crop_warehouse_panel: Panel = $'../CropWarehousePanel'
|
||||
@onready var login_panel: PanelContainer = $'../LoginPanel'
|
||||
@onready var player_bag_panel: Panel = $'../PlayerBagPanel'
|
||||
@onready var crop_store_panel: Panel = $'../CropStorePanel'
|
||||
@onready var item_bag_panel: Panel = $'../ItemBagPanel'
|
||||
|
||||
|
||||
# 排序状态管理
|
||||
var current_sort_by = "等级" # 当前排序字段
|
||||
var current_sort_order = "desc" # 当前排序顺序
|
||||
var filter_online_only = false # 是否只显示在线玩家
|
||||
var current_search_qq = "" # 当前搜索的QQ号
|
||||
|
||||
#下面这是每个玩家要展示的信息,直接获取服务器玩家数据json文件来实现
|
||||
#模板用于复制创建新的玩家条目
|
||||
@onready var player_info_template : VBoxContainer = $Scroll/PlayerList/PlayerRankingItem
|
||||
@onready var player_entry_scene : PackedScene = preload("res://GUI/PlayerRankingItem.tscn")
|
||||
|
||||
func _ready() -> void:
|
||||
# 隐藏模板
|
||||
player_info_template.visible = false
|
||||
|
||||
# 连接可见性改变信号
|
||||
visibility_changed.connect(_on_visibility_changed)
|
||||
# 连接按钮信号
|
||||
refresh_button.pressed.connect(_on_refresh_button_pressed)
|
||||
quit_button.pressed.connect(_on_quit_button_pressed)
|
||||
search_button.pressed.connect(_on_search_button_pressed)
|
||||
|
||||
# 连接排序按钮信号
|
||||
seed_sort_btn.pressed.connect(func(): _on_sort_button_pressed("seed_count"))
|
||||
level_sort_btn.pressed.connect(func(): _on_sort_button_pressed("等级"))
|
||||
online_time_sort_btn.pressed.connect(func(): _on_sort_button_pressed("online_time"))
|
||||
login_time_sort_btn.pressed.connect(func(): _on_sort_button_pressed("login_time"))
|
||||
like_num_sort_btn.pressed.connect(func(): _on_sort_button_pressed("like_num"))
|
||||
money_sort_btn.pressed.connect(func(): _on_sort_button_pressed("钱币"))
|
||||
is_online_sort_btn.pressed.connect(_on_online_filter_pressed)
|
||||
|
||||
# 初始化按钮状态
|
||||
_update_button_states()
|
||||
|
||||
# 排序按钮点击处理
|
||||
func _on_sort_button_pressed(sort_field: String):
|
||||
# 如果点击的是当前排序字段,切换排序顺序
|
||||
if current_sort_by == sort_field:
|
||||
current_sort_order = "asc" if current_sort_order == "desc" else "desc"
|
||||
else:
|
||||
# 切换到新的排序字段,默认降序
|
||||
current_sort_by = sort_field
|
||||
current_sort_order = "desc"
|
||||
|
||||
# 更新按钮状态
|
||||
_update_button_states()
|
||||
|
||||
# 重新请求排行榜
|
||||
request_player_rankings()
|
||||
|
||||
# 在线筛选按钮点击处理
|
||||
func _on_online_filter_pressed():
|
||||
filter_online_only = !filter_online_only
|
||||
_update_button_states()
|
||||
request_player_rankings()
|
||||
|
||||
# 更新按钮状态显示
|
||||
func _update_button_states():
|
||||
# 重置所有排序按钮
|
||||
var sort_buttons = [seed_sort_btn, level_sort_btn, online_time_sort_btn, login_time_sort_btn, like_num_sort_btn, money_sort_btn]
|
||||
var sort_fields = ["seed_count", "等级", "online_time", "login_time", "like_num", "钱币"]
|
||||
var sort_names = ["种子数", "等级", "游玩时间", "登录时间", "点赞数", "金币数"]
|
||||
|
||||
for i in range(sort_buttons.size()):
|
||||
var btn = sort_buttons[i]
|
||||
var field = sort_fields[i]
|
||||
var name = sort_names[i]
|
||||
|
||||
if current_sort_by == field:
|
||||
# 当前排序字段,显示排序方向
|
||||
var arrow = "↓" if current_sort_order == "desc" else "↑"
|
||||
btn.text = name + arrow
|
||||
btn.modulate = Color.YELLOW
|
||||
else:
|
||||
# 非当前排序字段
|
||||
btn.text = name
|
||||
btn.modulate = Color.WHITE
|
||||
|
||||
# 更新在线筛选按钮
|
||||
if filter_online_only:
|
||||
is_online_sort_btn.text = "仅在线✓"
|
||||
is_online_sort_btn.modulate = Color.GREEN
|
||||
