优化项目架构

This commit is contained in:
2025-09-15 19:10:37 +08:00
parent 4119ed3445
commit 26b856d74e
1361 changed files with 4 additions and 0 deletions

View 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("")
if birthday_parts.size() < 2:
return 0
var year = int(birthday_parts[0])
var rest = birthday_parts[1]
var month_parts = rest.split("")
if month_parts.size() < 2:
return 0
var month = int(month_parts[0])
var rest2 = month_parts[1]
var day_parts = rest2.split("")
if day_parts.size() < 2:
return 0
var day = int(day_parts[0])
var rest3 = day_parts[1]
var hour_parts = rest3.split("")
if hour_parts.size() < 2:
return 0
var hour = int(hour_parts[0])
var rest4 = hour_parts[1]
var minute_parts = rest4.split("")
if minute_parts.size() < 2:
return 0
var minute = int(minute_parts[0])
var rest5 = minute_parts[1]
var second_parts = rest5.split("")
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=========================