前几天忘了上传了上传一下
This commit is contained in:
@@ -1,87 +0,0 @@
|
||||
extends AcceptDialog
|
||||
|
||||
@export var dialog_min_size := Vector2(400, 200)
|
||||
@export var ok_text := "确认"
|
||||
@export var cancel_text := "取消"
|
||||
|
||||
func _ready() -> void:
|
||||
# 设置弹窗最小尺寸
|
||||
self.set("rect_min_size", dialog_min_size)
|
||||
|
||||
# 设置标题和内容(可通过函数修改)
|
||||
set_dialog_title("默认标题")
|
||||
set_dialog_content("默认内容")
|
||||
|
||||
# 添加取消按钮
|
||||
var cancel_btn = self.add_cancel_button(cancel_text)
|
||||
_customize_button(cancel_btn)
|
||||
|
||||
# 获取并设置确认按钮
|
||||
var ok_btn = self.get_ok_button()
|
||||
ok_btn.text = ok_text
|
||||
_customize_button(ok_btn)
|
||||
|
||||
# 设置按钮样式属性
|
||||
self.add_theme_constant_override("buttons_min_height", 40)
|
||||
self.add_theme_constant_override("buttons_min_width", 120)
|
||||
self.add_theme_constant_override("buttons_separation", 16)
|
||||
|
||||
# 添加样式美化
|
||||
_apply_custom_theme()
|
||||
|
||||
func set_dialog_position(new_position :Vector2):
|
||||
self.position = new_position
|
||||
pass
|
||||
|
||||
func set_dialog_title(title: String) -> void:
|
||||
self.title = title
|
||||
|
||||
|
||||
func set_dialog_content(content: String) -> void:
|
||||
self.dialog_text = content
|
||||
|
||||
|
||||
func set_ok_text(text: String) -> void:
|
||||
ok_text = text
|
||||
get_ok_button().text = text
|
||||
|
||||
|
||||
func set_cancel_text(text: String) -> void:
|
||||
cancel_text = text
|
||||
# 注意:add_cancel_button 只能调用一次,想动态更新需要重建按钮
|
||||
|
||||
|
||||
func _customize_button(button: Button) -> void:
|
||||
button.custom_minimum_size = Vector2(120, 40)
|
||||
button.add_theme_color_override("font_color", Color.WHITE)
|
||||
button.add_theme_color_override("font_color_pressed", Color.WHITE)
|
||||
button.add_theme_color_override("font_color_hover", Color.WHITE)
|
||||
button.add_theme_color_override("bg_color", Color("3c82f6")) # 蓝色
|
||||
button.add_theme_color_override("bg_color_hover", Color("2563eb"))
|
||||
button.add_theme_color_override("bg_color_pressed", Color("1e40af"))
|
||||
button.add_theme_color_override("bg_color_disabled", Color("94a3b8"))
|
||||
|
||||
|
||||
func _apply_custom_theme() -> void:
|
||||
# 设置面板背景颜色
|
||||
var panel_style := StyleBoxFlat.new()
|
||||
#panel_style.bg_color = Color.AQUA # very light gray
|
||||
panel_style.set_border_width_all(2)
|
||||
#panel_style.border_color = Color("cbd5e1")
|
||||
|
||||
self.add_theme_stylebox_override("panel", panel_style) # ✅ 修正方法名
|
||||
|
||||
# 设置文字颜色(内容部分)
|
||||
var label = self.get_label()
|
||||
label.add_theme_color_override("font_color", Color("1e293b")) # 深灰蓝
|
||||
|
||||
|
||||
|
||||
# 确认按钮点击
|
||||
func _on_confirmed() -> void:
|
||||
print("确认按钮被点击")
|
||||
|
||||
|
||||
# 取消按钮点击
|
||||
func _on_canceled() -> void:
|
||||
print("取消按钮被点击")
|
||||
@@ -1 +0,0 @@
|
||||
uid://ce8xcp770tolo
|
||||
@@ -1,15 +0,0 @@
|
||||
[gd_scene load_steps=2 format=3 uid="uid://btp1h6hic2sin"]
|
||||
|
||||
[ext_resource type="Script" path="res://GUI/AcceptDialog.gd" id="1_yc5jp"]
|
||||
|
||||
[node name="AcceptDialog" type="AcceptDialog"]
|
||||
auto_translate_mode = 1
|
||||
title = "是否购买"
|
||||
initial_position = 1
|
||||
size = Vector2i(300, 200)
|
||||
visible = true
|
||||
ok_button_text = "确定"
|
||||
script = ExtResource("1_yc5jp")
|
||||
|
||||
[connection signal="canceled" from="." to="." method="_on_canceled"]
|
||||
[connection signal="confirmed" from="." to="." method="_on_confirmed"]
|
||||
@@ -1,237 +0,0 @@
|
||||
extends Panel
|
||||
|
||||
@onready var user_name_input: Label = $VBox1/Grid/User_Name_Input #用户名/账号名
|
||||
@onready var user_password_input: LineEdit = $VBox1/Grid/User_Password_Input#账号密码
|
||||
@onready var player_name_input: LineEdit = $VBox1/Grid/Player_Name_Input #玩家昵称
|
||||
@onready var farm_name_input: LineEdit = $VBox1/Grid/Farm_Name_Input #农场名称
|
||||
@onready var personal_profile_input: LineEdit = $VBox1/Grid/Personal_Profile_Input#个人简介
|
||||
|
||||
@onready var remove_account_btn: Button = $VBox1/HBox2/Remove_Account_Btn #删除账号按钮
|
||||
@onready var confirm_btn: Button = $VBox1/HBox2/Confirm_Btn #修改账号信息按钮
|
||||
|
||||
@onready var quit_button: Button = $QuitButton #关闭玩家信息面板按钮
|
||||
@onready var refresh_button: Button = $RefreshButton#刷新玩家信息按钮
|
||||
|
||||
#预添加常用的面板和组件
|
||||
@onready var main_game = get_node("/root/main")
|
||||
@onready var network_manager = get_node("/root/main/UI/TCPNetworkManager")
|
||||
@onready var accept_dialog = get_node("/root/main/UI/AcceptDialog")
|
||||
|
||||
# 存储待执行的操作类型
|
||||
var pending_action = ""
|
||||
|
||||
func _ready() -> void:
|
||||
# 连接按钮信号
|
||||
quit_button.pressed.connect(_on_quit_button_pressed)
|
||||
refresh_button.pressed.connect(_on_refresh_button_pressed)
|
||||
confirm_btn.pressed.connect(_on_confirm_btn_pressed)
|
||||
remove_account_btn.pressed.connect(_on_remove_account_btn_pressed)
|
||||
|
||||
# 初始显示界面数据
|
||||
_refresh_player_info()
|
||||
|
||||
# 如果有网络连接,自动请求最新数据(延迟一秒等待初始化完成)
|
||||
if network_manager and network_manager.has_method("is_connected_to_server") and network_manager.is_connected_to_server():
|
||||
await get_tree().create_timer(1.0).timeout
|
||||
_request_player_info_from_server()
|
||||
|
||||
#关闭玩家信息面板按钮点击
|
||||
func _on_quit_button_pressed() -> void:
|
||||
self.hide()
|
||||
GlobalVariables.isZoomDisabled = false
|
||||
|
||||
#刷新玩家信息按钮点击
|
||||
func _on_refresh_button_pressed() -> void:
|
||||
# 向服务器请求最新的玩家数据
|
||||
_request_player_info_from_server()
|
||||
|
||||
#向服务器请求玩家信息
|
||||
func _request_player_info_from_server():
|
||||
if not network_manager:
|
||||
_show_message("网络管理器不可用", Color.RED)
|
||||
return
|
||||
|
||||
if not network_manager.is_connected_to_server():
|
||||
_show_message("未连接到服务器", Color.RED)
|
||||
return
|
||||
|
||||
# 发送刷新请求到服务器
|
||||
var message = {
|
||||
"type": "refresh_player_info"
|
||||
}
|
||||
|
||||
var success = network_manager.send_message(message)
|
||||
if success:
|
||||
_show_message("正在刷新玩家信息...", Color.YELLOW)
|
||||
else:
|
||||
_show_message("发送刷新请求失败", Color.RED)
|
||||
|
||||
#确认修改按钮点击
|
||||
func _on_confirm_btn_pressed() -> void:
|
||||
# 显示二次确认对话框
|
||||
pending_action = "modify_account"
|
||||
if accept_dialog:
|
||||
accept_dialog.dialog_text = "确认要修改账号信息吗?这些更改将立即生效。"
|
||||
accept_dialog.title = "确认修改"
|
||||
accept_dialog.show()
|
||||
# 连接确认信号
|
||||
if not accept_dialog.confirmed.is_connected(_on_accept_dialog_confirmed):
|
||||
accept_dialog.confirmed.connect(_on_accept_dialog_confirmed)
|
||||
|
||||
#删除账号按钮点击
|
||||
func _on_remove_account_btn_pressed() -> void:
|
||||
# 显示二次确认对话框
|
||||
pending_action = "delete_account"
|
||||
if accept_dialog:
|
||||
accept_dialog.dialog_text = "警告:删除账号将永久移除您的所有数据,包括农场、作物、背包等所有内容。\n此操作无法撤销,确认要删除账号吗?"
|
||||
accept_dialog.title = "删除账号确认"
|
||||
accept_dialog.show()
|
||||
# 连接确认信号
|
||||
if not accept_dialog.confirmed.is_connected(_on_accept_dialog_confirmed):
|
||||
accept_dialog.confirmed.connect(_on_accept_dialog_confirmed)
|
||||
|
||||
#确认对话框的确认按钮被点击
|
||||
func _on_accept_dialog_confirmed() -> void:
|
||||
match pending_action:
|
||||
"modify_account":
|
||||
_modify_account_info()
|
||||
"delete_account":
|
||||
_delete_account()
|
||||
|
||||
# 重置待执行操作
|
||||
pending_action = ""
|
||||
|
||||
# 断开信号连接
|
||||
if accept_dialog and accept_dialog.confirmed.is_connected(_on_accept_dialog_confirmed):
|
||||
accept_dialog.confirmed.disconnect(_on_accept_dialog_confirmed)
|
||||
|
||||
#修改账号信息
|
||||
func _modify_account_info():
|
||||
if not network_manager:
|
||||
_show_message("网络管理器不可用", Color.RED)
|
||||
return
|
||||
|
||||
if not network_manager.is_connected_to_server():
|
||||
_show_message("未连接到服务器", Color.RED)
|
||||
return
|
||||
|
||||
# 获取输入的信息
|
||||
var new_password = user_password_input.text.strip_edges()
|
||||
var new_player_name = player_name_input.text.strip_edges()
|
||||
var new_farm_name = farm_name_input.text.strip_edges()
|
||||
var new_personal_profile = personal_profile_input.text.strip_edges()
|
||||
|
||||
# 验证输入
|
||||
if new_password == "":
|
||||
_show_message("密码不能为空", Color.RED)
|
||||
return
|
||||
|
||||
if new_player_name == "":
|
||||
_show_message("玩家昵称不能为空", Color.RED)
|
||||
return
|
||||
|
||||
if new_farm_name == "":
|
||||
_show_message("农场名称不能为空", Color.RED)
|
||||
return
|
||||
|
||||
# 发送修改请求到服务器
|
||||
var message = {
|
||||
"type": "modify_account_info",
|
||||
"new_password": new_password,
|
||||
"new_player_name": new_player_name,
|
||||
"new_farm_name": new_farm_name,
|
||||
"new_personal_profile": new_personal_profile
|
||||
}
|
||||
|
||||
var success = network_manager.send_message(message)
|
||||
if success:
|
||||
_show_message("正在更新账号信息...", Color.YELLOW)
|
||||
else:
|
||||
_show_message("发送修改请求失败", Color.RED)
|
||||
|
||||
#删除账号
|
||||
func _delete_account():
|
||||
if not network_manager:
|
||||
_show_message("网络管理器不可用", Color.RED)
|
||||
return
|
||||
|
||||
if not network_manager.is_connected_to_server():
|
||||
_show_message("未连接到服务器", Color.RED)
|
||||
return
|
||||
|
||||
# 发送删除账号请求到服务器
|
||||
var message = {
|
||||
"type": "delete_account"
|
||||
}
|
||||
|
||||
var success = network_manager.send_message(message)
|
||||
if success:
|
||||
_show_message("正在删除账号...", Color.YELLOW)
|
||||
else:
|
||||
_show_message("发送删除请求失败", Color.RED)
|
||||
|
||||
#刷新玩家信息显示(从本地数据)
|
||||
func _refresh_player_info():
|
||||
# 从主游戏获取当前玩家信息
|
||||
user_name_input.text = main_game.user_name if main_game.user_name != "" else "未知"
|
||||
user_password_input.text = main_game.user_password if main_game.user_password != "" else ""
|
||||
|
||||
# 优先从 login_data 获取数据,如果没有则从 data 获取
|
||||
var player_data = main_game.login_data if main_game.login_data.size() > 0 else main_game.data
|
||||
|
||||
player_name_input.text = player_data.get("player_name", "")
|
||||
farm_name_input.text = player_data.get("farm_name", "")
|
||||
personal_profile_input.text = player_data.get("个人简介", "")
|
||||
|
||||
|
||||
#显示消息提示
|
||||
func _show_message(message: String, color: Color):
|
||||
if main_game and main_game.has_method("show_message"):
|
||||
main_game.show_message(message, color)
|
||||
else:
|
||||
pass
|
||||
|
||||
#处理服务器响应
|
||||
func handle_account_response(response_data: Dictionary):
|
||||
var message_type = response_data.get("type", "")
|
||||
var success = response_data.get("success", false)
|
||||
var message = response_data.get("message", "")
|
||||
|
||||
match message_type:
|
||||
"modify_account_info_response":
|
||||
if success:
|
||||
_show_message(message, Color.GREEN)
|
||||
# 更新本地数据
|
||||
if response_data.has("updated_data"):
|
||||
var updated_data = response_data["updated_data"]
|
||||
if main_game:
|
||||
if updated_data.has("player_name"):
|
||||
main_game.data["player_name"] = updated_data["player_name"]
|
||||
if updated_data.has("farm_name"):
|
||||
main_game.data["farm_name"] = updated_data["farm_name"]
|
||||
if updated_data.has("个人简介"):
|
||||
main_game.data["个人简介"] = updated_data["个人简介"]
|
||||
if updated_data.has("user_password"):
|
||||
main_game.user_password = updated_data["user_password"]
|
||||
|
||||
# 刷新显示
|
||||
_refresh_player_info()
|
||||
else:
|
||||
_show_message(message, Color.RED)
|
||||
|
||||
"delete_account_response":
|
||||
if success:
|
||||
_show_message(message, Color.GREEN)
|
||||
# 等待2秒后返回主菜单
|
||||
await get_tree().create_timer(2.0).timeout
|
||||
get_tree().change_scene_to_file("res://GUI/MainMenuPanel.tscn")
|
||||
else:
|
||||
_show_message(message, Color.RED)
|
||||
|
||||
"refresh_player_info_response":
|
||||
if success:
|
||||
# 主游戏已经更新了数据,直接刷新显示即可
|
||||
_refresh_player_info()
|
||||
_show_message("玩家信息已刷新", Color.GREEN)
|
||||
else:
|
||||
_show_message(message if message != "" else "刷新失败", Color.RED)
|
||||
@@ -1 +0,0 @@
|
||||
uid://dinrduqwsf5k5
|
||||
178
GUI/CheckUpdatePanel.gd
Normal file
178
GUI/CheckUpdatePanel.gd
Normal file
@@ -0,0 +1,178 @@
|
||||
extends Control
|
||||
|
||||
# 简化版更新检测器
|
||||
# 适用于萌芽农场游戏
|
||||
|
||||
# 配置
|
||||
const GAME_ID = "mengyafarm"
|
||||
const SERVER_URL = "http://47.108.90.0:5000"
|
||||
const CURRENT_VERSION = GlobalVariables.client_version
|
||||
|
||||
# 更新信息
|
||||
var has_update = false
|
||||
var latest_version = ""
|
||||
|
||||
func _ready():
|
||||
# 初始化时隐藏面板
|
||||
self.hide()
|
||||
|
||||
# 游戏启动时自动检查更新
|
||||
call_deferred("check_for_updates")
|
||||
|
||||
func check_for_updates():
|
||||
|
||||
var http_request = HTTPRequest.new()
|
||||
add_child(http_request)
|
||||
|
||||
# 连接请求完成信号
|
||||
http_request.request_completed.connect(_on_update_check_completed)
|
||||
|
||||
# 发送请求
|
||||
var url = SERVER_URL + "/api/simple/check-version/" + GAME_ID + "?current_version=" + CURRENT_VERSION
|
||||
var error = http_request.request(url)
|
||||
|
||||
if error != OK:
|
||||
print("网络请求失败: ", error)
|
||||
|
||||
func _on_update_check_completed(result: int, response_code: int, headers: PackedStringArray, body: PackedByteArray):
|
||||
if response_code != 200:
|
||||
print("服务器响应错误: ", response_code)
|
||||
return
|
||||
|
||||
# 解析JSON
|
||||
var json = JSON.new()
|
||||
var parse_result = json.parse(body.get_string_from_utf8())
|
||||
|
||||
if parse_result != OK:
|
||||
print("解析响应失败")
|
||||
return
|
||||
|
||||
var data = json.data
|
||||
|
||||
if "error" in data:
|
||||
print("服务器错误: ", data.error)
|
||||
return
|
||||
|
||||
# 检查是否有更新
|
||||
has_update = data.get("has_update", false)
|
||||
latest_version = data.get("latest_version", "")
|
||||
|
||||
if has_update:
|
||||
print("发现新版本: ", latest_version)
|
||||
show_update_panel()
|
||||
else:
|
||||
print("已是最新版本")
|
||||
|
||||
func show_update_panel():
|
||||
"""显示更新面板"""
|
||||
self.show() # 直接显示当前面板
|
||||
|
||||
func download_update():
|
||||
"""下载更新"""
|
||||
var platform = get_platform_name()
|
||||
var download_url = SERVER_URL + "/download/" + GAME_ID + "/" + platform.to_lower()
|
||||
|
||||
print("下载链接: ", download_url)
|
||||
|
||||
# 打开下载页面
|
||||
var error = OS.shell_open(download_url)
|
||||
if error != OK:
|
||||
# 复制到剪贴板作为备选方案
|
||||
DisplayServer.clipboard_set(download_url)
|
||||
show_message("无法打开浏览器,下载链接已复制到剪贴板")
|
||||
|
||||
func get_platform_name() -> String:
|
||||
"""获取平台名称"""
|
||||
var os_name = OS.get_name()
|
||||
match os_name:
|
||||
"Windows":
|
||||
return "Windows"
|
||||
"Android":
|
||||
return "Android"
|
||||
"macOS":
|
||||
return "macOS"
|
||||
"Linux":
|
||||
return "Linux"
|
||||
_:
|
||||
return "Windows"
|
||||
|
||||
func show_message(text: String):
|
||||
"""显示消息提示"""
|
||||
var dialog = AcceptDialog.new()
|
||||
add_child(dialog)
|
||||
dialog.dialog_text = text
|
||||
dialog.popup_centered()
|
||||
|
||||
# 3秒后自动关闭
|
||||
await get_tree().create_timer(3.0).timeout
|
||||
if is_instance_valid(dialog):
|
||||
dialog.queue_free()
|
||||
|
||||
# 手动检查更新的公共方法
|
||||
func manual_check_update():
|
||||
"""手动检查更新"""
|
||||
check_for_updates()
|
||||
|
||||
# 直接跳转到相应平台下载链接
|
||||
func _on_download_button_pressed() -> void:
|
||||
"""下载按钮点击事件"""
|
||||
if not has_update:
|
||||
show_message("当前已是最新版本")
|
||||
return
|
||||
|
||||
var platform = get_platform_name()
|
||||
var download_url = SERVER_URL + "/download/" + GAME_ID + "/" + platform.to_lower()
|
||||
|
||||
print("下载链接: ", download_url)
|
||||
|
||||
# 打开下载页面
|
||||
var error = OS.shell_open(download_url)
|
||||
if error != OK:
|
||||
# 复制到剪贴板作为备选方案
|
||||
DisplayServer.clipboard_set(download_url)
|
||||
show_message("无法打开浏览器,下载链接已复制到剪贴板")
|
||||
else:
|
||||
show_message("正在打开下载页面...")