else:
|
||||
is_online_sort_btn.text = "全部玩家"
|
||||
is_online_sort_btn.modulate = Color.WHITE
|
||||
|
||||
# 请求玩家排行榜数据
|
||||
func request_player_rankings():
|
||||
if not tcp_network_manager_panel:
|
||||
register_player_num.text = "网络管理器不可用"
|
||||
register_player_num.modulate = Color.RED
|
||||
return false
|
||||
|
||||
if not tcp_network_manager_panel.is_connected_to_server():
|
||||
register_player_num.text = "未连接服务器"
|
||||
register_player_num.modulate = Color.RED
|
||||
return false
|
||||
|
||||
var success = tcp_network_manager_panel.sendGetPlayerRankings(current_sort_by, current_sort_order, filter_online_only, current_search_qq)
|
||||
if not success:
|
||||
register_player_num.text = "请求发送失败"
|
||||
register_player_num.modulate = Color.RED
|
||||
return false
|
||||
|
||||
return true
|
||||
|
||||
# 处理玩家排行榜响应
|
||||
func handle_player_rankings_response(data):
|
||||
# 重新启用刷新按钮
|
||||
refresh_button.disabled = false
|
||||
refresh_button.text = "刷新"
|
||||
|
||||
# 检查响应是否成功
|
||||
if not data.get("success", false):
|
||||
register_player_num.text = "获取注册人数失败"
|
||||
register_player_num.modulate = Color.RED
|
||||
Toast.show("获取排行榜失败:" + data.get("message", "未知错误"), Color.RED)
|
||||
return
|
||||
|
||||
# 显示注册总人数和在线人数
|
||||
var total_registered = data.get("total_registered_players", 0)
|
||||
var players_list = data.get("players", [])
|
||||
var online_count = 0
|
||||
for player in players_list:
|
||||
if player.get("is_online", false):
|
||||
online_count += 1
|
||||
|
||||
# 显示搜索和筛选信息
|
||||
var info_text = "总人数:" + str(int(total_registered)) + "| 在线:" + str(online_count)
|
||||
if current_search_qq != "":
|
||||
info_text += "| 搜索:" + current_search_qq
|
||||
if filter_online_only:
|
||||
info_text += "| 仅在线"
|
||||
|
||||
register_player_num.text = info_text
|
||||
register_player_num.modulate = Color.CYAN
|
||||
|
||||
# 清除现有的玩家条目(除了模板)
|
||||
for child in player_ranking_list.get_children():
|
||||
if child != player_info_template:
|
||||
child.queue_free()
|
||||
|
||||
# 添加玩家条目
|
||||
var players = players_list
|
||||
for player_data in players:
|
||||
add_player_entry(player_data)
|
||||
|
||||
print("排行榜数据已更新,显示", players.size(), "个玩家,注册总人数:", total_registered)
|
||||
|
||||
var result_text = "排行榜已刷新!显示 " + str(players.size()) + " 个玩家"
|
||||
if current_search_qq != "":
|
||||
result_text += "(搜索:" + current_search_qq + ")"
|
||||
if filter_online_only:
|
||||
result_text += "(仅在线)"
|
||||
|
||||
Toast.show(result_text, Color.GREEN)
|
||||
|
||||
# 添加单个玩家条目
|
||||
func add_player_entry(player_data):
|
||||
# 实例化新的玩家条目场景,避免 duplicate 引发的复制错误
|
||||
var player_entry = player_entry_scene.instantiate()
|
||||
player_entry.visible = true
|
||||
player_ranking_list.add_child(player_entry)
|
||||
|
||||
# 设置玩家信息
|
||||
|
||||
var player_name = player_entry.get_node("HBox/PlayerName")
|
||||
var player_level = player_entry.get_node("HBox/PlayerLevel")
|
||||
var player_money = player_entry.get_node("HBox/PlayerMoney")
|
||||
var player_seed_num = player_entry.get_node("HBox/SeedNum")
|
||||
var player_online_time = player_entry.get_node("HBox2/OnlineTime")
|
||||
var player_last_login_time = player_entry.get_node("HBox2/LastLoginTime")
|
||||
var player_avatar = player_entry.get_node("HBox/PlayerAvatar")
|
||||
var visit_button = player_entry.get_node("HBox/VisitButton")
|
||||
var player_is_online_time = player_entry.get_node("HBox2/IsOnlineTime")
|
||||
