优化项目架构

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2025-09-15 19:10:37 +08:00
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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()) + "")
# 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) + ""
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) + ""
button.tooltip_text = str(
"作物: " + display_name + "\n" +
"品质: " + crop_quality + "\n" +
"原价格: " + str(crop["花费"]) + "\n" +
"成熟时间: " + time_str + "\n" +
"原收益: " + str(crop["收益"]) + "\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"]) + "\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) + ""
info_text = quality + "-" + display_name + " (数量: " + str(crop_count) + ")\n"
info_text += "原价格: " + str(price) + "元, 原收益: " + str(profit) + "\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) + ""
info_text = quality + "-" + display_name + " (数量: " + str(crop_count) + ")\n"
info_text += "原价格: " + str(price) + "元, 原收益: " + str(profit) + "\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=========================