|
||||
# 可选:隐藏更新面板
|
||||
self.hide()
|
||||
|
||||
# 关闭更新面板
|
||||
func _on_close_button_pressed() -> void:
|
||||
"""关闭按钮点击事件"""
|
||||
self.hide()
|
||||
|
||||
# 稍后提醒按钮
|
||||
func _on_later_button_pressed() -> void:
|
||||
"""稍后提醒按钮点击事件"""
|
||||
print("用户选择稍后更新")
|
||||
self.hide()
|
||||
|
||||
# 检查更新按钮
|
||||
func _on_check_update_button_pressed() -> void:
|
||||
"""检查更新按钮点击事件"""
|
||||
check_for_updates()
|
||||
|
||||
# 获取更新信息的公共方法
|
||||
func get_update_info() -> Dictionary:
|
||||
"""获取更新信息"""
|
||||
return {
|
||||
"has_update": has_update,
|
||||
"current_version": CURRENT_VERSION,
|
||||
"latest_version": latest_version,
|
||||
"game_id": GAME_ID
|
||||
}
|
||||
|
||||
# 获取当前版本
|
||||
func get_current_version() -> String:
|
||||
"""获取当前版本"""
|
||||
return CURRENT_VERSION
|
||||
|
||||
# 获取最新版本
|
||||
func get_latest_version() -> String:
|
||||
"""获取最新版本"""
|
||||
return latest_version
|
||||
|
||||
# 是否有更新
|
||||
func is_update_available() -> bool:
|
||||
"""是否有更新可用"""
|
||||
return has_update
|
||||
1
GUI/CheckUpdatePanel.gd.uid
Normal file
1
GUI/CheckUpdatePanel.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://ciwjx67wjubdy
|
||||
@@ -1,500 +0,0 @@
|
||||
extends Panel
|
||||
|
||||
#种子商店面板
|
||||
#种子商店格子
|
||||
@onready var crop_grid_container : GridContainer = $ScrollContainer/Crop_Grid
|
||||
@onready var quit_button : Button = $QuitButton
|
||||
|
||||
#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 land_panel = get_node("/root/main/UI/LandPanel")
|
||||
@onready var crop_store_panel = get_node("/root/main/UI/PlayerBagPanel")
|
||||
@onready var player_ranking_panel = get_node("/root/main/UI/PlayerRankingPanel")
|
||||
@onready var player_bag_panel = get_node("/root/main/UI/PlayerBagPanel")
|
||||
@onready var network_manager = get_node("/root/main/UI/TCPNetworkManager")
|
||||
|
||||
# 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 = {}
|
||||
|
||||
# 当前过滤和排序设置
|
||||
var current_filter_quality = ""
|
||||
var current_sort_key = ""
|
||||
var current_sort_ascending = true
|
||||
|
||||
# 准备函数
|
||||
func _ready():
|
||||
# 连接按钮信号
|
||||
_connect_buttons()
|
||||
# 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"))
|
||||
|
||||
# 初始化商店
|
||||
func init_store():
|
||||
|
||||
# 清空已有的作物按钮
|
||||
for child in crop_grid_container.get_children():
|
||||
child.queue_free()
|
||||
|
||||
# 遍历可种植的作物数据并添加到商店
|
||||
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
|
||||
|
||||
# 只显示当前等级可以种植的作物
|
||||
if crop["等级"] <= main_game.level:
|
||||
var store_btn = _create_store_button(crop_name, crop["品质"])
|
||||
crop_grid_container.add_child(store_btn)
|
||||
#print("添加商店按钮: " + crop_name)
|
||||
|
||||
print("商店初始化完成,共添加按钮: " + str(crop_grid_container.get_child_count()) + "个")
|
||||
|
||||
# 更新金钱显示
|
||||
_update_money_display()
|
||||
|
||||
# 创建商店按钮
|
||||
func _create_store_button(crop_name: String, crop_quality: String) -> Button:
|
||||
# 根据品质选择相应的按钮
|
||||
var button = main_game.item_button.duplicate()
|
||||
|
||||
var crop = main_game.can_planted_crop[crop_name]
|
||||
|
||||
# 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,显示价格
|
||||
button.text = str(crop_quality + "-" + crop_name + "\n价格: ¥" + str(crop["花费"]))
|
||||
|
||||
# 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: " + crop_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"])
|
||||
)
|
||||
|
||||
# 添加按钮事件
|
||||
button.pressed.connect(func(): _on_store_buy_pressed(crop_name))
|
||||
|
||||
# 更新按钮的作物图片
|
||||
_update_button_crop_image(button, crop_name)
|
||||
|
||||
# 如果按钮有标题标签,设置标题
|
||||
if button.has_node("Title"):
|
||||
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
|
||||
|
||||
return button
|
||||
|
||||
# 购买种子事件处理
|
||||
func _on_store_buy_pressed(crop_name: String):
|
||||
var crop = main_game.can_planted_crop[crop_name]
|
||||
|
||||
# 检查等级要求
|
||||
if main_game.level < crop["等级"]:
|
||||
Toast.show("等级不足,无法购买此种子", Color.RED)
|
||||
return
|
||||
|
||||
# 检查金钱是否足够
|
||||
if main_game.money < crop["花费"]:
|
||||
Toast.show("金钱不足,无法购买种子", Color.RED)
|
||||
return
|
||||
|
||||
# 发送购买请求到服务器
|
||||
if network_manager and network_manager.sendBuySeed(crop_name):
|
||||
|
||||
# 将种子添加到背包
|
||||
var found = false
|
||||
for seed_item in main_game.player_bag:
|
||||
if seed_item["name"] == crop_name:
|
||||
seed_item["count"] += 1
|
||||
found = true
|
||||
break
|
||||
|
||||
if not found:
|
||||
main_game.player_bag.append({
|
||||
"name": crop_name,
|
||||
"quality": crop["品质"],
|
||||
"count": 1
|
||||
})
|
||||
|
||||
|
||||
# 更新背包UI
|
||||
crop_store_panel.update_player_bag_ui()
|
||||
|
||||
# 更新金钱显示
|
||||
_update_money_display()
|
||||
|
||||
|
||||
# 按品质过滤作物
|
||||
func _filter_by_quality(quality: String):
|
||||
current_filter_quality = quality
|
||||
_apply_filter_and_sort()
|
||||
|
||||
# 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
|
||||
|
||||
_apply_filter_and_sort()
|
||||
|
||||
# 应用过滤和排序
|
||||
func _apply_filter_and_sort():
|
||||
# 清空现有按钮
|
||||
for child in crop_grid_container.get_children():
|
||||
child.queue_free()
|
||||
|
||||
# 收集符合条件的作物
|
||||
var filtered_crops = []
|
||||
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
|
||||
|
||||
# 检查等级和品质过滤
|
||||
if crop["等级"] > main_game.level:
|
||||
continue
|
||||
|
||||
if current_filter_quality != "" and crop["品质"] != current_filter_quality:
|
||||
continue
|
||||
|
||||
# 添加到过滤后的列表
|
||||
filtered_crops.append({
|
||||
"name": crop_name,
|
||||
"data": crop
|
||||
})
|
||||
|
||||
# 如果有排序条件,进行排序
|
||||
if current_sort_key != "":
|
||||
filtered_crops.sort_custom(Callable(self, "_sort_crop_items"))
|
||||
|
||||
# 添加所有过滤和排序后的作物
|
||||
for crop in filtered_crops:
|
||||
var store_btn = _create_store_button(crop["name"], crop["data"]["品质"])
|
||||
crop_grid_container.add_child(store_btn)
|
||||
|
||||
# 更新金钱显示
|
||||
_update_money_display()
|
||||
|
||||
# 自定义排序函数
|
||||
func _sort_crop_items(a, b):
|
||||
if current_sort_ascending:
|
||||
return a["data"][current_sort_key] < b["data"][current_sort_key]
|
||||
else:
|
||||
return a["data"][current_sort_key] > b["data"][current_sort_key]
|
||||
|
||||
# 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)
|
||||
|
||||
|
||||
#=========================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():
|
||||
#打开面板后暂时禁用相机功能
|
||||
GlobalVariables.isZoomDisabled = false
|
||||
|
||||
self.hide()
|
||||
#=========================面板通用处理=========================
|
||||
@@ -1 +0,0 @@
|
||||
uid://mtfp0ct42nrx
|
||||
@@ -1,408 +0,0 @@
|
||||
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
|
||||
|
||||
#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 land_panel = get_node("/root/main/UI/LandPanel")
|
||||
@onready var crop_store_panel = get_node("/root/main/UI/PlayerBagPanel")
|
||||
@onready var player_ranking_panel = get_node("/root/main/UI/PlayerRankingPanel")
|
||||
@onready var player_bag_panel = get_node("/root/main/UI/PlayerBagPanel")
|
||||
@onready var network_manager = get_node("/root/main/UI/TCPNetworkManager")
|
||||
|
||||
# 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 = {}
|
||||
|
||||
# 当前过滤和排序设置
|
||||
var current_filter_quality = ""
|
||||
var current_sort_key = ""
|
||||
var current_sort_ascending = true
|
||||
|
||||
# 准备函数
|
||||
func _ready():
|
||||
# 连接按钮信号
|
||||
_connect_buttons()
|
||||
|
||||
# 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()
|
||||
#print("更新作物仓库UI,仓库中物品数量:", main_game.crop_warehouse.size())
|
||||
|
||||
# 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.get("quality", "普通")
|
||||
var crop_count = crop_item["count"]
|
||||
#print("仓库物品:", crop_name, " 数量:", crop_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
|
||||
button.text = str(crop_quality + "-" + crop_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,点击成熟物只显示信息,不能操作
|
||||
button.pressed.connect(func(): _on_visit_crop_selected(crop_name, crop_count))
|
||||
else:
|
||||
# 正常模式下,连接成熟物信息显示事件
|
||||
button.pressed.connect(func(): _on_crop_selected(crop_name, crop_count))
|
||||
|
||||
crop_warehouse_grid_container.add_child(button)
|
||||
|
||||
# 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:
|
||||
# 安全获取品质字段(兼容老数据)
|
||||
var item_quality = crop_item.get("quality", "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"]]
|
||||
|
||||
# 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
|
||||
|
||||
# 执行排序
|
||||
if current_sort_ascending:
|
||||
return a["data"][current_sort_key] < b["data"][current_sort_key]
|
||||
else:
|
||||
return a["data"][current_sort_key] > b["data"][current_sort_key]
|
||||
|
||||
# 按品质过滤成熟物
|
||||
func _filter_by_quality(quality: String):
|
||||
current_filter_quality = quality
|
||||
print("过滤成熟物,品质: " + (quality if quality != "" else "全部"))
|
||||
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
|
||||
|
||||
print("排序成熟物,键: " + sort_key + ",升序: " + str(current_sort_ascending))
|
||||
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()
|
||||
#普通 Color.HONEYDEW#白色
|
||||
#优良 Color.DODGER_BLUE#深蓝色
|
||||
#稀有 Color.HOT_PINK#品红色
|
||||
#史诗 Color.YELLOW#黄色
|
||||
#传奇 Color.ORANGE_RED#红色
|
||||
#空地 Color.GREEN#绿色
|
||||
#未开垦 Color.WEB_GRAY#深褐色
|
||||
|
||||
|
||||
# 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 = str(crop_quality + "-" + crop_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: " + crop_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):
|
||||
# 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 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 + "-" + crop_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)
|
||||
print("查看成熟物信息: ", info_text)
|
||||
|
||||
# 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 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 + "-" + crop_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)
|
||||
print("查看成熟物信息: ", info_text)
|
||||
|
||||
|
||||
|
||||
# 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:
|
||||
# 尝试加载"收获物.webp"图片
|
||||
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
|
||||
|
||||
# 如果没有找到收获物图片,使用成熟图片作为后备
|
||||
var mature_texture_path = crop_path + "成熟.webp"
|
||||
if ResourceLoader.exists(mature_texture_path):
|
||||
var texture = load(mature_texture_path)
|
||||
if texture:
|
||||
print("仓库使用成熟图片作为收获物:", crop_name)
|
||||
return texture
|
||||
|
||||
# 如果都没有找到,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
|
||||
|
||||
# 最后尝试默认成熟图片
|
||||
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("仓库使用默认成熟图片:", 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():
|
||||
#打开面板后暂时禁用相机功能
|
||||
GlobalVariables.isZoomDisabled = false
|
||||
self.hide()
|
||||
#=========================面板通用处理=========================
|
||||
@@ -1 +0,0 @@
|
||||
uid://ptdj0qmobihd
|
||||
@@ -1,422 +0,0 @@
|
||||
extends Panel
|
||||
class_name DailyCheckInPanel
|
||||
|
||||
## 每日签到系统 - 后端对接版本
|
||||
## 功能:与服务器对接的签到系统,支持实时数据同步
|
||||
## 奖励平衡性已根据 crop_data.json 调整
|
||||
|
||||
# =============================================================================
|
||||
# 信号定义 - 用于与后端系统通信
|
||||
# =============================================================================
|
||||
signal check_in_completed(rewards: Dictionary) # 签到完成信号
|
||||
signal reward_claimed(reward_type: String, amount: int) # 奖励领取信号
|
||||
signal check_in_data_loaded(data: Dictionary) # 签到数据加载完成信号
|
||||
signal check_in_failed(error_message: String) # 签到失败信号
|
||||
|
||||
# =============================================================================
|
||||
# 节点引用
|
||||
# =============================================================================
|
||||
@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
|
||||
|
||||
# =============================================================================
|
||||
# 数据存储
|
||||
# =============================================================================
|
||||
var check_in_data: Dictionary = {}
|
||||
var today_date: String
|
||||
var consecutive_days: int = 0
|
||||
var has_checked_in_today: bool = false
|
||||
|
||||
# 网络管理器引用
|
||||
var network_manager
|
||||
var main_game
|
||||
|
||||
# =============================================================================
|
||||
# 奖励配置系统 - 根据 crop_data.json 平衡调整
|
||||
# =============================================================================
|
||||
var reward_configs: Dictionary = {
|
||||
"coins": {
|
||||
"min": 200,
|
||||
"max": 500,
|
||||
"name": "钱币",
|
||||
"color": "#FFD700",
|
||||
"icon": "💰"
|
||||
},
|
||||
"exp": {
|
||||
"min": 50,
|
||||
"max": 120,
|
||||
"name": "经验",
|
||||
"color": "#00BFFF",
|
||||
"icon": "⭐"
|
||||
},
|
||||
# 种子配置根据 crop_data.json 的作物等级和价值设定
|
||||
"seeds": {
|
||||
"普通": [
|
||||
{"name": "小麦", "color": "#F4A460", "icon": "🌱", "rarity_color": "#FFFFFF"},
|
||||
{"name": "胡萝卜", "color": "#FFA500", "icon": "🌱", "rarity_color": "#FFFFFF"},
|
||||
{"name": "土豆", "color": "#D2691E", "icon": "🌱", "rarity_color": "#FFFFFF"},
|
||||
{"name": "稻谷", "color": "#DAA520", "icon": "🌱", "rarity_color": "#FFFFFF"}
|
||||
],
|
||||
"优良": [
|
||||
{"name": "玉米", "color": "#FFD700", "icon": "🌱", "rarity_color": "#00FF00"},
|
||||
{"name": "番茄", "color": "#FF6347", "icon": "🌱", "rarity_color": "#00FF00"},
|
||||
{"name": "洋葱", "color": "#DDA0DD", "icon": "🌱", "rarity_color": "#00FF00"},
|
||||
{"name": "大豆", "color": "#8FBC8F", "icon": "🌱", "rarity_color": "#00FF00"},
|
||||
{"name": "豌豆", "color": "#90EE90", "icon": "🌱", "rarity_color": "#00FF00"},
|
||||
{"name": "黄瓜", "color": "#32CD32", "icon": "🌱", "rarity_color": "#00FF00"},
|
||||
{"name": "大白菜", "color": "#F0FFF0", "icon": "🌱", "rarity_color": "#00FF00"}
|
||||
],
|
||||
"稀有": [
|
||||
{"name": "草莓", "color": "#FF69B4", "icon": "🌱", "rarity_color": "#0080FF"},
|
||||
{"name": "花椰菜", "color": "#F5F5DC", "icon": "🌱", "rarity_color": "#0080FF"},
|
||||
{"name": "柿子", "color": "#FF4500", "icon": "🌱", "rarity_color": "#0080FF"},
|
||||
{"name": "蓝莓", "color": "#4169E1", "icon": "🌱", "rarity_color": "#0080FF"},
|
||||
{"name": "树莓", "color": "#DC143C", "icon": "🌱", "rarity_color": "#0080FF"}
|
||||
],
|
||||
"史诗": [
|
||||
{"name": "葡萄", "color": "#9370DB", "icon": "🌱", "rarity_color": "#8A2BE2"},
|
||||
{"name": "南瓜", "color": "#FF8C00", "icon": "🌱", "rarity_color": "#8A2BE2"},
|
||||
{"name": "芦笋", "color": "#9ACD32", "icon": "🌱", "rarity_color": "#8A2BE2"},
|
||||
{"name": "茄子", "color": "#9400D3", "icon": "🌱", "rarity_color": "#8A2BE2"},
|
||||
{"name": "向日葵", "color": "#FFD700", "icon": "🌱", "rarity_color": "#8A2BE2"},
|
||||
{"name": "蕨菜", "color": "#228B22", "icon": "🌱", "rarity_color": "#8A2BE2"}
|
||||
],
|
||||
"传奇": [
|
||||
{"name": "西瓜", "color": "#FF69B4", "icon": "🌱", "rarity_color": "#FF8C00"},
|
||||
{"name": "甘蔗", "color": "#DDA0DD", "icon": "🌱", "rarity_color": "#FF8C00"},
|
||||
{"name": "香草", "color": "#98FB98", "icon": "🌱", "rarity_color": "#FF8C00"},
|
||||
{"name": "甜菜", "color": "#DC143C", "icon": "🌱", "rarity_color": "#FF8C00"},
|
||||
{"name": "人参", "color": "#DAA520", "icon": "🌱", "rarity_color": "#FF8C00"},
|
||||
{"name": "富贵竹", "color": "#32CD32", "icon": "🌱", "rarity_color": "#FF8C00"},
|
||||
{"name": "芦荟", "color": "#9ACD32", "icon": "🌱", "rarity_color": "#FF8C00"},
|
||||
{"name": "哈密瓜", "color": "#FFB6C1", "icon": "🌱", "rarity_color": "#FF8C00"}
|
||||
]
|
||||
}
|
||||
}
|
||||
|
||||
# =============================================================================
|
||||
# 系统初始化
|
||||
# =============================================================================
|
||||
func _ready() -> void:
|
||||
_initialize_system()
|
||||
|
||||
func _initialize_system() -> void:
|
||||
"""初始化签到系统"""
|
||||
daily_check_in_reward.hide()
|
||||
today_date = Time.get_date_string_from_system()
|
||||
|
||||
# 获取网络管理器和主游戏引用
|
||||
network_manager = get_node("/root/main/UI/TCPNetworkManager")
|
||||
main_game = get_node("/root/main")
|
||||
|
||||
_update_display()
|
||||
_check_daily_status()
|
||||
|
||||
# 从服务器加载签到数据
|
||||
if network_manager and network_manager.is_connected_to_server():
|
||||
network_manager.sendGetCheckInData()
|
||||
|
||||
# =============================================================================
|
||||
# 网络后端交互方法
|
||||
# =============================================================================
|
||||
|
||||
## 处理服务器签到响应
|
||||
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
|
||||
_show_reward_animation(rewards)
|
||||
|
||||
# 更新按钮状态
|
||||
_set_button_state(false, "已签到", Color(0.7, 0.7, 0.7, 1))
|
||||
|
||||
# 发送完成信号
|
||||
check_in_completed.emit(rewards)
|
||||
|
||||
# 发送奖励信号
|
||||
for reward_type in rewards.keys():
|
||||
if reward_type == "seeds":
|
||||
for seed_reward in rewards.seeds:
|
||||
reward_claimed.emit("seed_" + seed_reward.name, seed_reward.quantity)
|
||||
elif reward_type in ["coins", "exp", "bonus_coins", "bonus_exp"]:
|
||||
reward_claimed.emit(reward_type, rewards[reward_type])
|
||||
|
||||
Toast.show(message, Color.GREEN)
|
||||
print("签到成功: ", message)
|
||||
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)
|
||||
print("签到失败: ", message)
|
||||
|
||||
## 处理服务器签到数据响应
|
||||
func handle_check_in_data_response(response: Dictionary) -> void:
|
||||
var success = response.get("success", false)
|
||||
|
||||
if success:
|
||||
check_in_data = response.get("check_in_data", {})
|
||||
consecutive_days = response.get("consecutive_days", 0)
|
||||
has_checked_in_today = response.get("has_checked_in_today", false)
|
||||
today_date = response.get("current_date", Time.get_date_string_from_system())
|
||||
|
||||
# 更新显示
|
||||
_update_display()
|
||||
_check_daily_status()
|
||||
|
||||
# 发送数据加载完成信号
|
||||
check_in_data_loaded.emit(check_in_data)
|
||||
|
||||
print("签到数据加载成功,连续签到:", consecutive_days, "天")
|
||||
else:
|
||||
print("加载签到数据失败")
|
||||
|
||||
# =============================================================================
|
||||
# 核心业务逻辑
|
||||
# =============================================================================
|
||||
|
||||
## 检查今日签到状态
|
||||
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))
|
||||
|
||||
## 设置按钮状态
|
||||
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
|
||||
|
||||
## 执行签到
|
||||
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 network_manager or not network_manager.is_connected_to_server():
|
||||
Toast.show("未连接到服务器,无法签到", Color.RED)
|
||||
return
|
||||
|
||||
# 发送签到请求到服务器
|
||||
network_manager.sendDailyCheckIn()
|
||||
daily_check_in_button.disabled = true
|
||||
daily_check_in_button.text = "签到中..."