var player_like_num = player_entry.get_node("HBox2/LikeNum")
|
||||
|
||||
# 填充数据
|
||||
var username = player_data.get("玩家账号", "未知")
|
||||
var display_name = player_data.get("玩家昵称", username)
|
||||
player_name.text = display_name
|
||||
#都是整数,不要乱用浮点数
|
||||
player_level.text = "等级: " + str(int(player_data.get("等级", 0)))
|
||||
player_money.text = "金币: " + str(int(player_data.get("钱币", 0)))
|
||||
player_seed_num.text = "种子: " + str(int(player_data.get("seed_count", 0)))
|
||||
player_online_time.text = "游玩时间: " + player_data.get("总游玩时间", "0时0分0秒")
|
||||
player_last_login_time.text = "最后登录: " + player_data.get("最后登录时间", "未知")
|
||||
|
||||
# 设置在线状态显示
|
||||
var is_online = player_data.get("is_online", false)
|
||||
if is_online:
|
||||
player_is_online_time.text = "🟢 在线"
|
||||
player_is_online_time.modulate = Color.GREEN
|
||||
else:
|
||||
player_is_online_time.text = "🔴 离线"
|
||||
player_is_online_time.modulate = Color.GRAY
|
||||
|
||||
# 设置点赞数显示
|
||||
player_like_num.text = "点赞: " + str(int(player_data.get("like_num", 0)))
|
||||
|
||||
# 尝试加载玩家头像(使用用户名/QQ号加载头像,而不是显示名)
|
||||
if username.is_valid_int():
|
||||
player_avatar.load_from_url("http://q1.qlogo.cn/g?b=qq&nk=" + username + "&s=100")
|
||||
|
||||
# 设置访问按钮
|
||||
visit_button.pressed.connect(func(): _on_visit_player_pressed(username))
|
||||
|
||||
# 访问玩家按钮点击
|
||||
func _on_visit_player_pressed(username):
|
||||
#访问玩家后取消禁用相机功能,否则无法恢复
|
||||
GlobalVariables.isZoomDisabled = false
|
||||
|
||||
|
||||
# 检查网络连接
|
||||
if not tcp_network_manager_panel or not tcp_network_manager_panel.is_connected_to_server():
|
||||
Toast.show("未连接服务器,无法访问玩家", Color.RED)
|
||||
return
|
||||
|
||||
# 检查是否尝试访问自己
|
||||
if main_game and main_game.user_name == username:
|
||||
Toast.show("不能访问自己的农场", Color.ORANGE)
|
||||
return
|
||||
|
||||
# 发送访问玩家请求
|
||||
if tcp_network_manager_panel and tcp_network_manager_panel.has_method("sendVisitPlayer"):
|
||||
var success = tcp_network_manager_panel.sendVisitPlayer(username)
|
||||
if success:
|
||||
Toast.show("正在访问 " + username + " 的农场...", Color.YELLOW)
|
||||
else:
|
||||
Toast.show("发送访问请求失败", Color.RED)
|
||||
else:
|
||||
Toast.show("网络管理器不可用", Color.RED)
|
||||
|
||||
|
||||
#搜索按钮点击 - 通过QQ号查询玩家
|
||||
func _on_search_button_pressed():
|
||||
var search_text = search_line_edit.text.strip_edges()
|
||||
|
||||
# 如果搜索框为空,清除搜索条件
|
||||
if search_text == "":
|
||||
current_search_qq = ""
|
||||
Toast.show("已清除搜索条件", Color.YELLOW)
|
||||
else:
|
||||
# 验证输入是否为数字(QQ号)
|
||||
if not search_text.is_valid_int():
|
||||
Toast.show("请输入有效的QQ号(纯数字)", Color.RED)
|
||||
return
|
||||
|
||||
current_search_qq = search_text
|
||||
Toast.show("搜索QQ号:" + search_text, Color.YELLOW)
|
||||
|
||||
# 重新请求排行榜
|
||||
request_player_rankings()
|
||||
|
||||
#===================通用面板处理======================
|
||||
# 面板显示时的处理
|
||||
func _on_visibility_changed():
|
||||
if visible:
|
||||
GlobalVariables.isZoomDisabled = true
|
||||
pass
|
||||
else:
|
||||
GlobalVariables.isZoomDisabled = false
|
||||
pass
|
||||
|
||||
# 刷新按钮点击
|
||||
func _on_refresh_button_pressed():
|
||||
# 检查网络连接
|
||||
if not tcp_network_manager_panel or not tcp_network_manager_panel.is_connected_to_server():
|
||||
register_player_num.text = "未连接服务器,无法刷新"
|
||||
register_player_num.modulate = Color.RED
|
||||
Toast.show("未连接服务器,无法刷新排行榜", Color.RED)
|
||||
return
|
||||
|
||||
# 显示加载状态
|
||||
register_player_num.text = "正在刷新排行榜..."
|
||||
register_player_num.modulate = Color.YELLOW
|
||||
refresh_button.disabled = true
|
||||
refresh_button.text = "刷新中..."
|
||||
|
||||
# 请求排行榜数据
|
||||
request_player_rankings()
|
||||
|
||||
# 5秒后重新启用按钮(防止卡住)
|
||||
await get_tree().create_timer(5.0).timeout
|
||||
if refresh_button.disabled:
|
||||
refresh_button.disabled = false
|
||||
refresh_button.text = "刷新"
|
||||
if register_player_num.text == "正在刷新排行榜...":
|
||||
register_player_num.text = "刷新超时,请重试"
|
||||
register_player_num.modulate = Color.RED
|
||||
|
||||
# 退出按钮点击
|
||||
func _on_quit_button_pressed():
|
||||
#打开面板后暂时禁用相机功能
|
||||
GlobalVariables.isZoomDisabled = false
|
||||
|
||||
self.hide()
|
||||
|
||||
#===================通用面板处理======================
|
||||
@@ -0,0 +1 @@
|
||||
uid://fk4q3x6uqydd
|
||||
376
SproutFarm-Frontend/Script/BigPanel/PlayerStorePanel.gd
Normal file
376
SproutFarm-Frontend/Script/BigPanel/PlayerStorePanel.gd
Normal file
@@ -0,0 +1,376 @@
|
||||
extends Panel
|
||||
#玩家小卖部(目前可以卖道具,种子,成熟作物)
|
||||
#初始玩家有10个格子
|
||||
#然后玩家额外购买格子需要1000元,多加一个格子加500元,最多40个格子,格子满了不能再放了
|
||||
#玩家自己点击自己的摊位(商品格子)显示弹窗是否要取消放置商品
|
||||
#别人拜访玩家打开小卖部点击被拜访玩家的摊位显示批量购买弹窗
|
||||
@onready var quit_button: Button = $QuitButton #关闭玩家小卖部面板
|
||||
@onready var refresh_button: Button = $RefreshButton #刷新小卖部按钮
|
||||
@onready var store_grid: GridContainer = $ScrollContainer/Store_Grid #小卖部商品格子
|
||||
@onready var buy_product_booth_button: Button = $BuyProductBoothButton #购买格子按钮
|
||||
|
||||
# 获取主游戏引用
|
||||
@onready var main_game = get_node("/root/main")
|
||||
|
||||
# 当前小卖部数据
|
||||
var player_store_data: Array = []
|
||||
var max_store_slots: int = 10 # 默认10个格子
|
||||
|
||||
func _ready():
|
||||
# 连接按钮信号
|
||||
quit_button.pressed.connect(_on_quit_button_pressed)
|
||||
refresh_button.pressed.connect(_on_refresh_button_pressed)
|
||||
buy_product_booth_button.pressed.connect(_on_buy_product_booth_button_pressed)
|
||||
|
||||
# 连接可见性改变信号
|
||||
visibility_changed.connect(_on_visibility_changed)
|
||||
|
||||
# 默认隐藏面板
|
||||
self.hide()
|
||||
|
||||
#面板显示与隐藏切换处理
|
||||
func _on_visibility_changed():
|
||||
if visible:
|
||||
GlobalVariables.isZoomDisabled = true
|
||||
# 面板显示时更新小卖部数据
|
||||
update_player_store_ui()
|
||||
else:
|
||||
GlobalVariables.isZoomDisabled = false
|
||||
|
||||
# 初始化玩家小卖部
|
||||
func init_player_store():
|
||||
update_player_store_ui()
|
||||
|
||||
# 更新小卖部UI
|
||||
func update_player_store_ui():
|
||||
# 清空商品格子
|
||||
for child in store_grid.get_children():
|
||||
child.queue_free()
|
||||
|
||||
# 获取小卖部数据
|
||||
if main_game.is_visiting_mode:
|
||||
# 访问模式:显示被访问玩家的小卖部
|
||||
var store_config = main_game.visited_player_data.get("小卖部配置", {"商品列表": [], "格子数": 10})
|
||||
player_store_data = store_config.get("商品列表", [])
|
||||
max_store_slots = store_config.get("格子数", 10)
|
||||
buy_product_booth_button.hide() # 访问模式下隐藏购买格子按钮
|
||||
else:
|
||||
# 正常模式:显示自己的小卖部
|
||||
var store_config = main_game.login_data.get("小卖部配置", {"商品列表": [], "格子数": 10})
|
||||
player_store_data = store_config.get("商品列表", [])
|
||||