|
||||
|
||||
# 3秒后重新启用按钮(防止网络超时)
|
||||
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"
|
||||
|
||||
## 显示奖励动画
|
||||
func _show_reward_animation(rewards: Dictionary) -> void:
|
||||
daily_check_in_reward.text = _format_reward_text(rewards)
|
||||
daily_check_in_reward.show()
|
||||
|
||||
# 创建动画效果
|
||||
var tween = create_tween()
|
||||
tween.parallel().tween_method(_animate_reward_display, 0.0, 1.0, 0.5)
|
||||
|
||||
## 奖励显示动画
|
||||
func _animate_reward_display(progress: float) -> void:
|
||||
daily_check_in_reward.modulate.a = progress
|
||||
var scale = 0.8 + (0.2 * progress)
|
||||
daily_check_in_reward.scale = Vector2(scale, scale)
|
||||
|
||||
# =============================================================================
|
||||
# UI显示格式化
|
||||
# =============================================================================
|
||||
|
||||
## 格式化奖励显示文本
|
||||
func _format_reward_text(rewards: Dictionary) -> String:
|
||||
var text = ""
|
||||
|
||||
# 显示连续签到信息
|
||||
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"
|
||||
|
||||
# 基础奖励
|
||||
if rewards.has("coins"):
|
||||
text += "[color=%s]%s +%d %s[/color]\n" % [
|
||||
reward_configs.coins.color,
|
||||
reward_configs.coins.icon,
|
||||
rewards.coins,
|
||||
reward_configs.coins.name
|
||||
]
|
||||
|
||||
if rewards.has("exp"):
|
||||
text += "[color=%s]%s +%d %s[/color]\n" % [
|
||||
reward_configs.exp.color,
|
||||
reward_configs.exp.icon,
|
||||
rewards.exp,
|
||||
reward_configs.exp.name
|
||||
]
|
||||
|
||||
# 种子奖励
|
||||
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
|
||||
|
||||
# 从配置中找到对应的种子信息
|
||||
var seed_info = _get_seed_info(seed_name, quality)
|
||||
if seed_info:
|
||||
text += "[color=%s]%s[/color] [color=%s]%s[/color] x%d [color=%s](%s)[/color]\n" % [
|
||||
seed_info.color, seed_info.icon, seed_info.color, seed_name, quantity, seed_info.rarity_color, quality
|
||||
]
|
||||
|
||||
# 连续签到额外奖励
|
||||
if rewards.has("bonus_coins"):
|
||||
text += "\n[color=#FFD700]🎁 连续签到奖励:[/color]\n"
|
||||
text += "[color=%s]%s +%d %s[/color] [color=#FFD700]✨[/color]\n" % [
|
||||
reward_configs.coins.color,
|
||||
reward_configs.coins.icon,
|
||||
rewards.bonus_coins,
|
||||
reward_configs.coins.name
|
||||
]
|
||||
|
||||
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=%s]%s +%d %s[/color] [color=#FFD700]✨[/color]\n" % [
|
||||
reward_configs.exp.color,
|
||||
reward_configs.exp.icon,
|
||||
rewards.bonus_exp,
|
||||
reward_configs.exp.name
|
||||
]
|
||||
|
||||
# 下一个奖励预告
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
## 获取种子信息
|
||||
func _get_seed_info(seed_name: String, quality: String) -> Dictionary:
|
||||
if quality in reward_configs.seeds:
|
||||
for seed in reward_configs.seeds[quality]:
|
||||
if seed.name == seed_name:
|
||||
return seed
|
||||
return {}
|
||||
|
||||
## 格式化历史记录文本
|
||||
func _format_history_text(date: String, rewards: Dictionary) -> String:
|
||||
var text = "[color=#87CEEB]📅 %s[/color] " % date
|
||||
|
||||
var reward_parts = []
|
||||
if rewards.has("coins"):
|
||||
reward_parts.append("[color=%s]%s %d[/color]" % [
|
||||
reward_configs.coins.color,
|
||||
reward_configs.coins.name,
|
||||
rewards.coins
|
||||
])
|
||||
|
||||
if rewards.has("exp"):
|
||||
reward_parts.append("[color=%s]%s %d[/color]" % [
|
||||
reward_configs.exp.color,
|
||||
reward_configs.exp.name,
|
||||
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 seed_info = _get_seed_info(seed_name, quality)
|
||||
if seed_info:
|
||||
reward_parts.append("[color=%s]%s x%d[/color]" % [
|
||||
seed_info.color, seed_name, quantity
|
||||
])
|
||||
|
||||
text += " ".join(reward_parts)
|
||||
return text
|
||||
|
||||
## 更新显示内容
|
||||
func _update_display() -> void:
|
||||
var history_text = "[center][color=#FFB6C1]📋 签到历史[/color][/center]\n"
|
||||
|
||||
# 显示连续签到状态
|
||||
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_data.size() == 0:
|
||||
history_text += "[center][color=#DDDDDD]暂无签到记录[/color][/center]"
|
||||
else:
|
||||
# 按日期排序显示历史记录
|
||||
var sorted_dates = check_in_data.keys()
|
||||
sorted_dates.sort()
|
||||
sorted_dates.reverse() # 最新的在前
|
||||
|
||||
for date in sorted_dates:
|
||||
var day_data = check_in_data[date]
|
||||
var rewards = day_data.get("rewards", {})
|
||||
var day_consecutive = day_data.get("consecutive_days", 1)
|
||||
|
||||
history_text += _format_history_text(date, rewards)
|
||||
history_text += " [color=#90EE90](连续%d天)[/color]\n" % day_consecutive
|
||||
history_text += "-----------------------------------------------------------------------------------------------------------------\n"
|
||||
|
||||
daily_check_in_history.text = history_text
|
||||
|
||||
# =============================================================================
|
||||
# 事件处理
|
||||
# =============================================================================
|
||||
|
||||
## 关闭面板按钮
|
||||
func _on_quit_button_pressed() -> void:
|
||||
self.hide()
|
||||
|
||||
## 签到按钮
|
||||
func _on_daily_check_in_button_pressed() -> void:
|
||||
execute_check_in()
|
||||
|
||||
# =============================================================================
|
||||
# 公共接口方法 - 供主游戏调用
|
||||
# =============================================================================
|
||||
|
||||
## 刷新签到数据
|
||||
func refresh_check_in_data() -> void:
|
||||
if network_manager and network_manager.is_connected_to_server():
|
||||
network_manager.sendGetCheckInData()
|
||||
|
||||
## 获取当前签到状态
|
||||
func get_check_in_status() -> Dictionary:
|
||||
return {
|
||||
"has_checked_in_today": has_checked_in_today,
|
||||
"consecutive_days": consecutive_days,
|
||||
"today_date": today_date
|
||||
}
|
||||
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
uid://c0jfbtkh0mj5b
|
||||
@@ -1,82 +0,0 @@
|
||||
[gd_scene load_steps=2 format=3 uid="uid://smypui0vyso5"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://c0jfbtkh0mj5b" path="res://GUI/DailyCheckInPanel.gd" id="1_fj7a7"]
|
||||
|
||||
[node name="DailyCheckInPanel" type="Panel"]
|
||||
offset_right = 600.0
|
||||
offset_bottom = 720.0
|
||||
script = ExtResource("1_fj7a7")
|
||||
|
||||
[node name="Title" type="Label" parent="."]
|
||||
layout_mode = 0
|
||||
offset_top = -1.0
|
||||
offset_right = 600.0
|
||||
offset_bottom = 41.0
|
||||
theme_override_colors/font_color = Color(0.624759, 0.8051, 0.828302, 1)
|
||||
theme_override_colors/font_shadow_color = Color(0, 0, 0, 1)
|
||||
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
|
||||
theme_override_constants/shadow_offset_x = 3
|
||||
theme_override_constants/shadow_offset_y = 3
|
||||
theme_override_constants/outline_size = 10
|
||||
theme_override_constants/shadow_outline_size = 10
|
||||
theme_override_font_sizes/font_size = 35
|
||||
text = "📅每日签到📅"
|
||||
horizontal_alignment = 1
|
||||
|
||||
[node name="Label" type="Label" parent="."]
|
||||
modulate = Color(0.642982, 0.510828, 1, 1)
|
||||
layout_mode = 0
|
||||
offset_top = 419.0
|
||||
offset_right = 600.0
|
||||
offset_bottom = 468.0
|
||||
theme_override_font_sizes/font_size = 30
|
||||
text = "🎉签到奖励🎉"
|
||||
horizontal_alignment = 1
|
||||
vertical_alignment = 1
|
||||
|
||||
[node name="QuitButton" type="Button" parent="."]
|
||||
custom_minimum_size = Vector2(57, 57)
|
||||
layout_mode = 0
|
||||
offset_left = 543.0
|
||||
offset_top = 1.0
|
||||
offset_right = 600.0
|
||||
offset_bottom = 58.0
|
||||
theme_override_font_sizes/font_size = 35
|
||||
text = "X"
|
||||
|
||||
[node name="DailyCheckInButton" type="Button" parent="."]
|
||||
modulate = Color(1, 1, 0.52549, 1)
|
||||
custom_minimum_size = Vector2(150, 70)
|
||||
layout_mode = 0
|
||||
offset_left = 243.0
|
||||
offset_top = 649.0
|
||||
offset_right = 393.0
|
||||
offset_bottom = 719.0
|
||||
theme_override_font_sizes/font_size = 35
|
||||
text = "签到"
|
||||
|
||||
[node name="Scroll" type="ScrollContainer" parent="."]
|
||||
layout_mode = 0
|
||||
offset_top = 58.0
|
||||
offset_right = 600.0
|
||||
offset_bottom = 419.0
|
||||
|
||||
[node name="DailyCheckInHistory" type="RichTextLabel" parent="Scroll"]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
size_flags_vertical = 3
|
||||
bbcode_enabled = true
|
||||
threaded = true
|
||||
|
||||
[node name="DailyCheckInReward" type="RichTextLabel" parent="."]
|
||||
layout_mode = 0
|
||||
offset_top = 481.0
|
||||
offset_right = 600.0
|
||||
offset_bottom = 649.0
|
||||
theme_override_font_sizes/normal_font_size = 20
|
||||
bbcode_enabled = true
|
||||
text = "+500 经验,+400 钱币,+5 普通-番茄种子,+1 传奇-火龙果种子 "
|
||||
horizontal_alignment = 1
|
||||
|
||||
[connection signal="pressed" from="QuitButton" to="." method="_on_quit_button_pressed"]
|
||||
[connection signal="pressed" from="DailyCheckInButton" to="." method="_on_daily_check_in_button_pressed"]
|
||||
@@ -1,23 +1,46 @@
|
||||
[gd_scene load_steps=2 format=3 uid="uid://dos15dmc1b6bt"]
|
||||
[gd_scene load_steps=4 format=3 uid="uid://dos15dmc1b6bt"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://ct7rhywlql4y4" path="res://GUI/GameSettingPanel.gd" id="1_0c52c"]
|
||||
|
||||
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_0c52c"]
|
||||
border_width_left = 10
|
||||
border_width_top = 10
|
||||
border_width_right = 10
|
||||
border_width_bottom = 10
|
||||
corner_radius_top_left = 20
|
||||
corner_radius_top_right = 20
|
||||
corner_radius_bottom_right = 20
|
||||
corner_radius_bottom_left = 20
|
||||
corner_detail = 20
|
||||
shadow_size = 20
|
||||
|
||||
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_7muhe"]
|
||||
bg_color = Color(0.454524, 0.454524, 0.454524, 1)
|
||||
corner_radius_top_left = 10
|
||||
corner_radius_top_right = 10
|
||||
corner_radius_bottom_right = 10
|
||||
corner_radius_bottom_left = 10
|
||||
corner_detail = 20
|
||||
|
||||
[node name="GameSettingPanel" type="Panel"]
|
||||
offset_right = 1398.0
|
||||
offset_bottom = 720.0
|
||||
scale = Vector2(0.8, 0.8)
|
||||
theme_override_styles/panel = SubResource("StyleBoxFlat_0c52c")
|
||||
script = ExtResource("1_0c52c")
|
||||
|
||||
[node name="Title" type="Label" parent="."]
|
||||
layout_mode = 0
|
||||
offset_top = 9.0
|
||||
offset_right = 1398.0
|
||||
offset_bottom = 80.0
|
||||
offset_bottom = 97.0
|
||||
theme_override_colors/font_shadow_color = Color(0, 0, 0, 1)
|
||||
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
|
||||
theme_override_constants/shadow_offset_x = 4
|
||||
theme_override_constants/shadow_offset_y = 4
|
||||
theme_override_constants/outline_size = 20
|
||||
theme_override_constants/shadow_outline_size = 20
|
||||
theme_override_font_sizes/font_size = 45
|
||||
theme_override_font_sizes/font_size = 55
|
||||
text = "游戏设置"
|
||||
horizontal_alignment = 1
|
||||
vertical_alignment = 1
|
||||
@@ -25,13 +48,16 @@ vertical_alignment = 1
|
||||
[node name="QuitButton" type="Button" parent="."]
|
||||
custom_minimum_size = Vector2(60, 60)
|
||||
layout_mode = 0
|
||||
offset_left = 1327.0
|
||||
offset_right = 1400.0
|
||||
offset_bottom = 80.0
|
||||
offset_left = 1305.0
|
||||
offset_top = 17.5
|
||||
offset_right = 1378.0
|
||||
offset_bottom = 97.5
|
||||
theme_override_font_sizes/font_size = 35
|
||||
theme_override_styles/normal = SubResource("StyleBoxFlat_7muhe")
|
||||
text = "X"
|
||||
|
||||
[node name="LinkButton" type="LinkButton" parent="."]
|
||||
visible = false
|
||||
layout_mode = 0
|
||||
offset_left = 15.0
|
||||
offset_top = 17.0
|
||||
@@ -42,9 +68,10 @@ uri = "http://192.168.1.110:19132/site/python"
|
||||
|
||||
[node name="Scroll" type="ScrollContainer" parent="."]
|
||||
layout_mode = 0
|
||||
offset_top = 80.0
|
||||
offset_right = 1400.0
|
||||
offset_bottom = 720.0
|
||||
offset_left = 9.0
|
||||
offset_top = 100.0
|
||||
offset_right = 1389.0
|
||||
offset_bottom = 709.0
|
||||
|
||||
[node name="Panel" type="Panel" parent="Scroll"]
|
||||
layout_mode = 2
|
||||
|
||||
@@ -1,280 +0,0 @@
|
||||
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
|
||||
|
||||
# 预添加常用的面板
|
||||
@onready var main_game = get_node("/root/main")
|
||||
@onready var network_manager = get_node("/root/main/UI/TCPNetworkManager")
|
||||
|
||||
# 道具使用状态
|
||||
var selected_item_name: String = ""
|
||||
var selected_item_button: Button = null
|
||||
var is_item_selected: bool = false
|
||||
|
||||
# 准备函数
|
||||
func _ready():
|
||||
# 隐藏面板(初始默认隐藏)
|
||||
self.hide()
|
||||
|
||||
# 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()
|
||||
|
||||
# 显示背包中的道具
|
||||
update_item_bag_ui()
|
||||
|
||||
# 更新道具背包UI
|
||||
func update_item_bag_ui():
|
||||
# 清空道具背包格子
|
||||
for child in bag_grid.get_children():
|
||||
child.queue_free()
|
||||
|
||||
print("更新道具背包UI,背包中道具数量:", main_game.item_bag.size())
|
||||
|
||||
# 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)
|
||||
|
||||
# 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
|
||||
|
||||
# 加载道具配置数据
|
||||
func _load_item_config() -> Dictionary:
|
||||
# 从item_config.json加载道具配置数据
|
||||
var file = FileAccess.open("res://Server/config/item_config.json", FileAccess.READ)
|
||||
if not file:
|
||||
print("无法读取道具配置文件!")
|
||||
return {}
|
||||
|
||||
var json_text = file.get_as_text()
|
||||
file.close()
|
||||
|
||||
var json = JSON.new()
|
||||
var parse_result = json.parse(json_text)
|
||||
if parse_result != OK:
|
||||
print("道具配置JSON解析错误:", json.get_error_message())
|
||||
return {}
|
||||
|
||||
return json.get_data()
|
||||
|
||||
# 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
|
||||
|
||||
# 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":
|
||||
return true # 铲除道具
|
||||
"除草剂":
|
||||
return true # 除草道具
|
||||
"精准采集锄", "时运锄":
|
||||
return true # 采集道具
|
||||
"杀虫剂":
|
||||
return false # 其他道具(暂不实现)
|
||||
_:
|
||||
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):
|
||||
info_text += "\n注意: 此道具功能暂未实现"
|
||||
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)
|
||||
|
||||
# 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("道具背包按钮没有找到CropImage节点:", button.name)
|
||||
return
|
||||
|
||||
# 从配置文件获取道具图片路径
|
||||
var 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:
|
||||
print("成功加载道具图片:", item_name, " -> ", image_path)
|
||||
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("道具背包更新道具图片:", item_name)
|
||||
else:
|
||||
# 如果没有图片,隐藏图片节点
|
||||
item_image.visible = false
|
||||
print("道具背包无法获取道具图片:", item_name)
|
||||
|
||||
#=========================面板通用处理=========================
|
||||
# 关闭道具背包面板
|
||||
func _on_quit_button_pressed() -> void:
|
||||
# 打开面板后暂时禁用相机功能
|
||||
GlobalVariables.isZoomDisabled = false
|
||||
self.hide()
|
||||
|
||||
#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
|
||||
@@ -1 +0,0 @@
|
||||
uid://b701r833vse3u
|
||||
@@ -1,227 +0,0 @@
|
||||
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
|
||||
|
||||
# 预添加常用的面板
|
||||
@onready var main_game = get_node("/root/main")
|
||||
@onready var network_manager = get_node("/root/main/UI/TCPNetworkManager")
|
||||
|
||||
# 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)
|
||||
|
||||
# 隐藏面板(初始默认隐藏)
|
||||
self.hide()
|
||||
|
||||
# 初始化道具商店
|
||||
func init_item_store():
|
||||
# 加载道具配置数据
|
||||
_load_item_config()
|
||||
|
||||
# 清空道具商店格子
|
||||
for child in store_grid.get_children():
|
||||
child.queue_free()
|
||||
|
||||
# 显示商店中的道具
|
||||
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())
|
||||
|
||||
# 为每个道具配置创建按钮
|
||||
for item_name in item_config.keys():
|
||||
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)
|
||||
|
||||
# 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
|
||||
|
||||
# 加载道具配置数据
|
||||
func _load_item_config():
|
||||
# 从item_config.json加载道具配置数据
|
||||
var file = FileAccess.open("res://Server/config/item_config.json", FileAccess.READ)
|
||||
if not file:
|
||||
print("无法读取道具配置文件!")