max_store_slots = store_config.get("格子数", 10)
|
||||
buy_product_booth_button.show() # 正常模式下显示购买格子按钮
|
||||
|
||||
# 创建商品按钮
|
||||
_create_store_buttons()
|
||||
|
||||
# 更新购买格子按钮文本
|
||||
_update_buy_booth_button()
|
||||
|
||||
# 创建小卖部商品按钮
|
||||
func _create_store_buttons():
|
||||
# 为每个格子创建按钮
|
||||
for i in range(max_store_slots):
|
||||
var button = _create_store_slot_button(i)
|
||||
store_grid.add_child(button)
|
||||
|
||||
# 创建单个商品格子按钮
|
||||
func _create_store_slot_button(slot_index: int) -> Button:
|
||||
var button = main_game.item_button.duplicate()
|
||||
|
||||
# 确保按钮可见并可点击
|
||||
button.visible = true
|
||||
button.disabled = false
|
||||
button.focus_mode = Control.FOCUS_ALL
|
||||
|
||||
# 检查该格子是否有商品
|
||||
var product_data = null
|
||||
if slot_index < player_store_data.size():
|
||||
product_data = player_store_data[slot_index]
|
||||
|
||||
if product_data:
|
||||
# 有商品的格子
|
||||
var product_name = product_data.get("商品名称", "未知商品")
|
||||
var product_price = product_data.get("商品价格", 0)
|
||||
var product_count = product_data.get("商品数量", 0)
|
||||
var product_type = product_data.get("商品类型", "作物")
|
||||
|
||||
# 设置按钮文本
|
||||
button.text = str(product_name + "\n" + str(product_price) + "元/个\n库存:" + str(product_count))
|
||||
|
||||
# 更新商品图片
|
||||
_update_button_product_image(button, product_name, product_type)
|
||||
|
||||
# 设置工具提示
|
||||
button.tooltip_text = str(
|
||||
"商品: " + product_name + "\n" +
|
||||
"类型: " + product_type + "\n" +
|
||||
"单价: " + str(product_price) + " 元\n" +
|
||||
"库存: " + str(product_count) + " 个"
|
||||
)
|
||||
|
||||
# 连接点击事件
|
||||
if main_game.is_visiting_mode:
|
||||
# 访问模式:显示购买弹窗
|
||||
button.pressed.connect(func(): _on_product_buy_selected(product_data, slot_index))
|
||||
else:
|
||||
# 自己的小卖部:显示移除商品弹窗
|
||||
button.pressed.connect(func(): _on_product_manage_selected(product_data, slot_index))
|
||||
else:
|
||||
# 空格子
|
||||
button.text = "空闲格子\n\n点击添加商品"
|
||||
|
||||
# 设置为灰色样式
|
||||
if button.has_node("Title"):
|
||||
button.get_node("Title").modulate = Color.GRAY
|
||||
|
||||
# 只有在非访问模式下才允许点击空格子
|
||||
if not main_game.is_visiting_mode:
|
||||
button.pressed.connect(func(): _on_empty_slot_selected(slot_index))
|
||||
else:
|
||||
button.disabled = true
|
||||
|
||||
return button
|
||||
|
||||
# 更新商品图片
|
||||
func _update_button_product_image(button: Button, product_name: String, product_type: String):
|
||||
var crop_image = button.get_node_or_null("CropImage")
|
||||
if not crop_image:
|
||||
return
|
||||
|
||||
var texture = null
|
||||
|
||||
if product_type == "作物":
|
||||
# 作物商品:加载收获物图片
|
||||
texture = _get_crop_harvest_texture(product_name)
|
||||
# 未来可以添加其他类型的商品图片加载
|
||||
|
||||
if texture:
|
||||
crop_image.texture = texture
|
||||
crop_image.visible = true
|
||||
else:
|
||||
crop_image.visible = false
|
||||
|
||||
# 获取作物的收获物图片
|
||||
func _get_crop_harvest_texture(crop_name: String) -> Texture2D:
|
||||
var crop_path = "res://assets/作物/" + crop_name + "/"
|
||||
var harvest_texture_path = crop_path + "收获物.webp"
|
||||
|
||||
if ResourceLoader.exists(harvest_texture_path):