|
||||
item_config = {}
|
||||
return
|
||||
|
||||
var json_text = file.get_as_text()
|
||||
file.close()
|
||||
|
||||
var json = JSON.new()
|
||||
var parse_result = json.parse(json_text)
|
||||
if parse_result != OK:
|
||||
print("道具配置JSON解析错误:", json.get_error_message())
|
||||
item_config = {}
|
||||
return
|
||||
|
||||
item_config = json.get_data()
|
||||
print("成功加载道具配置,道具种类:", item_config.size())
|
||||
|
||||
# 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
|
||||
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
|
||||
|
||||
# 显示购买确认对话框
|
||||
_show_buy_confirmation_dialog(item_name, item_cost, item_desc)
|
||||
|
||||
# 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
|
||||
func _on_confirm_buy_item(item_name: String, item_cost: int, dialog: AcceptDialog):
|
||||
if network_manager and network_manager.has_method("sendBuyItem"):
|
||||
if network_manager.sendBuyItem(item_name, item_cost):
|
||||
Toast.show("正在购买 " + item_name + "...", Color.YELLOW, 2.0, 1.0)
|
||||
else:
|
||||
Toast.show("发送购买请求失败", Color.RED, 2.0, 1.0)
|
||||
else:
|
||||
Toast.show("网络管理器不可用", Color.RED, 2.0, 1.0)
|
||||
|
||||
# 清理对话框
|
||||
if dialog:
|
||||
dialog.queue_free()
|
||||
|
||||
# 取消购买道具
|
||||
func _on_cancel_buy_item(dialog: AcceptDialog):
|
||||
if dialog:
|
||||
dialog.queue_free()
|
||||
|
||||
# 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:
|
||||
print("成功加载道具图片:", item_name, " -> ", image_path)
|
||||
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:
|
||||
# 打开面板后暂时禁用相机功能
|
||||
GlobalVariables.isZoomDisabled = false
|
||||
self.hide()
|
||||
pass
|
||||
|
||||
#=========================面板通用处理=========================
|
||||
@@ -1 +0,0 @@
|
||||
uid://bruqwi63myl1m
|
||||
598
GUI/LandPanel.gd
598
GUI/LandPanel.gd
@@ -1,598 +0,0 @@
|
||||
extends Panel
|
||||
|
||||
#获取玩家要操作的地块序号
|
||||
var selected_lot_index = 0
|
||||
|
||||
#预添加常用的面板
|
||||
@onready var main_game = get_node("/root/main")
|
||||
@onready var land_panel = get_node("/root/main/UI/LandPanel")
|
||||
@onready var crop_store_panel = get_node("/root/main/UI/PlayerBagPanel")
|
||||
@onready var player_ranking_panel = get_node("/root/main/UI/PlayerRankingPanel")
|
||||
@onready var player_bag_panel = get_node("/root/main/UI/PlayerBagPanel")
|
||||
@onready var network_manager = get_node("/root/main/UI/TCPNetworkManager")
|
||||
|
||||
@onready var quit_button :Button = $Quit_Button
|
||||
@onready var dig_button: Button = $Grid/Dig_Button #开垦
|
||||
@onready var water_button: Button = $Grid/Water_Button #浇水
|
||||
@onready var fertilize_button: Button = $Grid/Fertilize_Button #施肥
|
||||
@onready var upgrade_button: Button = $Grid/Upgrade_Button #升级
|
||||
@onready var plant_button: Button = $Grid/Plant_Button #种植
|
||||
@onready var remove_button: Button = $Grid/Remove_Button #铲除
|
||||
@onready var harvest_button: Button = $Grid/Harvest_Button #收获
|
||||
@onready var kill_insect_button: Button = $Grid/KillInsect_Button #杀虫
|
||||
|
||||
|
||||
|
||||
#下面这些来实时获取被点击地块的作物情况
|
||||
@onready var crop_texture_rect: TextureRect = $TextureRect #这个显示作物当前图片
|
||||
@onready var progress_bar: ProgressBar = $VBox/ProgressBar #显示作物当前生长进度
|
||||
@onready var cost: Label = $VBox/HBox1/cost #显示花费
|
||||
@onready var earn: Label = $VBox/HBox1/earn #显示收益
|
||||
@onready var growthtime: Label = $VBox/HBox1/growthtime #生长时间
|
||||
@onready var experience: Label = $VBox/HBox1/experience #收获经验
|
||||
@onready var canbuy: Label = $VBox/HBox2/canbuy #能否购买
|
||||
@onready var quality: Label = $VBox/HBox2/quality #作物品质
|
||||
@onready var weatherability: Label = $VBox/HBox2/weatherability #耐候性
|
||||
@onready var level: Label = $VBox/HBox2/level #种植等级
|
||||
@onready var description: Label = $VBox/HBox3/description #描述
|
||||
|
||||
#没有作物直接一键隐藏这个
|
||||
@onready var v_box: VBoxContainer = $VBox
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
func _ready():
|
||||
self.hide()
|
||||
quit_button.pressed.connect(self._on_quit_button_pressed)
|
||||
dig_button.pressed.connect(self._on_dig_button_pressed)
|
||||
water_button.pressed.connect(self._on_water_button_pressed)
|
||||
fertilize_button.pressed.connect(self._on_fertilize_button_pressed)
|
||||
upgrade_button.pressed.connect(self._on_upgrade_button_pressed)
|
||||
plant_button.pressed.connect(self._on_plant_button_pressed)
|
||||
remove_button.pressed.connect(self._on_remove_button_pressed)
|
||||
harvest_button.pressed.connect(self._on_harvest_button_pressed)
|
||||
|
||||
# 显示浇水、施肥、升级按钮
|
||||
water_button.visible = true
|
||||
fertilize_button.visible = true
|
||||
upgrade_button.visible = true
|
||||
|
||||
_update_button_texts()
|
||||
|
||||
# 显示面板时更新按钮状态
|
||||
func show_panel():
|
||||
self.show()
|
||||
_update_button_texts()
|
||||
_update_button_availability()
|
||||
_update_crop_info()
|
||||
|
||||
# 更新按钮可用性
|
||||
func _update_button_availability():
|
||||
if main_game.is_visiting_mode:
|
||||
# 访问模式下禁用一些按钮
|
||||
dig_button.hide()
|
||||
remove_button.hide()
|
||||
upgrade_button.hide()
|
||||
plant_button.hide()
|
||||
|
||||
# 启用允许的按钮
|
||||
water_button.show()
|
||||
fertilize_button.show()
|
||||
harvest_button.show()
|
||||
else:
|
||||
# 自己农场模式下启用所有按钮
|
||||
dig_button.show()
|
||||
remove_button.show()
|
||||
upgrade_button.show()
|
||||
plant_button.show()
|
||||
water_button.show()
|
||||
fertilize_button.show()
|
||||
harvest_button.show()
|
||||
|
||||
# 更新按钮文本
|
||||
func _update_button_texts():
|
||||
# 根据是否访问模式显示不同的按钮文本
|
||||
if main_game.is_visiting_mode:
|
||||
water_button.text = "帮助浇水"+"\n¥50"
|
||||
fertilize_button.text = "帮助施肥"+"\n¥150"
|
||||
harvest_button.text = "偷菜"
|
||||
else:
|
||||
dig_button.text = "开垦"+"\n¥"+str(main_game.dig_money)
|
||||
remove_button.text = "铲除"+"\n¥500"
|
||||
water_button.text = "浇水"+"\n¥50"
|
||||
fertilize_button.text = "施肥"+"\n¥150"
|
||||
|
||||
# 升级按钮动态显示
|
||||
_update_upgrade_button_text()
|
||||
|
||||
harvest_button.text = "收获"
|
||||
|
||||
# 更新升级按钮文本
|
||||
func _update_upgrade_button_text():
|
||||
if not main_game or not main_game.farm_lots:
|
||||
upgrade_button.text = "升级\n¥1000"
|
||||
return
|
||||
|
||||
if selected_lot_index >= 0 and selected_lot_index < main_game.farm_lots.size():
|
||||
var lot = main_game.farm_lots[selected_lot_index]
|
||||
var current_level = int(lot.get("土地等级", 0)) # 确保是整数
|
||||
|
||||
var upgrade_config = {
|
||||
0: {"cost": 1000, "name": "黄土地"},
|
||||
1: {"cost": 2000, "name": "红土地"},
|
||||
2: {"cost": 4000, "name": "紫土地"},
|
||||
3: {"cost": 8000, "name": "黑土地"}
|
||||
}
|
||||
|
||||
if current_level >= 4:
|
||||
upgrade_button.text = "已满级"
|
||||
elif upgrade_config.has(current_level):
|
||||
var config = upgrade_config[current_level]
|
||||
upgrade_button.text = "升级到\n" + config["name"] + "\n¥" + str(config["cost"])
|
||||
else:
|
||||
upgrade_button.text = "等级异常\n" + str(current_level)
|
||||
else:
|
||||
upgrade_button.text = "选择地块"
|
||||
|
||||
|
||||
#=====================================土地面板功能处理=========================================
|
||||
#开垦
|
||||
func _on_dig_button_pressed():
|
||||
# 检查是否处于访问模式
|
||||
if main_game.is_visiting_mode:
|
||||
Toast.show("访问模式下无法开垦土地", Color.ORANGE, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 检查玩家金钱是否足够
|
||||
var dig_cost = main_game.dig_money
|
||||
if main_game.money < dig_cost:
|
||||
Toast.show("金钱不足,开垦土地需要 " + str(dig_cost) + " 金钱", Color.RED, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 检查地块是否已经开垦
|
||||
var lot = main_game.farm_lots[selected_lot_index]
|
||||
if lot.get("is_diged", false):
|
||||
Toast.show("此地块已经开垦过了", Color.ORANGE, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 发送开垦土地请求到服务器
|
||||
if network_manager and network_manager.is_connected_to_server():
|
||||
if network_manager.sendDigGround(selected_lot_index):
|
||||
self.hide()
|
||||
else:
|
||||
Toast.show("发送开垦请求失败", Color.RED, 2.0, 1.0)
|
||||
self.hide()
|
||||
else:
|
||||
Toast.show("网络未连接,无法开垦土地", Color.RED, 2.0, 1.0)
|
||||
self.hide()
|
||||
|
||||
#浇水
|
||||
func _on_water_button_pressed():
|
||||
# 检查玩家金钱是否足够(无论是否访问模式都检查自己的钱)
|
||||
var water_cost = 50
|
||||
var my_money = main_game.money
|
||||
|
||||
# 如果是访问模式,需要检查自己的原始金钱数据
|
||||
if main_game.is_visiting_mode:
|
||||
my_money = main_game.original_player_data.get("money", 0)
|
||||
|
||||
if my_money < water_cost:
|
||||
var action_text = "帮助浇水" if main_game.is_visiting_mode else "浇水"
|
||||
Toast.show("金钱不足," + action_text + "需要 " + str(water_cost) + " 金钱", Color.RED, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 检查地块状态
|
||||
var lot = main_game.farm_lots[selected_lot_index]
|
||||
if not lot.get("is_planted", false) or lot.get("crop_type", "") == "":
|
||||
Toast.show("此地块没有种植作物", Color.ORANGE, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 检查作物是否已死亡
|
||||
if lot.get("is_dead", false):
|
||||
Toast.show("死亡的作物无法浇水", Color.ORANGE, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 检查是否已经成熟
|
||||
if lot.get("grow_time", 0) >= lot.get("max_grow_time", 1):
|
||||
Toast.show("作物已经成熟,无需浇水", Color.ORANGE, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 检查是否已经浇过水
|
||||
var current_time = Time.get_unix_time_from_system()
|
||||
var last_water_time = lot.get("浇水时间", 0)
|
||||
var water_cooldown = 3600 # 1小时冷却时间
|
||||
|
||||
if current_time - last_water_time < water_cooldown:
|
||||
var remaining_time = water_cooldown - (current_time - last_water_time)
|
||||
var remaining_minutes = int(remaining_time / 60)
|
||||
var remaining_seconds = int(remaining_time) % 60
|
||||
Toast.show("浇水冷却中,还需等待 " + str(remaining_minutes) + " 分钟 " + str(remaining_seconds) + " 秒", Color.ORANGE, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 发送浇水请求到服务器
|
||||
var target_username = ""
|
||||
if main_game.is_visiting_mode:
|
||||
target_username = main_game.visited_player_data.get("user_name", "")
|
||||
|
||||
if network_manager and network_manager.is_connected_to_server():
|
||||
if network_manager.sendWaterCrop(selected_lot_index, target_username):
|
||||
self.hide()
|
||||
else:
|
||||
Toast.show("发送浇水请求失败", Color.RED, 2.0, 1.0)
|
||||
self.hide()
|
||||
else:
|
||||
var action_text = "帮助浇水" if main_game.is_visiting_mode else "浇水"
|
||||
Toast.show("网络未连接,无法" + action_text, Color.RED, 2.0, 1.0)
|
||||
self.hide()
|
||||
|
||||
#施肥
|
||||
func _on_fertilize_button_pressed():
|
||||
# 检查玩家金钱是否足够(无论是否访问模式都检查自己的钱)
|
||||
var fertilize_cost = 150
|
||||
var my_money = main_game.money
|
||||
|
||||
# 如果是访问模式,需要检查自己的原始金钱数据
|
||||
if main_game.is_visiting_mode:
|
||||
my_money = main_game.original_player_data.get("money", 0)
|
||||
|
||||
if my_money < fertilize_cost:
|
||||
var action_text = "帮助施肥" if main_game.is_visiting_mode else "施肥"
|
||||
Toast.show("金钱不足," + action_text + "需要 " + str(fertilize_cost) + " 金钱", Color.RED, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 检查地块状态
|
||||
var lot = main_game.farm_lots[selected_lot_index]
|
||||
if not lot.get("is_planted", false) or lot.get("crop_type", "") == "":
|
||||
Toast.show("此地块没有种植作物", Color.ORANGE, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 检查作物是否已死亡
|
||||
if lot.get("is_dead", false):
|
||||
Toast.show("死亡的作物无法施肥", Color.ORANGE, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 检查是否已经成熟
|
||||
if lot.get("grow_time", 0) >= lot.get("max_grow_time", 1):
|
||||
Toast.show("作物已经成熟,无需施肥", Color.ORANGE, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 检查是否已经施过肥
|
||||
if lot.get("已施肥", false):
|
||||
Toast.show("此作物已经施过肥了", Color.ORANGE, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 发送施肥请求到服务器
|
||||
var target_username = ""
|
||||
if main_game.is_visiting_mode:
|
||||
target_username = main_game.visited_player_data.get("user_name", "")
|
||||
|
||||
if network_manager and network_manager.is_connected_to_server():
|
||||
if network_manager.sendFertilizeCrop(selected_lot_index, target_username):
|
||||
self.hide()
|
||||
else:
|
||||
Toast.show("发送施肥请求失败", Color.RED, 2.0, 1.0)
|
||||
self.hide()
|
||||
else:
|
||||
var action_text = "帮助施肥" if main_game.is_visiting_mode else "施肥"
|
||||
Toast.show("网络未连接,无法" + action_text, Color.RED, 2.0, 1.0)
|
||||
self.hide()
|
||||
|
||||
#升级
|
||||
func _on_upgrade_button_pressed():
|
||||
# 检查是否处于访问模式
|
||||
if main_game.is_visiting_mode:
|
||||
Toast.show("访问模式下无法升级", Color.ORANGE, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 检查地块索引是否有效
|
||||
if selected_lot_index < 0 or selected_lot_index >= main_game.farm_lots.size():
|
||||
Toast.show("无效的地块选择", Color.RED, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 获取地块数据
|
||||
var lot = main_game.farm_lots[selected_lot_index]
|
||||
|
||||
# 检查地块是否已开垦
|
||||
if not lot.get("is_diged", false):
|
||||
Toast.show("此地块尚未开垦", Color.ORANGE, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 获取当前土地等级和升级配置
|
||||
var current_level = int(lot.get("土地等级", 0)) # 确保是整数
|
||||
print("当前选择地块索引: ", selected_lot_index)
|
||||
print("当前土地等级: ", current_level, " (类型: ", typeof(current_level), ")")
|
||||
|
||||
var upgrade_config = {
|
||||
0: {"cost": 1000, "name": "黄土地", "speed": "2倍"},
|
||||
1: {"cost": 2000, "name": "红土地", "speed": "4倍"},
|
||||
2: {"cost": 4000, "name": "紫土地", "speed": "6倍"},
|
||||
3: {"cost": 8000, "name": "黑土地", "speed": "10倍"}
|
||||
}
|
||||
|
||||
# 检查是否已达到最高等级
|
||||
if current_level >= 4:
|
||||
Toast.show("此土地已达到最高等级(黑土地)", Color.ORANGE, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 检查土地等级是否有效
|
||||
if not upgrade_config.has(current_level):
|
||||
Toast.show("土地等级数据异常,当前等级: " + str(current_level), Color.RED, 2.0, 1.0)
|
||||
print("土地等级异常,当前等级: ", current_level, ",可用等级: ", upgrade_config.keys())
|
||||
self.hide()
|
||||
return
|
||||
|
||||
var config = upgrade_config[current_level]
|
||||
var upgrade_cost = config["cost"]
|
||||
var next_name = config["name"]
|
||||
var speed_info = config["speed"]
|
||||
|
||||
# 检查玩家金钱是否足够
|
||||
if main_game.money < upgrade_cost:
|
||||
Toast.show("金钱不足,升级到" + next_name + "需要 " + str(upgrade_cost) + " 金钱", Color.RED, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 发送升级请求到服务器
|
||||
if network_manager and network_manager.is_connected_to_server():
|
||||
print("发送升级请求,地块索引: ", selected_lot_index, ",当前等级: ", current_level)
|
||||
if network_manager.sendUpgradeLand(selected_lot_index):
|
||||
self.hide()
|
||||
else:
|
||||
Toast.show("发送升级请求失败", Color.RED, 2.0, 1.0)
|
||||
self.hide()
|
||||
else:
|
||||
Toast.show("网络未连接,无法升级土地", Color.RED, 2.0, 1.0)
|
||||
self.hide()
|
||||
|
||||
#种植
|
||||
func _on_plant_button_pressed():
|
||||
# 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)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
player_bag_panel.show()
|
||||
self.hide()
|
||||
pass
|
||||
|
||||
#铲除
|
||||
func _on_remove_button_pressed():
|
||||
# 检查是否处于访问模式
|
||||
if main_game.is_visiting_mode:
|
||||
Toast.show("访问模式下无法铲除作物", Color.ORANGE, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 检查玩家金钱是否足够
|
||||
var removal_cost = 500
|
||||
if main_game.money < removal_cost:
|
||||
Toast.show("金钱不足,铲除作物需要 " + str(removal_cost) + " 金钱", Color.RED, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 检查地块是否有作物
|
||||
var lot = main_game.farm_lots[selected_lot_index]
|
||||
if not lot.get("is_planted", false) or lot.get("crop_type", "") == "":
|
||||
Toast.show("此地块没有种植作物", Color.ORANGE, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 发送铲除作物请求到服务器
|
||||
if network_manager and network_manager.is_connected_to_server():
|
||||
if network_manager.sendRemoveCrop(selected_lot_index):
|
||||
self.hide()
|
||||
else:
|
||||
Toast.show("发送铲除请求失败", Color.RED, 2.0, 1.0)
|
||||
self.hide()
|
||||
else:
|
||||
Toast.show("网络未连接,无法铲除作物", Color.RED, 2.0, 1.0)
|
||||
self.hide()
|
||||
pass
|
||||
|
||||
#收获
|
||||
func _on_harvest_button_pressed():
|
||||
# 检查地块状态
|
||||
var lot = main_game.farm_lots[selected_lot_index]
|
||||
if not lot.get("is_planted", false) or lot.get("crop_type", "") == "":
|
||||
Toast.show("此地块没有种植作物", Color.ORANGE, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 检查作物是否成熟
|
||||
if lot.get("grow_time", 0) < lot.get("max_grow_time", 1) and not lot.get("is_dead", false):
|
||||
Toast.show("作物尚未成熟", Color.ORANGE, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 发送收获请求到服务器
|
||||
var target_username = ""
|
||||
if main_game.is_visiting_mode:
|
||||
target_username = main_game.visited_player_data.get("user_name", "")
|
||||
|
||||
if network_manager and network_manager.is_connected_to_server():
|
||||
if network_manager.sendHarvestCrop(selected_lot_index, target_username):
|
||||
self.hide()
|
||||
else:
|
||||
Toast.show("发送收获请求失败", Color.RED, 2.0, 1.0)
|
||||
self.hide()
|
||||
else:
|
||||
var action_text = "偷菜" if main_game.is_visiting_mode else "收获"
|
||||
Toast.show("网络未连接,无法" + action_text, Color.RED, 2.0, 1.0)
|
||||
self.hide()
|
||||
pass
|
||||
#=====================================土地面板功能处理=========================================
|
||||
|
||||
|
||||
#关闭土地面板按钮
|
||||
func _on_quit_button_pressed():
|
||||
self.hide()
|
||||
pass
|
||||
|
||||
# 更新作物信息显示
|
||||
func _update_crop_info():
|
||||
print("调试:_update_crop_info 被调用,selected_lot_index = ", selected_lot_index)
|
||||
|
||||
if not main_game or not main_game.farm_lots:
|
||||
print("调试:main_game 或 farm_lots 不存在")
|
||||
v_box.hide()
|
||||
crop_texture_rect.hide()
|
||||
return
|
||||
|
||||
if selected_lot_index < 0 or selected_lot_index >= main_game.farm_lots.size():
|
||||
print("调试:selected_lot_index 无效: ", selected_lot_index, " / ", main_game.farm_lots.size())
|
||||
v_box.hide()
|
||||
crop_texture_rect.hide()
|
||||
return
|
||||
|
||||
var lot = main_game.farm_lots[selected_lot_index]
|
||||
print("调试:地块数据: ", lot)
|
||||
|
||||
# 检查地块是否有作物
|
||||
if not lot.get("is_planted", false) or lot.get("crop_type", "") == "":
|
||||
print("调试:地块没有作物")
|
||||
v_box.hide()
|
||||
crop_texture_rect.hide()
|
||||
# 清除所有显示内容
|
||||
crop_texture_rect.texture = null
|
||||
progress_bar.value = 0
|
||||
cost.text = ""
|
||||
earn.text = ""
|
||||
growthtime.text = ""
|
||||
experience.text = ""
|
||||
canbuy.text = ""
|
||||
quality.text = ""
|
||||
weatherability.text = ""
|
||||
level.text = ""
|
||||
description.text = ""
|
||||
return
|
||||
|
||||
# 获取作物类型
|
||||
var crop_type = lot.get("crop_type", "")
|
||||
print("调试:作物类型: ", crop_type)
|
||||
|
||||
# 从网络管理器获取作物数据
|
||||
var crop_data = null
|
||||
if network_manager and network_manager.has_method("get_crop_data"):
|
||||
crop_data = network_manager.get_crop_data()
|
||||
|
||||
# 如果没有作物数据,尝试从主游戏获取
|
||||
if not crop_data and main_game and main_game.has_method("get_crop_data"):
|
||||
crop_data = main_game.get_crop_data()
|
||||
|
||||
# 如果仍然没有作物数据,隐藏信息面板
|
||||
if not crop_data or not crop_data.has(crop_type):
|
||||
print("调试:没有作物数据或作物类型不存在: ", crop_type)
|
||||
v_box.hide()
|
||||
crop_texture_rect.hide()
|
||||
return
|
||||
|
||||
print("调试:找到作物数据,开始显示作物信息")
|
||||
|
||||
# 显示作物信息面板
|
||||
v_box.show()
|
||||
crop_texture_rect.show()
|
||||
|
||||
# 获取作物信息
|
||||
var crop_info = crop_data[crop_type]
|
||||
print("调试:作物信息: ", crop_info)
|
||||
|
||||
# 更新作物图片
|
||||
var crop_texture_path = "res://assets/作物/" + crop_type + "/0.webp"
|
||||
if ResourceLoader.exists(crop_texture_path):
|
||||
var texture = load(crop_texture_path)
|
||||
crop_texture_rect.texture = texture
|
||||
else:
|
||||
# 如果没有序列帧,尝试加载单个图片
|
||||
crop_texture_path = "res://assets/作物/" + crop_type + ".webp"
|
||||
if ResourceLoader.exists(crop_texture_path):
|
||||
var texture = load(crop_texture_path)
|
||||
crop_texture_rect.texture = texture
|
||||
else:
|
||||
# 加载默认图片
|
||||
crop_texture_path = "res://assets/作物/默认/0.webp"
|
||||
if ResourceLoader.exists(crop_texture_path):
|
||||
var texture = load(crop_texture_path)
|
||||
crop_texture_rect.texture = texture
|
||||
else:
|
||||
crop_texture_rect.texture = null
|
||||
|
||||
# 更新进度条
|
||||
var grow_time = lot.get("grow_time", 0)
|
||||
var max_grow_time = lot.get("max_grow_time", 1)
|
||||
var progress = float(grow_time) / float(max_grow_time) * 100.0
|
||||
progress_bar.value = min(progress, 100.0)
|
||||
|
||||
# 更新作物信息标签
|
||||
cost.text = "花费: ¥" + str(crop_info.get("花费", 0))
|
||||
earn.text = "收益: ¥" + str(crop_info.get("收益", 0))
|
||||
|
||||
# 格式化生长时间
|
||||
var growth_seconds = crop_info.get("生长时间", 0)
|
||||
var growth_time_text = _format_time_seconds(growth_seconds)
|
||||
growthtime.text = "生长时间: " + growth_time_text
|
||||
|
||||
experience.text = "经验: " + str(crop_info.get("经验", 0))
|
||||
canbuy.text = "可购买: " + ("是" if crop_info.get("能否购买", false) else "否")
|
||||
quality.text = "品质: " + str(crop_info.get("品质", "普通"))
|
||||
weatherability.text = "耐候性: " + str(crop_info.get("耐候性", 0))
|
||||
level.text = "等级要求: " + str(crop_info.get("等级", 1))
|
||||
|
||||
# 检查是否为杂草,显示特殊描述并控制收获按钮
|
||||
var is_weed = crop_info.get("是否杂草", false)
|
||||
if is_weed:
|
||||
description.text = "描述: " + str(crop_info.get("描述", "无描述")) + " [杂草不能收获,只能铲除]"
|
||||
# 隐藏收获按钮(杂草不能收获)
|
||||
harvest_button.hide()
|
||||
else:
|
||||
description.text = "描述: " + str(crop_info.get("描述", "无描述"))
|
||||
# 显示收获按钮并设置正常文本
|
||||
harvest_button.show()
|
||||
if main_game.is_visiting_mode:
|
||||
harvest_button.text = "偷菜"
|
||||
else:
|
||||
harvest_button.text = "收获"
|
||||
|
||||
# 格式化时间(秒转换为时分秒)
|
||||
func _format_time_seconds(seconds: int) -> String:
|
||||
var hours = seconds / 3600
|
||||
var minutes = (seconds % 3600) / 60
|
||||
var secs = seconds % 60
|
||||
|
||||
if hours > 0:
|
||||
return str(hours) + "时" + str(minutes) + "分" + str(secs) + "秒"
|
||||
elif minutes > 0:
|
||||
return str(minutes) + "分" + str(secs) + "秒"
|
||||
else:
|
||||
return str(secs) + "秒"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
uid://bljtkxil64h14
|
||||
@@ -1,256 +0,0 @@
|
||||
[gd_scene load_steps=3 format=3 uid="uid://dckc8nrn7p425"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://bljtkxil64h14" path="res://GUI/LandPanel.gd" id="1_nmy5p"]
|
||||
[ext_resource type="Texture2D" uid="uid://2sdfbvf1isif" path="res://icon.svg" id="2_07q41"]
|
||||
|
||||
[node name="LandPanel" type="Panel"]
|
||||
offset_left = 385.0
|
||||
offset_top = 69.0
|
||||
offset_right = 901.0
|
||||
offset_bottom = 540.0
|
||||
script = ExtResource("1_nmy5p")
|
||||
|
||||
[node name="Quit_Button" type="Button" parent="."]
|
||||
layout_mode = 0
|
||||
offset_left = 475.0
|
||||
offset_right = 515.0
|
||||
offset_bottom = 43.0
|
||||
theme_override_font_sizes/font_size = 25
|
||||
text = "X"
|
||||
|
||||
[node name="Title" type="Label" parent="."]
|
||||
self_modulate = Color(0, 0.87451, 1, 1)
|
||||
layout_mode = 2
|
||||
offset_right = 516.0
|
||||
offset_bottom = 42.0
|
||||
theme_override_colors/font_shadow_color = Color(0, 0, 0, 1)
|
||||
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
|
||||
theme_override_constants/shadow_offset_x = 4
|
||||
theme_override_constants/shadow_offset_y = 4
|
||||
theme_override_constants/outline_size = 15
|
||||
theme_override_constants/shadow_outline_size = 15
|
||||
theme_override_font_sizes/font_size = 30
|
||||
text = "土地面板"
|
||||
horizontal_alignment = 1
|
||||
vertical_alignment = 1
|
||||
|
||||
[node name="TextureRect" type="TextureRect" parent="."]
|
||||
layout_mode = 2
|
||||
offset_left = 224.0
|
||||
offset_top = 249.0
|
||||
offset_right = 352.0
|
||||
offset_bottom = 377.0
|
||||
scale = Vector2(0.5, 0.5)
|
||||
size_flags_horizontal = 4
|
||||
texture = ExtResource("2_07q41")
|
||||
expand_mode = 1
|
||||
|
||||
[node name="VBox" type="VBoxContainer" parent="."]
|
||||
layout_mode = 0
|
||||
offset_top = 313.0
|
||||
offset_right = 1287.0
|
||||
offset_bottom = 700.0
|
||||
scale = Vector2(0.4, 0.4)
|
||||
|
||||
[node name="ProgressBar" type="ProgressBar" parent="VBox"]
|
||||
modulate = Color(0, 1, 0, 1)
|
||||
layout_mode = 2
|
||||
theme_override_font_sizes/font_size = 30
|
||||
|
||||
[node name="HBox1" type="HBoxContainer" parent="VBox"]
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 3
|
||||
|
||||
[node name="cost" type="Label" parent="VBox/HBox1"]
|
||||
modulate = Color(1, 1, 0, 1)
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
theme_override_font_sizes/font_size = 40
|
||||
text = "花费:999"
|
||||
|
||||
[node name="earn" type="Label" parent="VBox/HBox1"]
|
||||
modulate = Color(1, 1, 0, 1)
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
theme_override_font_sizes/font_size = 40
|
||||
text = "收益:999"
|
||||
|
||||
[node name="growthtime" type="Label" parent="VBox/HBox1"]
|
||||
modulate = Color(1, 0.635294, 1, 1)
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
theme_override_font_sizes/font_size = 40
|
||||
text = "生长时间:999"
|
||||
|
||||
[node name="experience" type="Label" parent="VBox/HBox1"]
|
||||
modulate = Color(0.164706, 1, 0.341176, 1)
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
theme_override_font_sizes/font_size = 40
|
||||
text = "收获经验:999"
|
||||
|
||||
[node name="HBox2" type="HBoxContainer" parent="VBox"]
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 3
|
||||
|
||||
[node name="canbuy" type="Label" parent="VBox/HBox2"]
|
||||
modulate = Color(0.466667, 1, 1, 1)
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
theme_override_font_sizes/font_size = 40
|
||||
text = "能否购买:是"
|
||||
|
||||
[node name="quality" type="Label" parent="VBox/HBox2"]
|
||||
modulate = Color(1, 0.607843, 0.239216, 1)
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
theme_override_font_sizes/font_size = 40
|
||||
text = "品质:传奇"
|
||||
|
||||
[node name="weatherability" type="Label" parent="VBox/HBox2"]
|
||||
modulate = Color(0.784314, 0.647059, 0.498039, 1)
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
theme_override_font_sizes/font_size = 40
|
||||
text = "耐候性:999"
|
||||
|
||||
[node name="level" type="Label" parent="VBox/HBox2"]
|
||||
modulate = Color(0.394367, 0.644385, 0.816557, 1)
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
theme_override_font_sizes/font_size = 40
|
||||
text = "种植等级:999"
|
||||
|
||||
[node name="HBox3" type="HBoxContainer" parent="VBox"]
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 3
|
||||
|
||||
[node name="description" type="Label" parent="VBox/HBox3"]
|
||||
modulate = Color(0.988235, 0.831373, 1, 1)
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
theme_override_font_sizes/font_size = 40
|
||||
text = "描述:啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊"
|
||||
|
||||
[node name="Grid" type="GridContainer" parent="."]
|
||||
layout_mode = 2
|
||||
offset_top = 42.0
|
||||
offset_right = 516.0
|
||||
offset_bottom = 249.0
|
||||
columns = 5
|
||||
|
||||
[node name="Dig_Button" type="Button" parent="Grid"]
|
||||
custom_minimum_size = Vector2(100, 100)
|
||||
layout_mode = 2
|
||||
theme_override_colors/font_disabled_color = Color(0, 0, 0, 1)
|
||||
theme_override_colors/font_hover_pressed_color = Color(0, 0, 0, 1)
|
||||
theme_override_colors/font_hover_color = Color(0, 0, 0, 1)
|
||||
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
|
||||
theme_override_colors/font_color = Color(1, 0, 0, 1)
|
||||
theme_override_colors/font_focus_color = Color(0, 0, 0, 1)
|
||||
theme_override_colors/font_pressed_color = Color(0, 0, 0, 1)
|
||||
theme_override_font_sizes/font_size = 20
|
||||
text = "开垦"
|
||||
icon_alignment = 1
|
||||
expand_icon = true
|
||||
|
||||
[node name="Plant_Button" type="Button" parent="Grid"]
|
||||
custom_minimum_size = Vector2(100, 100)
|
||||
layout_mode = 2
|
||||
theme_override_colors/font_disabled_color = Color(0, 0, 0, 1)
|
||||
theme_override_colors/font_hover_pressed_color = Color(0, 0, 0, 1)
|
||||
theme_override_colors/font_hover_color = Color(0, 0, 0, 1)
|
||||
theme_override_colors/font_color = Color(0.760784, 0.533333, 0.160784, 1)
|
||||
theme_override_colors/font_focus_color = Color(0, 0, 0, 1)
|
||||
theme_override_colors/font_pressed_color = Color(0, 0, 0, 1)
|
||||
theme_override_font_sizes/font_size = 20
|
||||
text = "种植"
|
||||
icon_alignment = 1
|
||||
expand_icon = true
|
||||
|
||||
[node name="Remove_Button" type="Button" parent="Grid"]
|
||||
visible = false
|
||||
custom_minimum_size = Vector2(100, 100)
|
||||
layout_mode = 2
|
||||
theme_override_colors/font_disabled_color = Color(0, 0, 0, 1)
|
||||
theme_override_colors/font_hover_pressed_color = Color(0, 0, 0, 1)
|
||||
theme_override_colors/font_hover_color = Color(0, 0, 0, 1)
|
||||
theme_override_colors/font_color = Color(0.870588, 0.870588, 0, 1)
|
||||
theme_override_colors/font_focus_color = Color(0, 0, 0, 1)
|
||||
theme_override_colors/font_pressed_color = Color(0, 0, 0, 1)
|
||||
theme_override_font_sizes/font_size = 20
|
||||
text = "铲除"
|
||||
icon_alignment = 1
|
||||
expand_icon = true
|
||||
|
||||
[node name="Harvest_Button" type="Button" parent="Grid"]
|
||||
custom_minimum_size = Vector2(100, 100)
|
||||
layout_mode = 2
|
||||
theme_override_colors/font_disabled_color = Color(0, 0, 0, 1)
|
||||
theme_override_colors/font_hover_pressed_color = Color(0, 0, 0, 1)
|
||||
theme_override_colors/font_hover_color = Color(0, 0, 0, 1)
|
||||
theme_override_colors/font_color = Color(0.188235, 0.839216, 0.243137, 1)
|
||||
theme_override_colors/font_focus_color = Color(0, 0, 0, 1)
|
||||
theme_override_colors/font_pressed_color = Color(0, 0, 0, 1)
|
||||
theme_override_font_sizes/font_size = 20
|
||||
text = "收获"
|
||||
icon_alignment = 1
|
||||
expand_icon = true
|
||||
|
||||
[node name="Water_Button" type="Button" parent="Grid"]
|
||||
visible = false
|
||||
custom_minimum_size = Vector2(100, 100)
|
||||
layout_mode = 2
|
||||
theme_override_colors/font_disabled_color = Color(0, 0, 0, 1)
|
||||
theme_override_colors/font_hover_pressed_color = Color(0, 0, 0, 1)
|
||||
theme_override_colors/font_hover_color = Color(0, 0, 0, 1)
|
||||
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
|
||||
theme_override_colors/font_color = Color(0, 0.87451, 0.87451, 1)
|
||||
theme_override_colors/font_focus_color = Color(0, 0, 0, 1)
|
||||
theme_override_colors/font_pressed_color = Color(0, 0, 0, 1)
|
||||
theme_override_font_sizes/font_size = 20
|
||||
text = "浇水"
|
||||
icon_alignment = 1
|
||||
expand_icon = true
|
||||
|
||||
[node name="Fertilize_Button" type="Button" parent="Grid"]
|
||||
visible = false
|
||||
custom_minimum_size = Vector2(80, 80)
|
||||
layout_mode = 2
|
||||
theme_override_colors/font_color = Color(0.509804, 0.301961, 0.85098, 1)
|
||||
theme_override_colors/font_focus_color = Color(0, 0, 0, 1)
|
||||
theme_override_colors/font_pressed_color = Color(0, 0, 0, 1)
|
||||
theme_override_font_sizes/font_size = 20
|
||||
text = "施肥"
|
||||
icon_alignment = 1
|
||||
expand_icon = true
|
||||
|
||||
[node name="Upgrade_Button" type="Button" parent="Grid"]
|
||||
custom_minimum_size = Vector2(100, 100)
|
||||
layout_mode = 2
|
||||
theme_override_colors/font_color = Color(0.0705882, 0.411765, 0.87451, 1)
|
||||
theme_override_colors/font_focus_color = Color(0, 0, 0, 1)
|
||||
theme_override_colors/font_pressed_color = Color(0, 0, 0, 1)
|
||||
theme_override_font_sizes/font_size = 20
|
||||
text = "升级"
|
||||
icon_alignment = 1
|
||||
expand_icon = true
|
||||
|
||||
[node name="KillInsect_Button" type="Button" parent="Grid"]
|
||||
visible = false
|
||||
custom_minimum_size = Vector2(100, 100)
|
||||
layout_mode = 2
|
||||
theme_override_colors/font_color = Color(0.988235, 0.929412, 0.760784, 1)
|
||||
theme_override_colors/font_focus_color = Color(0, 0, 0, 1)
|
||||
theme_override_colors/font_pressed_color = Color(0, 0, 0, 1)
|
||||
theme_override_font_sizes/font_size = 20
|
||||
text = "杀虫"
|
||||
icon_alignment = 1
|
||||
expand_icon = true
|
||||
|
||||
[node name="Grid2" type="GridContainer" parent="."]
|
||||
layout_mode = 0
|
||||
offset_top = 345.0
|
||||
offset_right = 515.0
|
||||
offset_bottom = 468.0
|
||||
columns = 3
|
||||
@@ -1,530 +0,0 @@
|
||||
#玩家登录注册面板
|
||||
extends PanelContainer
|
||||
|
||||
#玩家登录账号,用QQ号代替
|
||||
@onready var username_input : LineEdit = $VBox/UserName/username_input
|
||||
#用户登录密码
|
||||
@onready var password_input : LineEdit = $VBox/Password1/password_input
|
||||
#登录按钮
|
||||
@onready var login_button : Button = $VBox/LoginRegister/login_button
|
||||
|
||||
#下面是注册相关的
|
||||
#注册按钮
|
||||
@onready var register_button : Button = $VBox/LoginRegister/register_button
|
||||
#注册账号时二次确认密码
|
||||
@onready var password_input_2 : LineEdit = $VBox/Password2/password_input2
|
||||
#农场名称
|
||||
@onready var farmname_input : LineEdit = $VBox/FarmName/farmname_input
|
||||
#玩家昵称
|
||||
@onready var playername_input :LineEdit = $VBox/PlayerName/playername_input
|
||||
#邮箱验证码
|
||||
@onready var verificationcode_input :LineEdit = $VBox/VerificationCode/verificationcode_input
|
||||
#发送验证码按钮
|
||||
@onready var send_button :Button = $VBox/VerificationCode/SendButton
|
||||
#状态提示标签
|
||||
@onready var status_label : Label = $VBox/status_label
|
||||
|
||||
#隐藏注册相关
|
||||
@onready var password_2: HBoxContainer = $VBox/Password2
|
||||
@onready var verification_code: HBoxContainer = $VBox/VerificationCode
|
||||
@onready var player_name: HBoxContainer = $VBox/PlayerName
|
||||
@onready var farm_name: HBoxContainer = $VBox/FarmName
|
||||
|
||||
|
||||
|
||||
# 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 land_panel = get_node("/root/main/UI/LandPanel")
|
||||
@onready var crop_store_panel = get_node("/root/main/UI/PlayerBagPanel")
|
||||
@onready var player_ranking_panel = get_node("/root/main/UI/PlayerRankingPanel")
|
||||
@onready var player_bag_panel = get_node("/root/main/UI/PlayerBagPanel")
|
||||
@onready var tcp_network_manager = get_node("/root/main/UI/TCPNetworkManager")
|
||||
|
||||
# 准备函数
|
||||
func _ready():
|
||||
|
||||
|
||||
|
||||
# 连接按钮信号
|
||||
login_button.pressed.connect(self._on_login_button_pressed)
|
||||
register_button.pressed.connect(self._on_register_button_pressed)
|
||||
send_button.pressed.connect(self._on_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()
|
||||
|
||||
# 处理登录按钮点击
|
||||
func _on_login_button_pressed():
|
||||
var user_name = username_input.text.strip_edges() # 修剪前后的空格
|
||||
var user_password = password_input.text.strip_edges()
|
||||
var farmname = farmname_input.text.strip_edges()
|
||||
|
||||
if user_name == "" or user_password == "":
|
||||
status_label.text = "用户名或密码不能为空!"
|
||||
status_label.modulate = Color.RED
|
||||
return
|
||||
|
||||
# 检查网络连接状态
|
||||
if !tcp_network_manager.client.is_client_connected():
|
||||
status_label.text = "未连接到服务器,正在尝试连接..."