|
||||
var texture = load(harvest_texture_path)
|
||||
if texture:
|
||||
return texture
|
||||
|
||||
# 如果没有找到,使用默认的收获物图片
|
||||
var default_harvest_path = "res://assets/作物/默认/收获物.webp"
|
||||
if ResourceLoader.exists(default_harvest_path):
|
||||
var texture = load(default_harvest_path)
|
||||
if texture:
|
||||
return texture
|
||||
|
||||
return null
|
||||
|
||||
# 访问模式:点击商品购买
|
||||
func _on_product_buy_selected(product_data: Dictionary, slot_index: int):
|
||||
var product_name = product_data.get("商品名称", "未知商品")
|
||||
var product_price = product_data.get("商品价格", 0)
|
||||
var product_count = product_data.get("商品数量", 0)
|
||||
var product_type = product_data.get("商品类型", "作物")
|
||||
|
||||
# 检查商品是否还有库存
|
||||
if product_count <= 0:
|
||||
Toast.show("该商品已售罄", Color.RED, 2.0, 1.0)
|
||||
return
|
||||
|
||||
# 获取批量购买弹窗
|
||||
var batch_buy_popup = get_node_or_null("/root/main/UI/DiaLog/BatchBuyPopup")
|
||||
if batch_buy_popup and batch_buy_popup.has_method("show_buy_popup"):
|
||||
# 显示批量购买弹窗
|
||||
batch_buy_popup.show_buy_popup(
|
||||
product_name,
|
||||
product_price,
|
||||
"小卖部商品",
|
||||
"store_product", # 特殊类型标识
|
||||
_on_confirm_buy_store_product,
|
||||
_on_cancel_buy_store_product
|
||||
)
|
||||
|
||||
# 临时保存购买信息
|
||||
batch_buy_popup.set_meta("store_slot_index", slot_index)
|
||||
batch_buy_popup.set_meta("store_product_data", product_data)
|
||||
else:
|
||||
Toast.show("购买功能暂未实现", Color.RED, 2.0, 1.0)
|
||||
|
||||
# 确认购买小卖部商品
|
||||
func _on_confirm_buy_store_product(product_name: String, unit_price: int, quantity: int, buy_type: String):
|
||||
var slot_index = get_node("/root/main/UI/DiaLog/BatchBuyPopup").get_meta("store_slot_index", -1)
|
||||
var product_data = get_node("/root/main/UI/DiaLog/BatchBuyPopup").get_meta("store_product_data", {})
|
||||
|
||||
if slot_index == -1 or product_data.is_empty():
|
||||
Toast.show("购买信息错误", Color.RED, 2.0, 1.0)
|
||||
return
|
||||
|
||||
# 发送购买请求到服务器
|
||||
var tcp_network_manager = get_node_or_null("/root/main/UI/BigPanel/TCPNetworkManagerPanel")
|
||||
if tcp_network_manager and tcp_network_manager.has_method("send_message"):
|
||||
var visited_player_name = main_game.visited_player_data.get("玩家昵称", "")
|
||||
var message = {
|
||||
"type": "buy_store_product",
|
||||
"seller_username": main_game.visited_player_data.get("username", ""),
|
||||
"slot_index": slot_index,
|
||||
"product_name": product_name,
|
||||
"unit_price": unit_price,
|
||||
"quantity": quantity
|
||||
}
|
||||
tcp_network_manager.send_message(message)
|
||||
|
||||
Toast.show("购买请求已发送", Color.YELLOW, 2.0, 1.0)
|
||||
else:
|
||||
Toast.show("网络连接异常,无法购买", Color.RED, 2.0, 1.0)
|
||||
|
||||
# 取消购买小卖部商品
|
||||
func _on_cancel_buy_store_product():
|
||||
# 不需要做任何事情,弹窗会自动关闭
|
||||
pass
|
||||
|
||||
# 自己的小卖部:点击商品管理
|
||||
func _on_product_manage_selected(product_data: Dictionary, slot_index: int):
|
||||
var product_name = product_data.get("商品名称", "未知商品")
|
||||
var product_count = product_data.get("商品数量", 0)
|
||||
|
||||
# 显示管理确认对话框
|
||||