|
||||
status_label.modulate = Color.YELLOW
|
||||
# 尝试自动连接到服务器
|
||||
tcp_network_manager.connect_to_current_server()
|
||||
await get_tree().create_timer(2.0).timeout
|
||||
|
||||
|
||||
|
||||
# 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.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 = username_input.text.strip_edges()
|
||||
|
||||
if user_name == "":
|
||||
status_label.text = "请输入QQ号以接收验证码!"
|
||||
status_label.modulate = Color.RED
|
||||
return
|
||||
|
||||
if !is_valid_qq_number(user_name):
|
||||
status_label.text = "请输入正确的QQ号码(5-12位数字)!"
|
||||
status_label.modulate = Color.RED
|
||||
return
|
||||
|
||||
# 检查网络连接状态
|
||||
if !tcp_network_manager.client.is_client_connected():
|
||||
status_label.text = "未连接到服务器,正在尝试连接..."
|
||||
status_label.modulate = Color.YELLOW
|
||||
# 尝试自动连接到服务器
|
||||
tcp_network_manager.connect_to_current_server()
|
||||
await get_tree().create_timer(2.0).timeout
|
||||
|
||||
# 再次检查连接状态
|
||||
if !tcp_network_manager.client.is_client_connected():
|
||||
status_label.text = "连接服务器失败,正在尝试其他服务器..."
|
||||
status_label.modulate = Color.YELLOW
|
||||
# 等待自动服务器切换完成
|
||||
await get_tree().create_timer(3.0).timeout
|
||||
|
||||
|
||||
# 禁用按钮,防止重复点击
|
||||
send_button.disabled = true
|
||||
|
||||
status_label.text = "正在发送验证码,请稍候..."
|
||||
status_label.modulate = Color.YELLOW
|
||||
|
||||
# 发送验证码请求
|
||||
tcp_network_manager.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.text == "正在发送验证码,请稍候...":
|
||||
status_label.text = "验证码发送超时,请重试!"
|
||||
status_label.modulate = Color.RED
|
||||
|
||||
# 处理注册按钮点击
|
||||
func _on_register_button_pressed():
|
||||
password_2.show()
|
||||
verification_code.show()
|
||||
player_name.show()
|
||||
farm_name.show()
|
||||
|
||||
var user_name = username_input.text.strip_edges()
|
||||
var user_password = password_input.text.strip_edges()
|
||||
var user_password_2 = password_input_2.text.strip_edges()
|
||||
var farmname = farmname_input.text.strip_edges()
|
||||
var player_name = playername_input.text.strip_edges()
|
||||
var verification_code = verificationcode_input.text.strip_edges()
|
||||
|
||||
# 检查密码格式(只允许数字和字母)
|
||||
if not is_valid_password(user_password):
|
||||
status_label.text = "密码只能包含数字和字母!"
|
||||
status_label.modulate = Color.RED
|
||||
return
|
||||
|
||||
if user_name == "" or user_password == "":
|
||||
status_label.text = "用户名或密码不能为空!"
|
||||
status_label.modulate = Color.RED
|
||||
return
|
||||
if farmname == "":
|
||||
status_label.text = "农场名称不能为空!"
|
||||
status_label.modulate = Color.RED
|
||||
return
|
||||
if user_password != user_password_2:
|
||||
status_label.text = "两次输入的密码不一致!"
|
||||
status_label.modulate = Color.RED
|
||||
return
|
||||
|
||||
if !is_valid_qq_number(user_name):
|
||||
status_label.text = "请输入正确的QQ号码(5-12位数字)!"
|
||||
status_label.modulate = Color.RED
|
||||
return
|
||||
|
||||
if verification_code == "":
|
||||
status_label.text = "请输入验证码!"
|
||||
status_label.modulate = Color.RED
|
||||
return
|
||||
|
||||
# 检查网络连接状态
|
||||
if !tcp_network_manager.client.is_client_connected():
|
||||
status_label.text = "未连接到服务器,正在尝试连接..."
|
||||
status_label.modulate = Color.YELLOW
|
||||
# 尝试自动连接到服务器
|
||||
tcp_network_manager.connect_to_current_server()
|
||||
await get_tree().create_timer(2.0).timeout
|
||||
|
||||
# 再次检查连接状态
|
||||
if !tcp_network_manager.client.is_client_connected():
|
||||
status_label.text = "连接服务器失败,正在尝试其他服务器..."
|
||||
status_label.modulate = Color.YELLOW
|
||||
# 等待自动服务器切换完成
|
||||
await get_tree().create_timer(3.0).timeout
|
||||
|
||||
|
||||
# 禁用按钮,防止重复点击
|
||||
register_button.disabled = true
|
||||
|
||||
status_label.text = "正在注册,请稍候..."
|
||||
status_label.modulate = Color.YELLOW
|
||||
|
||||
# 发送注册请求
|
||||
tcp_network_manager.sendRegisterInfo(user_name, user_password, farmname, player_name, verification_code)
|
||||
|
||||
# 更新主游戏数据
|
||||
#main_game.user_name = user_name
|
||||
#main_game.user_password = user_password
|
||||
#main_game.farmname = farmname
|
||||
|
||||
# 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.disabled:
|
||||
register_button.disabled = false
|
||||
status_label.text = "注册超时,请重试!"
|
||||
status_label.modulate = Color.RED
|
||||
|
||||
# 处理验证码发送响应
|
||||
func _on_verification_code_response(success: bool, message: String):
|
||||
if success:
|
||||
status_label.text = message
|
||||
status_label.modulate = Color.GREEN
|
||||
else:
|
||||
status_label.text = message
|
||||
status_label.modulate = Color.RED
|
||||
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):
|
||||
if success:
|
||||
status_label.text = message
|
||||
status_label.modulate = Color.GREEN
|
||||
else:
|
||||
status_label.text = message
|
||||
status_label.modulate = Color.RED
|
||||
|
||||
# 验证QQ号是否有效
|
||||
func is_valid_qq_number(qq_number: String) -> bool:
|
||||
# QQ号的标准格式是5到12位的数字
|
||||
var qq_regex = RegEx.new()
|
||||
var pattern = r"^\d{5,12}$"
|
||||
|
||||
var error = qq_regex.compile(pattern)
|
||||
if error != OK:
|
||||
status_label.text = "QQ号验证失败部错误"
|
||||
status_label.modulate = Color.RED
|
||||
return false
|
||||
|
||||
return qq_regex.search(qq_number) != null
|
||||
|
||||
# 添加密码验证函数
|
||||
func is_valid_password(password: String) -> bool:
|
||||
# 检查密码是否为空
|
||||
if password.length() == 0:
|
||||
return false
|
||||
|
||||
# 遍历密码中的每个字符
|
||||
for i in range(password.length()):
|
||||
var char = password[i]
|
||||
|
||||
# 检查字符是否为数字
|
||||
var is_digit = char >= "0" and char <= "9"
|
||||
|
||||
# 检查字符是否为大写字母
|
||||
var is_upper = char >= "A" and char <= "Z"
|
||||
|
||||
# 检查字符是否为小写字母
|
||||
var is_lower = char >= "a" and char <= "z"
|
||||
|
||||
# 如果字符既不是数字也不是字母,则返回false
|
||||
if not (is_digit or is_upper or is_lower):
|
||||
return false
|
||||
|
||||
# 如果所有字符都是字母或数字,则返回true
|
||||
return true
|
||||
|
||||
|
||||
# 处理登录响应
|
||||
func _on_login_response_received(success: bool, message: String, user_data: Dictionary):
|
||||
# 启用按钮
|
||||
login_button.disabled = false
|
||||
|
||||
if success:
|
||||
status_label.text = "登录成功!正在加载游戏..."
|
||||
status_label.modulate = Color.GREEN
|
||||
|
||||
# 保存登录数据到主游戏
|
||||
main_game.login_data = user_data.duplicate()
|
||||
|
||||
# 更新主游戏数据
|
||||
main_game.experience = user_data.get("experience", 0)
|
||||
main_game.farm_lots = user_data.get("farm_lots", [])
|
||||
main_game.level = user_data.get("level", 1)
|
||||
main_game.money = user_data.get("money", 0)
|
||||
main_game.stamina = user_data.get("体力值", 20)
|
||||
main_game.show_farm_name.text = "农场名称:"+user_data.get("farm_name", "")
|
||||
main_game.show_player_name.text = "玩家昵称:"+user_data.get("player_name", "")
|
||||
farmname_input.text = user_data.get("farm_name", "")
|
||||
|
||||
# 加载玩家背包数据
|
||||
if user_data.has("player_bag"):
|
||||
main_game.player_bag = user_data.get("player_bag", [])
|
||||
else:
|
||||
main_game.player_bag = []
|
||||
|
||||
# 加载作物仓库数据
|
||||
if user_data.has("作物仓库"):
|
||||
main_game.crop_warehouse = user_data.get("作物仓库", [])
|
||||
else:
|
||||
main_game.crop_warehouse = []
|
||||
|
||||
# 加载道具背包数据
|
||||
if user_data.has("道具背包"):
|
||||
main_game.item_bag = user_data.get("道具背包", [])
|
||||
else:
|
||||
main_game.item_bag = []
|
||||
|
||||
main_game.start_game = true
|
||||
self.hide()
|
||||
|
||||
# 确保在更新数据后调用主游戏的 UI 更新函数
|
||||
main_game._update_ui()
|
||||
main_game._refresh_farm_lots()
|
||||
player_bag_panel.update_player_bag_ui()
|
||||
|
||||
# 更新作物仓库和道具背包UI
|
||||
if main_game.crop_warehouse_panel and main_game.crop_warehouse_panel.has_method("update_crop_warehouse_ui"):
|
||||
main_game.crop_warehouse_panel.update_crop_warehouse_ui()
|
||||
if main_game.item_bag_panel and main_game.item_bag_panel.has_method("update_item_bag_ui"):
|
||||
main_game.item_bag_panel.update_item_bag_ui()
|
||||
|
||||
# 调用主游戏的登录成功处理函数
|
||||
main_game.handle_login_success(user_data)
|
||||
else:
|
||||
status_label.text = "登录失败:" + message
|
||||
status_label.modulate = Color.RED
|
||||
|
||||
# 如果登录失败且是密码错误,可以选择清除保存的信息
|
||||
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):
|
||||
# 启用按钮
|
||||
register_button.disabled = false
|
||||
|
||||
if success:
|
||||
status_label.text = "注册成功!请登录游戏"
|
||||
status_label.modulate = Color.GREEN
|
||||
|
||||
# 注册成功后,如果启用了记住密码,保存登录信息
|
||||
if remember_password:
|
||||
var user_name = username_input.text.strip_edges()
|
||||
var user_password = password_input.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 = ""
|
||||
else:
|
||||
status_label.text = "注册失败:" + message
|
||||
status_label.modulate = Color.RED
|
||||
|
||||
# 保存登录信息到JSON文件
|
||||
func _save_login_info(user_name: String, password: String):
|
||||
var login_data = {
|
||||
"user_name": user_name,
|
||||
"password": password
|
||||
}
|
||||
|
||||
var file = FileAccess.open("user://login.json", FileAccess.WRITE)
|
||||
if file:
|
||||
var json_string = JSON.stringify(login_data, "\t")
|
||||
file.store_string(json_string)
|
||||
file.close()
|
||||
print("登录信息已保存")
|
||||
else:
|
||||
print("无法保存登录信息")
|
||||
|
||||
# 从JSON文件加载登录信息
|
||||
func _load_login_info():
|
||||
var file = FileAccess.open("user://login.json", FileAccess.READ)
|
||||
if file:
|
||||
var json_text = file.get_as_text()
|
||||
file.close()
|
||||
|
||||
var json = JSON.new()
|
||||
var parse_result = json.parse(json_text)
|
||||
if parse_result == OK:
|
||||
var login_data = json.get_data()
|
||||
if login_data.has("user_name") and login_data.has("password"):
|
||||
var saved_username = login_data.get("user_name", "")
|
||||
var saved_password = login_data.get("password", "")
|
||||
|
||||
if saved_username != "" and saved_password != "":
|
||||
username_input.text = saved_username
|
||||
password_input.text = saved_password
|
||||
status_label.text = "已加载保存的登录信息"
|
||||
status_label.modulate = Color.CYAN
|
||||
print("登录信息已加载:用户名 =", saved_username)
|
||||
else:
|
||||
status_label.text = "欢迎使用萌芽农场"
|
||||
status_label.modulate = Color.WHITE
|
||||
print("没有有效的保存登录信息")
|
||||
else:
|
||||
print("登录信息格式错误")
|
||||
else:
|
||||
print("登录信息JSON解析错误:", json.get_error_message())
|
||||
else:
|
||||
# 创建默认的登录信息文件
|
||||
_save_login_info("", "")
|
||||
status_label.text = "欢迎使用萌芽农场"
|
||||
status_label.modulate = Color.WHITE
|
||||
print("没有找到保存的登录信息,已创建默认文件")
|
||||
|
||||
# 清除保存的登录信息
|
||||
func _clear_login_info():
|
||||
var file = FileAccess.open("user://login.json", FileAccess.WRITE)
|
||||
if file:
|
||||
var empty_data = {
|
||||
"user_name": "",
|
||||
"password": ""
|
||||
}
|
||||
var json_string = JSON.stringify(empty_data, "\t")
|
||||
file.store_string(json_string)
|
||||
file.close()
|
||||
print("登录信息已清除")
|
||||
else:
|
||||
print("无法清除登录信息")
|
||||
|
||||
# 切换记住密码选项
|
||||
func toggle_remember_password():
|
||||
remember_password = !remember_password
|
||||
print("记住密码选项:", "开启" if remember_password else "关闭")
|
||||
|
||||
# 如果关闭了记住密码,清除已保存的信息
|
||||
if not remember_password:
|
||||
_clear_login_info()
|
||||
|
||||
# 检查是否有保存的登录信息
|
||||
func has_saved_login_info() -> bool:
|
||||
var file = FileAccess.open("user://login.json", FileAccess.READ)
|
||||
if file:
|
||||
var json_text = file.get_as_text()
|
||||
file.close()
|
||||
|
||||
var json = JSON.new()
|
||||
var parse_result = json.parse(json_text)
|
||||
if parse_result == OK:
|
||||
var login_data = json.get_data()
|
||||
var user_name = login_data.get("user_name", "")
|
||||
var password = login_data.get("password", "")
|
||||
return user_name != "" and password != ""
|
||||
|
||||
return false
|
||||
|
||||
# 快捷登录(使用保存的登录信息)
|
||||
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:
|
||||
status_label.text = "保存的登录信息不完整"
|
||||
status_label.modulate = Color.ORANGE
|
||||
else:
|
||||
status_label.text = "没有保存的登录信息"
|
||||
status_label.modulate = Color.ORANGE
|
||||
|
||||
# 获取保存的用户名(用于调试或显示)
|
||||
func get_saved_username() -> String:
|
||||
var file = FileAccess.open("user://login.json", FileAccess.READ)
|
||||
if file:
|
||||
var json_text = file.get_as_text()
|
||||
file.close()
|
||||
|
||||
var json = JSON.new()
|
||||
var parse_result = json.parse(json_text)
|
||||
if parse_result == OK:
|
||||
var login_data = json.get_data()
|
||||
return login_data.get("user_name", "")
|
||||
|
||||
return ""
|
||||
|
||||
# 显示版本信息
|
||||
func _display_version_info():
|
||||
# 在状态标签中显示客户端版本信息
|
||||
if status_label.text == "欢迎使用萌芽农场" or status_label.text == "连接状态":
|
||||
status_label.text = "萌芽农场 v" + main_game.client_version + " - 欢迎使用"
|
||||
status_label.modulate = Color.CYAN
|
||||
|
||||
# 处理连接断开事件
|
||||
func _on_connection_lost():
|
||||
print("登录面板收到连接断开通知")
|
||||
|
||||
# 更新状态标签
|
||||
status_label.text = "与服务器连接已断开,请重新登录"
|
||||
status_label.modulate = Color.ORANGE
|
||||
|
||||
# 重新启用所有按钮
|
||||
login_button.disabled = false
|
||||
register_button.disabled = false
|
||||
send_button.disabled = false
|
||||
send_button.text = "发送验证码"
|
||||
@@ -1 +0,0 @@
|
||||
uid://cka0r4g8tbf0
|
||||
@@ -1,573 +0,0 @@
|
||||
extends Panel
|
||||
class_name LuckyDrawPanel
|
||||
|
||||
## 幸运抽奖系统 - 后端对接版本
|
||||
## 功能:与服务器对接的抽奖系统,支持实时数据同步和平衡调整
|
||||
## 奖励平衡性已根据 crop_data.json 调整
|
||||
|
||||
# =============================================================================
|
||||
# 信号定义 - 用于与后端系统通信
|
||||
# =============================================================================
|
||||
signal draw_completed(rewards: Array, draw_type: String) # 抽奖完成信号
|
||||
signal reward_obtained(reward_type: String, amount: int) # 奖励获得信号
|
||||
signal draw_failed(error_message: String) # 抽奖失败信号
|
||||
|
||||
# =============================================================================
|
||||
# 节点引用
|
||||
# =============================================================================
|
||||
#这个展示抽奖获得的奖励
|
||||
@onready var lucky_draw_reward: RichTextLabel = $LuckyDrawReward
|
||||
#这个是展示有哪些奖励选项,最多15个,奖励就在这里面随机挑选
|
||||
@onready var grid: GridContainer = $Grid
|
||||
#这个是奖励模板
|
||||
@onready var reward_item: RichTextLabel = $Grid/RewardItem
|
||||
|
||||
# =============================================================================
|
||||
# 数据存储
|
||||
# =============================================================================
|
||||
var reward_templates: Array[RichTextLabel] = []
|
||||
var current_rewards: Array = []
|
||||
@onready var network_manager = get_node("/root/main/UI/TCPNetworkManager")
|
||||
@onready var main_game = get_node("/root/main")
|
||||
|
||||
# 15种不同的模板颜色
|
||||
var template_colors: Array[Color] = [
|
||||
Color(1.0, 0.8, 0.8, 1.0), # 淡红色
|
||||
Color(0.8, 1.0, 0.8, 1.0), # 淡绿色
|
||||
Color(0.8, 0.8, 1.0, 1.0), # 淡蓝色
|
||||
Color(1.0, 1.0, 0.8, 1.0), # 淡黄色
|
||||
Color(1.0, 0.8, 1.0, 1.0), # 淡紫色
|
||||
Color(0.8, 1.0, 1.0, 1.0), # 淡青色
|
||||
Color(1.0, 0.9, 0.8, 1.0), # 淡橙色
|
||||
Color(0.9, 0.8, 1.0, 1.0), # 淡紫蓝色
|
||||
Color(0.8, 1.0, 0.9, 1.0), # 淡薄荷色
|
||||
Color(1.0, 0.8, 0.9, 1.0), # 淡粉色
|
||||
Color(0.9, 1.0, 0.8, 1.0), # 淡柠檬色
|
||||
Color(0.8, 0.9, 1.0, 1.0), # 淡天蓝色
|
||||
Color(1.0, 0.95, 0.8, 1.0), # 淡香槟色
|
||||
Color(0.85, 0.8, 1.0, 1.0), # 淡薰衣草色
|
||||
Color(0.95, 1.0, 0.85, 1.0) # 淡春绿色
|
||||
]
|
||||
|
||||
var anticipation_tween: Tween = null
|
||||
|
||||
# =============================================================================
|
||||
# 基础奖励配置 - 根据 crop_data.json 调整
|
||||
# =============================================================================
|
||||
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 seed_rewards: Dictionary = {}
|
||||
|
||||
# 抽奖费用配置
|
||||
var draw_costs: Dictionary = {
|
||||
"single": 800,
|
||||
"five": 3600, # 800 * 5 * 0.9 = 3600
|
||||
"ten": 6400 # 800 * 10 * 0.8 = 6400
|
||||
}
|
||||
|
||||
# =============================================================================
|
||||
# 奖励池配置 - 根据后端数据动态更新
|
||||
# =============================================================================
|
||||
var server_reward_pools: Dictionary = {}
|
||||
|
||||
# =============================================================================
|
||||
# 系统初始化
|
||||
# =============================================================================
|
||||
func _ready() -> void:
|
||||
_initialize_system()
|
||||
|
||||
#初始化抽奖系统
|
||||
func _initialize_system() -> void:
|
||||
|
||||
# 连接信号
|
||||
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()
|
||||
|
||||
#从主游戏加载作物数据并构建种子奖励
|
||||
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)
|
||||
|
||||
#根据 crop_data.json 构建种子奖励配置
|
||||
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]
|
||||
|
||||
# 跳过测试作物和不能购买的作物
|
||||
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,
|
||||
"level": crop_info.get("等级", 1),
|
||||
"cost": crop_info.get("花费", 50)
|
||||
}
|
||||
|
||||
#根据稀有度获取颜色
|
||||
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"
|
||||
|
||||
# =============================================================================
|
||||
# 核心功能
|
||||
# =============================================================================
|
||||
|
||||
## 生成15个奖励模板
|
||||
func _generate_reward_templates() -> void:
|
||||
# 清空现有模板
|
||||
for child in grid.get_children():
|
||||
if child != reward_item:
|
||||
child.queue_free()
|
||||
|
||||
reward_templates.clear()
|
||||
|
||||
# 生成15个模板(包括原有的一个)
|
||||
for i in range(15):
|
||||
var template: RichTextLabel
|
||||
|
||||
if i == 0:
|
||||
# 使用原有的模板
|
||||
template = reward_item
|
||||
else:
|
||||
# 创建新的模板
|
||||
template = reward_item.duplicate()
|
||||
grid.add_child(template)
|
||||
|
||||
# 设置不同的颜色
|
||||
template.self_modulate = template_colors[i]
|
||||
template.bbcode_enabled = true
|
||||
template.threaded = true
|
||||
|
||||
reward_templates.append(template)
|
||||
|
||||
## 更新模板显示
|
||||
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()
|
||||
|
||||
## 生成示例奖励显示
|
||||
func _generate_sample_rewards() -> Array:
|
||||
var sample_rewards = []
|
||||
|
||||
# 添加基础奖励示例
|
||||
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"})
|
||||
|
||||
# 添加各品质种子示例
|
||||
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] # 取第一个作为示例
|
||||
sample_rewards.append({
|
||||
"type": "seed",
|
||||
"name": seed_name,
|
||||
"rarity": quality,
|
||||
"amount_range": [1, 3] if quality != "传奇" else [1, 1]
|
||||
})
|
||||
|
||||
# 添加礼包示例
|
||||
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"})
|
||||
|
||||
# 添加高级奖励示例
|
||||
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) # 只取前15个
|
||||
|
||||
## 格式化模板文本
|
||||
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
|
||||
|
||||
## 执行网络抽奖
|
||||
func _perform_network_draw(draw_type: String) -> void:
|
||||
if not network_manager or not network_manager.is_connected_to_server():
|
||||
_show_error_message("网络未连接,无法进行抽奖")
|
||||
return
|
||||
|
||||
# 检查费用
|
||||
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
|
||||
|
||||
# 发送抽奖请求
|
||||
var success = network_manager.sendLuckyDraw(draw_type)
|
||||
if not success:
|
||||
_show_error_message("发送抽奖请求失败")
|
||||
return
|
||||
|
||||
# 显示等待动画
|
||||
_show_waiting_animation(draw_type)
|
||||
|
||||
## 显示等待动画
|
||||
func _show_waiting_animation(draw_type: String) -> void:
|
||||
# 禁用抽奖按钮
|
||||
_set_draw_buttons_enabled(false)
|
||||
|
||||
# 隐藏结果区域
|
||||
lucky_draw_reward.hide()
|
||||
|
||||
# 播放期待动画
|
||||
_play_anticipation_animation()
|
||||
|
||||
## 处理服务器抽奖响应
|
||||
func handle_lucky_draw_response(response: Dictionary) -> void:
|
||||
# 停止期待动画
|
||||
_stop_anticipation_animation()
|
||||
|
||||
# 重新启用按钮
|
||||
_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)
|
||||
|
||||
# 显示抽奖结果
|
||||
_show_server_draw_results(rewards, draw_type, cost)
|
||||
|
||||
# 发送信号
|
||||
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)
|
||||
|
||||
## 显示服务器返回的抽奖结果
|
||||
func _show_server_draw_results(rewards: Array, draw_type: String, cost: int) -> void:
|
||||
current_rewards = rewards
|
||||
|
||||
# 显示结果(动画已在handle_lucky_draw_response中停止)
|
||||
var result_text = _format_server_draw_results(rewards, draw_type, cost)
|
||||
lucky_draw_reward.text = result_text
|
||||
lucky_draw_reward.show()
|
||||
|
||||
# 播放结果动画
|
||||
_play_result_animation()
|
||||
|
||||
## 格式化服务器抽奖结果文本
|
||||
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
|
||||
|
||||
# 统计稀有度
|
||||
var stats = _count_server_reward_rarity(rewards)
|
||||
|
||||
# 显示稀有度统计
|
||||
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"
|
||||
|
||||
# 显示具体奖励
|
||||
for reward in rewards:
|
||||
text += _format_single_server_reward(reward) + "\n"
|
||||
|
||||
# 鼓励文案
|
||||
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
|
||||
|
||||
## 统计服务器奖励稀有度
|
||||
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
|
||||
|
||||
## 格式化单个服务器奖励显示
|
||||
func _format_single_server_reward(reward: Dictionary) -> String:
|
||||
var text = ""
|
||||
var reward_type = reward.get("type", "")
|
||||
var rarity = reward.get("rarity", "普通")
|
||||
var rarity_color = _get_rarity_color(rarity)
|
||||
|
||||
match reward_type:
|
||||
"empty":
|
||||
var reward_name = reward.get("name", "空奖励")
|
||||
text = "[color=%s]😅 %s[/color]" % [rarity_color, reward_name]
|
||||
|
||||
"package":
|
||||
var reward_name = reward.get("name", "礼包")
|
||||
text = "[color=%s]🎁 %s[/color]\n" % [rarity_color, reward_name]
|
||||
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)
|
||||
|
||||
"coins":
|
||||
var amount = reward.get("amount", 0)
|
||||
text = "[color=%s]💰 金币 +%d[/color]" % [rarity_color, amount]
|
||||
|
||||
"exp":
|
||||
var amount = reward.get("amount", 0)
|
||||
text = "[color=%s]⭐ 经验 +%d[/color]" % [rarity_color, amount]
|
||||
|
||||
"seed":
|
||||
var reward_name = reward.get("name", "种子")
|
||||
var amount = reward.get("amount", 0)
|
||||
text = "[color=%s]🌱 %s x%d[/color] [color=#CCCCCC](%s)[/color]" % [
|
||||
rarity_color, reward_name, amount, rarity
|
||||
]
|
||||
|
||||
_:
|
||||
text = "[color=#CCCCCC]未知奖励[/color]"
|
||||
|
||||
return text
|
||||
|
||||
## 格式化礼包内容
|
||||
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":
|
||||
var seed_name = content.get("name", "种子")
|
||||
return "[color=#90EE90]🌱%sx%d[/color]" % [seed_name, amount]
|
||||
_:
|
||||
return ""
|
||||
|
||||
## 播放期待动画(简化版)
|
||||
func _play_anticipation_animation() -> void:
|
||||
"""播放期待动画"""
|
||||
# 停止之前的动画
|
||||
_stop_anticipation_animation()
|
||||
|
||||
# 创建简单的闪烁动画
|
||||
anticipation_tween = create_tween()
|
||||
anticipation_tween.set_loops()
|
||||
|
||||
for template in reward_templates:
|
||||
if template.visible:
|
||||
anticipation_tween.parallel().tween_method(
|
||||
func(progress: float): _anticipation_flash(template, progress),
|
||||
0.0, 1.0, 0.5
|
||||
)
|
||||
|
||||
|
||||
|
||||
func _anticipation_flash(template: RichTextLabel, progress: float) -> void:
|
||||
"""期待动画闪烁效果"""
|
||||
var flash_intensity = 1.0 + sin(progress * PI * 2) * 0.3
|
||||
template.modulate = Color(flash_intensity, flash_intensity, flash_intensity, 1.0)
|
||||
|
||||
## 停止期待动画
|
||||
func _stop_anticipation_animation() -> void:
|
||||
if anticipation_tween:
|
||||
anticipation_tween.kill()
|
||||
anticipation_tween = null
|
||||
|
||||
# 恢复所有模板的正常颜色
|
||||
for i in range(reward_templates.size()):
|
||||
var template = reward_templates[i]
|
||||
template.modulate = Color.WHITE
|
||||
|
||||
## 播放结果动画
|
||||
func _play_result_animation() -> void:
|
||||
var tween = create_tween()
|
||||
|
||||
# 奖励区域动画
|
||||
lucky_draw_reward.modulate.a = 0.0
|
||||
lucky_draw_reward.scale = Vector2(0.8, 0.8)
|
||||
|
||||
tween.parallel().tween_property(lucky_draw_reward, "modulate:a", 1.0, 0.5)
|
||||
tween.parallel().tween_property(lucky_draw_reward, "scale", Vector2(1.0, 1.0), 0.5)
|
||||
|
||||
## 显示错误信息
|
||||
func _show_error_message(message: String) -> void:
|
||||
lucky_draw_reward.text = "[center][color=#FF6B6B]❌ %s[/color][/center]" % message
|
||||
lucky_draw_reward.show()
|
||||
|
||||
# 2秒后隐藏错误信息
|
||||
await get_tree().create_timer(2.0).timeout
|
||||
lucky_draw_reward.hide()
|
||||
|
||||
# =============================================================================
|
||||
# 事件处理
|
||||
# =============================================================================
|
||||
|
||||
## 关闭面板
|
||||
func _on_quit_button_pressed() -> void:
|
||||
self.hide()
|
||||
|
||||
## 单次抽奖
|
||||
func _on_lucky_draw_button_pressed() -> void:
|
||||
_perform_network_draw("single")
|
||||
|
||||
## 五连抽
|
||||
func _on_five_lucky_draw_button_pressed() -> void:
|
||||
_perform_network_draw("five")
|
||||
|
||||
## 十连抽
|
||||
func _on_ten_lucky_draw_button_pressed() -> void:
|
||||
_perform_network_draw("ten")
|
||||
|
||||
## 设置抽奖按钮可用状态
|
||||
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
|
||||
|
||||
# =============================================================================
|
||||
# 公共接口方法
|
||||
# =============================================================================
|
||||
|
||||
## 获取当前奖励结果
|
||||
func get_current_rewards() -> Array:
|
||||
return current_rewards
|
||||
|
||||
## 清空抽奖结果
|
||||
func clear_draw_results() -> void:
|
||||
current_rewards.clear()
|
||||
lucky_draw_reward.hide()
|
||||
|
||||
## 刷新奖励显示(当作物数据更新时调用)
|
||||
func refresh_reward_display() -> void:
|
||||
_load_crop_data_and_build_rewards()
|
||||
_update_template_display()
|
||||
@@ -1 +0,0 @@
|
||||
uid://65e0rl31fx0i
|
||||
@@ -1,107 +0,0 @@
|
||||
[gd_scene load_steps=2 format=3 uid="uid://bndf1e4sgdjr6"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://65e0rl31fx0i" path="res://GUI/LuckyDrawPanel.gd" id="1_dcmen"]
|
||||
|
||||
[node name="LuckyDrawPanel" type="Panel"]
|
||||
offset_right = 600.0
|
||||
offset_bottom = 720.0
|
||||
script = ExtResource("1_dcmen")
|
||||
|
||||
[node name="Title" type="Label" parent="."]
|
||||
layout_mode = 0
|
||||
offset_top = -1.0
|
||||
offset_right = 600.0
|
||||
offset_bottom = 58.0
|
||||
theme_override_colors/font_color = Color(0.624759, 0.8051, 0.828302, 1)
|
||||
theme_override_colors/font_shadow_color = Color(0, 0, 0, 1)
|
||||
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
|
||||
theme_override_constants/shadow_offset_x = 3
|
||||
theme_override_constants/shadow_offset_y = 3
|
||||
theme_override_constants/outline_size = 10
|
||||
theme_override_constants/shadow_outline_size = 10
|
||||
theme_override_font_sizes/font_size = 35
|
||||
text = "幸运抽奖"
|
||||
horizontal_alignment = 1
|
||||
vertical_alignment = 1
|
||||
|
||||
[node name="Label" type="Label" parent="."]
|
||||
modulate = Color(0.642982, 0.510828, 1, 1)
|
||||
layout_mode = 0
|
||||
offset_top = 419.0
|
||||
offset_right = 600.0
|
||||
offset_bottom = 468.0
|
||||
theme_override_font_sizes/font_size = 30
|
||||
text = "🎉获得奖励🎉"
|
||||
horizontal_alignment = 1
|
||||
vertical_alignment = 1
|
||||
|
||||
[node name="QuitButton" type="Button" parent="."]
|
||||
custom_minimum_size = Vector2(57, 57)
|
||||
layout_mode = 0
|
||||
offset_left = 543.0
|
||||
offset_top = 1.0
|
||||
offset_right = 600.0
|
||||
offset_bottom = 58.0
|
||||
theme_override_font_sizes/font_size = 35
|
||||
text = "X"
|
||||
|
||||
[node name="LuckyDrawReward" type="RichTextLabel" parent="."]
|
||||
layout_mode = 0
|
||||
offset_top = 481.0
|
||||
offset_right = 600.0
|
||||
offset_bottom = 649.0
|
||||
theme_override_font_sizes/normal_font_size = 20
|
||||
bbcode_enabled = true
|
||||
text = "+500 经验,+400 钱币,+5 普通-番茄种子,+1 传奇-火龙果种子 "
|
||||
horizontal_alignment = 1
|
||||
|
||||
[node name="Grid" type="GridContainer" parent="."]
|
||||
layout_mode = 0
|
||||
offset_top = 58.0
|
||||
offset_right = 600.0
|
||||
offset_bottom = 419.0
|
||||
columns = 5
|
||||
|
||||
[node name="RewardItem" type="RichTextLabel" parent="Grid"]
|
||||
custom_minimum_size = Vector2(120, 120)
|
||||
layout_mode = 2
|
||||
text = "+50钱币
|
||||
+100经验
|
||||
+4番茄种子
|
||||
+3火龙果种子"
|
||||
horizontal_alignment = 1
|
||||
vertical_alignment = 1
|
||||
threaded = true
|
||||
|
||||
[node name="HBox" type="HBoxContainer" parent="."]
|
||||
layout_mode = 0
|
||||
offset_top = 649.0
|
||||
offset_right = 600.0
|
||||
offset_bottom = 719.0
|
||||
alignment = 1
|
||||
|
||||
[node name="FiveLuckyDrawButton" type="Button" parent="HBox"]
|
||||
modulate = Color(0.623529, 1, 0.996078, 1)
|
||||
custom_minimum_size = Vector2(150, 70)
|
||||
layout_mode = 2
|
||||
theme_override_font_sizes/font_size = 35
|
||||
text = "五连抽"
|
||||
|
||||
[node name="TenLuckyDrawButton" type="Button" parent="HBox"]
|
||||
modulate = Color(0.690196, 1, 0.52549, 1)
|
||||
custom_minimum_size = Vector2(150, 70)
|
||||
layout_mode = 2
|
||||
theme_override_font_sizes/font_size = 35
|
||||
text = "十连抽"
|
||||
|
||||
[node name="LuckyDrawButton" type="Button" parent="HBox"]
|
||||
modulate = Color(1, 1, 0.52549, 1)
|
||||
custom_minimum_size = Vector2(150, 70)
|
||||
layout_mode = 2
|
||||
theme_override_font_sizes/font_size = 35
|
||||
text = "抽奖"
|
||||
|
||||
[connection signal="pressed" from="QuitButton" to="." method="_on_quit_button_pressed"]
|
||||
[connection signal="pressed" from="HBox/FiveLuckyDrawButton" to="." method="_on_five_lucky_draw_button_pressed"]
|
||||
[connection signal="pressed" from="HBox/TenLuckyDrawButton" to="." method="_on_ten_lucky_draw_button_pressed"]
|
||||
[connection signal="pressed" from="HBox/LuckyDrawButton" to="." method="_on_lucky_draw_button_pressed"]
|
||||
@@ -1,4 +1,4 @@
|
||||
[gd_scene load_steps=9 format=3 uid="uid://bypjb28h4ntdr"]
|
||||
[gd_scene load_steps=12 format=3 uid="uid://bypjb28h4ntdr"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://badqjgdfhg7vt" path="res://GUI/MainMenuPanel.gd" id="1_wpehy"]
|
||||
[ext_resource type="Texture2D" uid="uid://ddcmrh50o1y0q" path="res://assets/菜单UI/背景1.webp" id="2_eghpk"]
|
||||
@@ -8,6 +8,31 @@
|
||||
[ext_resource type="Script" uid="uid://kj7v1uxk2i6h" path="res://GUI/GameUpdatePanel.gd" id="4_fys16"]
|
||||
[ext_resource type="Texture2D" uid="uid://ccav04woielxa" path="res://assets/菜单UI/柚小青装饰品.webp" id="5_6jmhb"]
|
||||
[ext_resource type="PackedScene" uid="uid://dos15dmc1b6bt" path="res://GUI/GameSettingPanel.tscn" id="6_eghpk"]
|
||||
[ext_resource type="Script" uid="uid://ciwjx67wjubdy" path="res://GUI/CheckUpdatePanel.gd" id="9_6jmhb"]
|
||||
|
||||
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_eghpk"]
|
||||
border_width_left = 10
|
||||
border_width_top = 10
|
||||
border_width_right = 10
|
||||
border_width_bottom = 10
|
||||
corner_radius_top_left = 20
|
||||
corner_radius_top_right = 20
|
||||
corner_radius_bottom_right = 20
|
||||
corner_radius_bottom_left = 20
|
||||
corner_detail = 20
|
||||
shadow_size = 20
|
||||
|
||||
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_6jmhb"]
|
||||
border_width_left = 10
|
||||
border_width_top = 10
|
||||
border_width_right = 10
|
||||
border_width_bottom = 10
|
||||
corner_radius_top_left = 20
|
||||
corner_radius_top_right = 20
|
||||
corner_radius_bottom_right = 20
|
||||
corner_radius_bottom_left = 20
|
||||
corner_detail = 20
|
||||
shadow_size = 20
|
||||
|
||||
[node name="MainMenuPanel" type="Control"]
|
||||
layout_mode = 3
|
||||
@@ -132,12 +157,22 @@ theme_override_font_sizes/font_size = 40
|
||||
text = "退出游戏"
|
||||
|
||||
[node name="GameSettingPanel" parent="." instance=ExtResource("6_eghpk")]
|
||||
visible = false
|
||||
layout_mode = 0
|
||||
offset_left = 138.0
|
||||
offset_top = 80.0
|
||||
offset_right = 1536.0
|
||||
offset_bottom = 800.0
|
||||
|
||||
[node name="GameAboutPanel" type="Panel" parent="."]
|
||||
visible = false
|
||||
layout_mode = 0
|
||||
offset_right = 1398.0
|
||||
offset_bottom = 720.0
|
||||
offset_left = 138.0
|
||||
offset_top = 80.0
|
||||
offset_right = 1536.0
|
||||
offset_bottom = 800.0
|
||||
scale = Vector2(0.8, 0.8)
|
||||
theme_override_styles/panel = SubResource("StyleBoxFlat_eghpk")
|
||||
script = ExtResource("3_y0inj")
|
||||
|
||||
[node name="Title" type="Label" parent="GameAboutPanel"]
|
||||
@@ -159,23 +194,31 @@ vertical_alignment = 1
|
||||
[node name="QuitButton" type="Button" parent="GameAboutPanel"]
|
||||
custom_minimum_size = Vector2(60, 60)
|
||||
layout_mode = 0
|
||||
offset_left = 1325.0
|
||||
offset_right = 1400.0
|
||||
offset_bottom = 80.0
|
||||
offset_left = 1305.0
|
||||
offset_top = 17.5
|
||||
offset_right = 1380.0
|
||||
offset_bottom = 97.5
|
||||
theme_override_font_sizes/font_size = 35
|
||||
text = "X"
|
||||
|
||||
[node name="Scroll" type="ScrollContainer" parent="GameAboutPanel"]
|
||||
layout_mode = 0
|
||||
offset_left = 15.0
|
||||
offset_top = 80.0
|
||||
offset_right = 1400.0
|
||||
offset_bottom = 720.0
|
||||
offset_right = 3428.0
|
||||
offset_bottom = 1636.0
|
||||
scale = Vector2(0.4, 0.4)
|
||||
|
||||
[node name="Contents" type="RichTextLabel" parent="GameAboutPanel/Scroll"]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
size_flags_vertical = 3
|
||||
theme_override_font_sizes/normal_font_size = 30
|
||||
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
|
||||
theme_override_colors/font_shadow_color = Color(0, 0, 0, 1)
|
||||
theme_override_constants/outline_size = 20
|
||||
theme_override_constants/shadow_outline_size = 10
|
||||
theme_override_font_sizes/normal_font_size = 70
|
||||
bbcode_enabled = true
|
||||
text = "玩法介绍:
|
||||
1.版本要匹配,服务器版本一直在更新,请及时下载最新版客户端,否者无法登录游戏
|
||||
2.游戏目前适配Windows和安卓平台,未来也会适配Linux桌面版,IOS应该会有吧...?
|
||||
@@ -191,15 +234,20 @@ text = "玩法介绍:
|
||||
[node name="GameUpdatePanel" type="Panel" parent="."]