_show_product_manage_dialog(product_name, product_count, slot_index)
|
||||
|
||||
# 显示商品管理对话框
|
||||
func _show_product_manage_dialog(product_name: String, product_count: int, slot_index: int):
|
||||
var confirm_dialog = AcceptDialog.new()
|
||||
confirm_dialog.dialog_text = str(
|
||||
"商品管理\n\n" +
|
||||
"商品:" + product_name + "\n" +
|
||||
"库存:" + str(product_count) + " 个\n\n" +
|
||||
"确认要下架这个商品吗?\n" +
|
||||
"商品将返回到您的仓库中。"
|
||||
)
|
||||
confirm_dialog.title = "商品管理"
|
||||
confirm_dialog.ok_button_text = "下架商品"
|
||||
confirm_dialog.add_cancel_button("取消")
|
||||
|
||||
# 添加到场景
|
||||
add_child(confirm_dialog)
|
||||
|
||||
# 连接信号
|
||||
confirm_dialog.confirmed.connect(_on_confirm_remove_product.bind(slot_index, confirm_dialog))
|
||||
confirm_dialog.canceled.connect(_on_cancel_remove_product.bind(confirm_dialog))
|
||||
|
||||
# 显示对话框
|
||||
confirm_dialog.popup_centered()
|
||||
|
||||
# 确认下架商品
|
||||
func _on_confirm_remove_product(slot_index: int, dialog: AcceptDialog):
|
||||
# 发送下架商品请求到服务器
|
||||
var tcp_network_manager = get_node_or_null("/root/main/UI/BigPanel/TCPNetworkManagerPanel")
|
||||
if tcp_network_manager and tcp_network_manager.has_method("send_message"):
|
||||
var message = {
|
||||
"type": "remove_store_product",
|
||||
"slot_index": slot_index
|
||||
}
|
||||
tcp_network_manager.send_message(message)
|
||||
|
||||
Toast.show("下架请求已发送", Color.YELLOW, 2.0, 1.0)
|
||||
else:
|
||||
Toast.show("网络连接异常,无法下架", Color.RED, 2.0, 1.0)
|
||||
|
||||
dialog.queue_free()
|
||||
|
||||
# 取消下架商品
|
||||
func _on_cancel_remove_product(dialog: AcceptDialog):
|
||||
dialog.queue_free()
|
||||
|
||||
# 点击空格子
|
||||
func _on_empty_slot_selected(slot_index: int):
|
||||
Toast.show("请从作物仓库选择商品添加到小卖部", Color.CYAN, 3.0, 1.0)
|
||||
|
||||
# 更新购买格子按钮
|
||||
func _update_buy_booth_button():
|
||||
if main_game.is_visiting_mode:
|
||||
return
|
||||
|
||||
var next_slot_cost = 1000 + (max_store_slots - 10) * 500
|
||||
if max_store_slots >= 40:
|
||||
buy_product_booth_button.text = "格子已满(40/40)"
|
||||
buy_product_booth_button.disabled = true
|
||||
else:
|
||||
buy_product_booth_button.text = str("购买格子(+" + str(next_slot_cost) + "元)")
|
||||
buy_product_booth_button.disabled = false
|
||||
|
||||
# 购买格子按钮处理
|
||||
func _on_buy_product_booth_button_pressed():
|
||||
if main_game.is_visiting_mode:
|
||||
return
|
||||
|
||||
if max_store_slots >= 40:
|
||||
Toast.show("格子数量已达上限", Color.RED, 2.0, 1.0)
|
||||
return
|
||||
|
||||
var next_slot_cost = 1000 + (max_store_slots - 10) * 500
|
||||
|
||||
if main_game.money < next_slot_cost:
|
||||
Toast.show("金钱不足,需要 " + str(next_slot_cost) + " 元", Color.RED, 2.0, 1.0)
|
||||
return
|
||||
|
||||
# 显示购买确认对话框
|
||||
_show_buy_booth_dialog(next_slot_cost)
|
||||
|
||||
# 显示购买格子确认对话框
|
||||
func _show_buy_booth_dialog(cost: int):
|
||||
var confirm_dialog = AcceptDialog.new()
|
||||
confirm_dialog.dialog_text = str(
|
||||
"购买小卖部格子\n\n" +
|
||||
"费用:" + str(cost) + " 元\n" +
|
||||
"当前格子数:" + str(max_store_slots) + "\n" +
|
||||
"购买后格子数:" + str(max_store_slots + 1) + "\n\n" +
|
||||
"确认购买吗?"
|
||||
)
|
||||
confirm_dialog.title = "购买格子"
|
||||
confirm_dialog.ok_button_text = "确认购买"
|
||||
confirm_dialog.add_cancel_button("取消")
|
||||
|
||||
# 添加到场景
|
||||
add_child(confirm_dialog)
|
||||
|
||||
# 连接信号
|
||||
confirm_dialog.confirmed.connect(_on_confirm_buy_booth.bind(cost, confirm_dialog))
|
||||
confirm_dialog.canceled.connect(_on_cancel_buy_booth.bind(confirm_dialog))
|
||||
|
||||
# 显示对话框
|
||||
confirm_dialog.popup_centered()
|
||||
|
||||
# 确认购买格子
|
||||
func _on_confirm_buy_booth(cost: int, dialog: AcceptDialog):
|
||||
# 发送购买格子请求到服务器
|
||||
var tcp_network_manager = get_node_or_null("/root/main/UI/BigPanel/TCPNetworkManagerPanel")
|
||||
if tcp_network_manager and tcp_network_manager.has_method("send_message"):
|
||||
var message = {
|
||||
"type": "buy_store_booth",
|
||||
"cost": cost
|
||||
}
|
||||
tcp_network_manager.send_message(message)
|
||||
|
||||
Toast.show("购买请求已发送", Color.YELLOW, 2.0, 1.0)
|
||||
else:
|
||||
Toast.show("网络连接异常,无法购买", Color.RED, 2.0, 1.0)
|
||||
|
||||
dialog.queue_free()
|
||||
|
||||
# 取消购买格子
|
||||
func _on_cancel_buy_booth(dialog: AcceptDialog):
|
||||
dialog.queue_free()
|
||||
|
||||
# 关闭面板
|
||||
func _on_quit_button_pressed():
|
||||
self.hide()
|
||||
|
||||
# 刷新小卖部
|
||||
func _on_refresh_button_pressed():
|
||||
update_player_store_ui()
|
||||
Toast.show("小卖部已刷新", Color.GREEN, 2.0, 1.0)
|
||||
@@ -0,0 +1 @@
|
||||
uid://bdavskipn547h
|
||||
72
SproutFarm-Frontend/Script/BigPanel/SpecialFarmPanel.gd
Normal file
72
SproutFarm-Frontend/Script/BigPanel/SpecialFarmPanel.gd
Normal file
@@ -0,0 +1,72 @@
|
||||
extends Panel
|
||||
|
||||
# 预添加常用的面板
|
||||
@onready var main_game = get_node("/root/main")
|
||||
@onready var tcp_network_manager_panel: Panel = $'../TCPNetworkManagerPanel'
|
||||
|
||||
func _ready() -> void:
|
||||
self.hide()
|
||||
visibility_changed.connect(_on_visibility_changed)
|
||||
pass
|
||||
|
||||
func _on_quit_button_pressed() -> void:
|
||||
self.hide()
|
||||
pass
|
||||
|
||||
#访问花卉农场QQ:520
|
||||
func _on_flower_farm_button_pressed() -> void:
|
||||
_visit_special_farm("520", "花卉农场")
|
||||
|
||||
#访问杂交农场QQ:666
|
||||
func _on_hybrid_farm_button_pressed() -> void:
|
||||
_visit_special_farm("666", "杂交农场")
|
||||
|
||||
#访问幸运农场QQ:888
|
||||
func _on_lucky_farm_button_pressed() -> void:
|
||||
_visit_special_farm("888", "幸运农场")
|
||||
|
||||
#访问稻谷农场QQ:111
|
||||
func _on_rice_farm_button_pressed() -> void:
|
||||
_visit_special_farm("111", "稻谷农场")
|
||||
|
||||
#访问小麦农场QQ:222
|
||||
func _on_wheat_farm_button_pressed() -> void:
|
||||
_visit_special_farm("222", "小麦农场")
|
||||
|
||||
#访问水果农场QQ:333
|
||||
func _on_fruit_farm_button_pressed() -> void:
|
||||
_visit_special_farm("333", "水果农场")
|
||||
|
||||
# 访问特殊农场的通用函数
|
||||
func _visit_special_farm(farm_qq: String, farm_name: String) -> void:
|
||||
# 访问农场后取消禁用相机功能,否则无法恢复
|
||||
GlobalVariables.isZoomDisabled = false
|
||||
|
||||
# 检查网络连接
|
||||
if not tcp_network_manager_panel or not tcp_network_manager_panel.is_connected_to_server():
|
||||
Toast.show("未连接服务器,无法访问" + farm_name, Color.RED)
|
||||
return
|
||||
|
||||
# 检查是否尝试访问自己
|
||||
if main_game and main_game.user_name == farm_qq:
|
||||
Toast.show("不能访问自己的农场", Color.ORANGE)
|
||||
return
|
||||
|
||||
# 发送访问特殊农场请求
|
||||
if tcp_network_manager_panel and tcp_network_manager_panel.has_method("sendVisitPlayer"):
|
||||
var success = tcp_network_manager_panel.sendVisitPlayer(farm_qq)
|
||||
if success:
|
||||
Toast.show("正在访问" + farm_name + "...", Color.YELLOW)
|
||||
# 隐藏面板
|
||||
self.hide()
|
||||
else:
|
||||
Toast.show("发送访问请求失败", Color.RED)
|
||||
else:
|
||||
Toast.show("网络管理器不可用", Color.RED)
|
||||
|
||||
# 面板显示与隐藏切换处理
|
||||
func _on_visibility_changed():
|
||||
if visible:
|
||||
GlobalVariables.isZoomDisabled = true
|
||||
else:
|
||||
GlobalVariables.isZoomDisabled = false
|
||||
@@ -0,0 +1 @@
|
||||
uid://btm2je8pg7rgk
|
||||
Reference in New Issue
Block a user