|
||||
visible = false
|
||||
layout_mode = 0
|
||||
offset_right = 1398.0
|
||||
offset_bottom = 720.0
|
||||
offset_left = 138.0
|
||||
offset_top = 80.0
|
||||
offset_right = 1536.0
|
||||
offset_bottom = 800.0
|
||||
scale = Vector2(0.8, 0.8)
|
||||
theme_override_styles/panel = SubResource("StyleBoxFlat_6jmhb")
|
||||
script = ExtResource("4_fys16")
|
||||
|
||||
[node name="Scroll" type="ScrollContainer" parent="GameUpdatePanel"]
|
||||
layout_mode = 0
|
||||
offset_left = 15.0
|
||||
offset_top = 80.0
|
||||
offset_right = 1400.0
|
||||
offset_bottom = 720.0
|
||||
offset_right = 1384.0
|
||||
offset_bottom = 705.0
|
||||
|
||||
[node name="Contents" type="RichTextLabel" parent="GameUpdatePanel/Scroll"]
|
||||
layout_mode = 2
|
||||
@@ -219,20 +267,60 @@ vertical_alignment = 1
|
||||
[node name="QuitButton" type="Button" parent="GameUpdatePanel"]
|
||||
custom_minimum_size = Vector2(60, 60)
|
||||
layout_mode = 0
|
||||
offset_left = 1340.0
|
||||
offset_right = 1400.0
|
||||
offset_bottom = 60.0
|
||||
offset_left = 1320.0
|
||||
offset_top = 17.5
|
||||
offset_right = 1380.0
|
||||
offset_bottom = 77.5
|
||||
theme_override_font_sizes/font_size = 35
|
||||
text = "X"
|
||||
|
||||
[node name="RefreshButton" type="Button" parent="GameUpdatePanel"]
|
||||
custom_minimum_size = Vector2(60, 60)
|
||||
layout_mode = 0
|
||||
offset_right = 78.0
|
||||
offset_bottom = 60.0
|
||||
offset_left = 15.0
|
||||
offset_top = 17.5
|
||||
offset_right = 93.0
|
||||
offset_bottom = 77.5
|
||||
theme_override_font_sizes/font_size = 35
|
||||
text = "刷新"
|
||||
|
||||
[node name="CheckUpdatePanel" type="Panel" parent="."]
|
||||
visible = false
|
||||
layout_mode = 0
|
||||
offset_left = 260.0
|
||||
offset_top = 53.0
|
||||
offset_right = 1150.0
|
||||
offset_bottom = 596.0
|
||||
script = ExtResource("9_6jmhb")
|
||||
|
||||
[node name="Title" type="Label" parent="CheckUpdatePanel"]
|
||||
layout_mode = 0
|
||||
offset_right = 890.0
|
||||
offset_bottom = 89.0
|
||||
theme_override_colors/font_color = Color(0, 1, 0, 1)
|
||||
theme_override_font_sizes/font_size = 40
|
||||
text = "检测到新版本!"
|
||||
horizontal_alignment = 1
|
||||
vertical_alignment = 1
|
||||
|
||||
[node name="DownloadButton" type="Button" parent="CheckUpdatePanel"]
|
||||
layout_mode = 0
|
||||
offset_top = 480.0
|
||||
offset_right = 890.0
|
||||
offset_bottom = 543.0
|
||||
theme_override_font_sizes/font_size = 40
|
||||
text = "下载新版本"
|
||||
|
||||
[node name="Contents" type="Label" parent="CheckUpdatePanel"]
|
||||
layout_mode = 0
|
||||
offset_top = 133.0
|
||||
offset_right = 890.0
|
||||
offset_bottom = 480.0
|
||||
theme_override_font_sizes/font_size = 30
|
||||
text = "服务端一直在更新,使用旧版本客户端无法与最新版服务端兼容,
|
||||
请及时下载最新版,点击下方链接跳转到浏览器下载最新版,
|
||||
或者加入QQ群在群文件中下载最新开发版"
|
||||
|
||||
[connection signal="pressed" from="VBox/StartGameButton" to="." method="_on_start_game_button_pressed"]
|
||||
[connection signal="pressed" from="VBox/GameSettingButton" to="." method="_on_game_setting_button_pressed"]
|
||||
[connection signal="pressed" from="VBox/GameUpdateButton" to="." method="_on_game_update_button_pressed"]
|
||||
@@ -240,3 +328,4 @@ text = "刷新"
|
||||
[connection signal="pressed" from="VBox/ExitButton" to="." method="_on_exit_button_pressed"]
|
||||
[connection signal="pressed" from="GameAboutPanel/QuitButton" to="GameAboutPanel" method="_on_quit_button_pressed"]
|
||||
[connection signal="pressed" from="GameUpdatePanel/QuitButton" to="GameUpdatePanel" method="_on_quit_button_pressed"]
|
||||
[connection signal="pressed" from="CheckUpdatePanel/DownloadButton" to="CheckUpdatePanel" method="_on_download_button_pressed"]
|
||||
|
||||
@@ -1,596 +0,0 @@
|
||||
extends Panel
|
||||
#一键种植面板
|
||||
#通过不断地调用土地面板的种植功能来实现一键种植,减少玩家重复性工作
|
||||
#执行间隔为0.25秒
|
||||
#目前分为
|
||||
#全屏种植:从序列号0开始依次种植玩家选定植物,直到玩家种子用完为止,或者完成种植
|
||||
#行种植:需要玩家点击某个地块,然后从该行从左到右依次种植
|
||||
#列种植:需要玩家点击某个地块,然后从该列从上到下依次种植
|
||||
#九宫格种植:需要玩家点击某个地块,然后从该地块上下左右四周九个方向各自种植一个植物
|
||||
#十字法种植:需要玩家点击某个地块,然后从上下左右四个方向各自种植一个植物
|
||||
#注意,无论点击的是已经种植的地块,未开垦地块还是空地地块都不影响,因为点击只是为了确认一个具体位置
|
||||
#然后在一键种植过程中,如果遇到已种植地块,未开垦地块,还是这个方向根本就没有地块等非法操作,没有关系直接跳过即可
|
||||
#为了方便你确认位置和方向,我的客户端地块排列是10行,4-8列(目前是但不确定以后会不会更改排布,你最好留个接口)
|
||||
#你可以参考一下一键收获功能的原理实现
|
||||
#注意注意,以上操作都是在客户端完成,服务端不要添加什么操作
|
||||
#默认一键种植收费为种植作物的总和价格的20%+基础费用500
|
||||
#注意钱不够的问题
|
||||
|
||||
@onready var full_screen_plant_btn: Button = $Grid/FullScreenPlantBtn #全屏种植
|
||||
@onready var one_row_plant_btn: Button = $Grid/OneRowPlantBtn #行种植
|
||||
@onready var one_column_plant_btn: Button = $Grid/OneColumnPlantBtn #列种植
|
||||
@onready var nine_square_plant_btn: Button = $Grid/NineSquarePlantBtn #九宫格种植
|
||||
@onready var cross_plant_btn: Button = $Grid/CrossPlantBtn #十字法种植
|
||||
@onready var random_plant_btn: Button = $Grid/RandomPlantBtn #随机种植
|
||||
|
||||
# 引用主游戏和其他面板
|
||||
@onready var main_game = get_node("/root/main")
|
||||
@onready var player_bag_panel = get_node("/root/main/UI/PlayerBagPanel")
|
||||
@onready var network_manager = get_node("/root/main/UI/TCPNetworkManager")
|
||||
|
||||
# 种植配置
|
||||
# 注意:地块的实际布局可能与代码设想的不同,这里提供可配置的接口
|
||||
const GRID_COLUMNS = 10 # 地块列数配置接口,可根据需要调整
|
||||
const GRID_ROWS_MIN = 4 # 最小行数
|
||||
const GRID_ROWS_MAX = 8 # 最大行数
|
||||
const BASE_COST = 500 # 基础费用
|
||||
const COST_RATE = 0.2 # 种植成本比例(20%)
|
||||
const PLANT_INTERVAL = 0.25 # 种植间隔时间
|
||||
|
||||
|
||||
|
||||
|
||||
# 种植状态变量
|
||||
var is_planting = false
|
||||
var selected_crop_name = ""
|
||||
var selected_crop_count = 0
|
||||
var plant_timer = 0.0
|
||||
var plant_queue = [] # 种植队列,存储要种植的地块索引
|
||||
var current_plant_index = 0
|
||||
|
||||
# 等待用户点击地块的状态
|
||||
var is_waiting_for_lot_selection = false
|
||||
var pending_plant_type = ""
|
||||
|
||||
func _ready():
|
||||
self.hide()
|
||||
|
||||
# 连接按钮信号
|
||||
full_screen_plant_btn.pressed.connect(_on_full_screen_plant_pressed)
|
||||
one_row_plant_btn.pressed.connect(_on_one_row_plant_pressed)
|
||||
one_column_plant_btn.pressed.connect(_on_one_column_plant_pressed)
|
||||
nine_square_plant_btn.pressed.connect(_on_nine_square_plant_pressed)
|
||||
cross_plant_btn.pressed.connect(_on_cross_plant_pressed)
|
||||
random_plant_btn.pressed.connect(_on_random_plant_pressed)
|
||||
|
||||
# 设置按钮提示文本
|
||||
_setup_button_tooltips()
|
||||
|
||||
func _process(delta):
|
||||
if is_planting:
|
||||
plant_timer += delta
|
||||
if plant_timer >= PLANT_INTERVAL:
|
||||
plant_timer = 0.0
|
||||
_process_plant_queue()
|
||||
|
||||
|
||||
#=================================一键种植模式=========================================
|
||||
# 全屏种植按钮处理
|
||||
func _on_full_screen_plant_pressed():
|
||||
_request_crop_selection("全屏种植", "选择要种植的作物进行全屏种植")
|
||||
|
||||
# 行种植按钮处理
|
||||
func _on_one_row_plant_pressed():
|
||||
_start_lot_selection_mode("行种植")
|
||||
|
||||
# 列种植按钮处理
|
||||
func _on_one_column_plant_pressed():
|
||||
_start_lot_selection_mode("列种植")
|
||||
|
||||
# 九宫格种植按钮处理
|
||||
func _on_nine_square_plant_pressed():
|
||||
_start_lot_selection_mode("九宫格种植")
|
||||
|
||||
# 十字法种植按钮处理
|
||||
func _on_cross_plant_pressed():
|
||||
_start_lot_selection_mode("十字法种植")
|
||||
|
||||
# 随机种植按钮处理
|
||||
func _on_random_plant_pressed():
|
||||
_prepare_random_plant()
|
||||
|
||||
|
||||
# 准备全屏种植
|
||||
func _prepare_full_screen_plant():
|
||||
plant_queue.clear()
|
||||
|
||||
# 从序列号0开始依次添加可种植的地块
|
||||
for i in range(len(main_game.farm_lots)):
|
||||
if _can_plant_at_index(i):
|
||||
plant_queue.append(i)
|
||||
|
||||
_start_planting("全屏种植")
|
||||
|
||||
# 准备行种植
|
||||
func _prepare_row_plant():
|
||||
plant_queue.clear()
|
||||
var target_row = _get_row_from_index(main_game.selected_lot_index)
|
||||
|
||||
# 添加同一行的所有可种植地块(从左到右)
|
||||
for i in range(len(main_game.farm_lots)):
|
||||
if _get_row_from_index(i) == target_row and _can_plant_at_index(i):
|
||||
plant_queue.append(i)
|
||||
|
||||
_start_planting("行种植")
|
||||
|
||||
# 准备列种植
|
||||
func _prepare_column_plant():
|
||||
plant_queue.clear()
|
||||
var target_column = _get_column_from_index(main_game.selected_lot_index)
|
||||
|
||||
# 添加同一列的所有可种植地块(从上到下)
|
||||
for i in range(len(main_game.farm_lots)):
|
||||
if _get_column_from_index(i) == target_column and _can_plant_at_index(i):
|
||||
plant_queue.append(i)
|
||||
|
||||
_start_planting("列种植")
|
||||
|
||||
# 准备九宫格种植
|
||||
func _prepare_nine_square_plant():
|
||||
plant_queue.clear()
|
||||
var center_row = _get_row_from_index(main_game.selected_lot_index)
|
||||
var center_column = _get_column_from_index(main_game.selected_lot_index)
|
||||
|
||||
# 九宫格的相对位置偏移
|
||||
var offsets = [
|
||||
[-1, -1], [-1, 0], [-1, 1],
|
||||
[0, -1], [0, 0], [0, 1],
|
||||
[1, -1], [1, 0], [1, 1]
|
||||
]
|
||||
|
||||
for offset in offsets:
|
||||
var row = center_row + offset[0]
|
||||
var column = center_column + offset[1]
|
||||
var index = _get_index_from_row_column(row, column)
|
||||
|
||||
if index != -1 and _can_plant_at_index(index):
|
||||
plant_queue.append(index)
|
||||
|
||||
_start_planting("九宫格种植")
|
||||
|
||||
# 准备十字法种植
|
||||
func _prepare_cross_plant():
|
||||
plant_queue.clear()
|
||||
var center_row = _get_row_from_index(main_game.selected_lot_index)
|
||||
var center_column = _get_column_from_index(main_game.selected_lot_index)
|
||||
|
||||
# 十字法的相对位置偏移
|
||||
var offsets = [
|
||||
[0, 0], # 中心
|
||||
[-1, 0], # 上
|
||||
[1, 0], # 下
|
||||
[0, -1], # 左
|
||||
[0, 1] # 右
|
||||
]
|
||||
|
||||
for offset in offsets:
|
||||
var row = center_row + offset[0]
|
||||
var column = center_column + offset[1]
|
||||
var index = _get_index_from_row_column(row, column)
|
||||
|
||||
if index != -1 and _can_plant_at_index(index):
|
||||
plant_queue.append(index)
|
||||
|
||||
_start_planting("十字法种植")
|
||||
|
||||
# 准备随机种植
|
||||
func _prepare_random_plant():
|
||||
# 检查背包是否有种子
|
||||
if main_game.player_bag.size() == 0:
|
||||
Toast.show("背包中没有种子,请先去商店购买", Color.RED)
|
||||
return
|
||||
|
||||
# 获取背包中所有的种子类型和数量
|
||||
var available_seeds = []
|
||||
for item in main_game.player_bag:
|
||||
if item["count"] > 0:
|
||||
# 根据种子数量添加多个相同种子到列表中
|
||||
for i in range(item["count"]):
|
||||
available_seeds.append(item["name"])
|
||||
|
||||
if available_seeds.size() == 0:
|
||||
Toast.show("背包中没有可用的种子", Color.RED)
|
||||
return
|
||||
|
||||
# 打乱种子列表
|
||||
available_seeds.shuffle()
|
||||
|
||||
# 获取所有可种植的地块
|
||||
var available_lots = []
|
||||
for i in range(len(main_game.farm_lots)):
|
||||
if _can_plant_at_index(i):
|
||||
available_lots.append(i)
|
||||
|
||||
if available_lots.size() == 0:
|
||||
Toast.show("没有可种植的地块", Color.YELLOW)
|
||||
return
|
||||
|
||||
# 根据种子数量和可种植地块数量确定实际种植数量
|
||||
var plant_count = min(available_seeds.size(), available_lots.size())
|
||||
|
||||
# 准备种植队列,每个元素包含地块索引和对应的种子名称
|
||||
plant_queue.clear()
|
||||
var random_plant_data = [] # 存储地块索引和对应种子的映射
|
||||
|
||||
for i in range(plant_count):
|
||||
var lot_index = available_lots[i]
|
||||
var seed_name = available_seeds[i]
|
||||
plant_queue.append(lot_index)
|
||||
random_plant_data.append({"lot_index": lot_index, "seed_name": seed_name})
|
||||
|
||||
# 存储随机种植数据到全局变量,供种植过程使用
|
||||
if not has_meta("random_plant_data"):
|
||||
set_meta("random_plant_data", random_plant_data)
|
||||
else:
|
||||
set_meta("random_plant_data", random_plant_data)
|
||||
|
||||
# 计算总费用(基于所有要种植的种子)
|
||||
var total_crop_cost = 0
|
||||
for data in random_plant_data:
|
||||
var crop_data = main_game.can_planted_crop.get(data["seed_name"], {})
|
||||
var crop_price = crop_data.get("花费", 0)
|
||||
total_crop_cost += crop_price
|
||||
|
||||
var service_fee = int(total_crop_cost * COST_RATE) + BASE_COST
|
||||
|
||||
print("随机种植费用计算:")
|
||||
var seed_names = []
|
||||
for data in random_plant_data:
|
||||
seed_names.append(data["seed_name"])
|
||||
print(" 将要种植的种子:%s" % str(seed_names))
|
||||
print(" 种植数量:%d 个地块" % plant_count)
|
||||
print(" 作物总成本:%d 元" % total_crop_cost)
|
||||
print(" 服务费率:%.1f%%" % (COST_RATE * 100))
|
||||
print(" 基础费用:%d 元" % BASE_COST)
|
||||
print(" 总服务费:%d 元" % service_fee)
|
||||
print(" 玩家当前金钱:%d 元" % main_game.money)
|
||||
|
||||
# 检查金钱是否足够支付服务费
|
||||
if main_game.money < service_fee:
|
||||
Toast.show("金钱不足!随机种植需要服务费 %d 元(当前:%d 元)" % [service_fee, main_game.money], Color.RED)
|
||||
return
|
||||
|
||||
# 扣除服务费
|
||||
main_game.money -= service_fee
|
||||
main_game._update_ui()
|
||||
|
||||
# 开始种植
|
||||
is_planting = true
|
||||
current_plant_index = 0
|
||||
plant_timer = 0.0
|
||||
|
||||
# 更新按钮状态为种植中
|
||||
_update_buttons_planting_state(true)
|
||||
|
||||
# 计算不同种子的数量
|
||||
var unique_seeds = {}
|
||||
for data in random_plant_data:
|
||||
unique_seeds[data["seed_name"]] = true
|
||||
var unique_seed_count = unique_seeds.size()
|
||||
|
||||
Toast.show("开始随机种植,预计种植 %d 个地块,使用 %d 种不同种子,服务费 %d 元" % [plant_count, unique_seed_count, service_fee], Color.GREEN)
|
||||
|
||||
|
||||
#=================================一键种植模式=========================================
|
||||
|
||||
|
||||
|
||||
# 开始地块选择模式
|
||||
func _start_lot_selection_mode(plant_type: String):
|
||||
is_waiting_for_lot_selection = true
|
||||
pending_plant_type = plant_type
|
||||
|
||||
# 隐藏一键种植面板
|
||||
self.hide()
|
||||
|
||||
# 显示提示信息
|
||||
var tip_message = ""
|
||||
match plant_type:
|
||||
"行种植":
|
||||
tip_message = "请点击一个地块来确定要种植的行"
|
||||
"列种植":
|
||||
tip_message = "请点击一个地块来确定要种植的列"
|
||||
"九宫格种植":
|
||||
tip_message = "请点击一个地块来确定九宫格种植的中心位置"
|
||||
"十字法种植":
|
||||
tip_message = "请点击一个地块来确定十字法种植的中心位置"
|
||||
_:
|
||||
tip_message = "请点击一个地块"
|
||||
|
||||
Toast.show(tip_message + "(按ESC键取消)", Color.CYAN)
|
||||
print("进入地块选择模式:%s" % plant_type)
|
||||
|
||||
# 处理地块选择(从MainGame调用)
|
||||
func on_lot_selected(lot_index: int):
|
||||
if not is_waiting_for_lot_selection:
|
||||
return false # 不是等待地块选择状态,返回false让MainGame正常处理
|
||||
|
||||
# 退出地块选择模式
|
||||
is_waiting_for_lot_selection = false
|
||||
|
||||
# 设置选择的地块索引
|
||||
main_game.selected_lot_index = lot_index
|
||||
|
||||
# 开始作物选择
|
||||
_request_crop_selection(pending_plant_type, "选择要种植的作物进行" + pending_plant_type)
|
||||
|
||||
# 清空待处理的种植类型
|
||||
pending_plant_type = ""
|
||||
|
||||
return true # 返回true表示已处理了地块选择
|
||||
|
||||
# 请求作物选择
|
||||
func _request_crop_selection(plant_type: String, tip_message: String):
|
||||
# 检查背包是否有种子
|
||||
if main_game.player_bag.size() == 0:
|
||||
Toast.show("背包中没有种子,请先去商店购买", Color.RED)
|
||||
return
|
||||
|
||||
var has_seeds = false
|
||||
for item in main_game.player_bag:
|
||||
if item["count"] > 0:
|
||||
has_seeds = true
|
||||
break
|
||||
|
||||
if not has_seeds:
|
||||
Toast.show("背包中没有可用的种子", Color.RED)
|
||||
return
|
||||
|
||||
Toast.show(tip_message, Color.CYAN)
|
||||
self.hide()
|
||||
|
||||
# 设置背包面板的种植模式回调
|
||||
player_bag_panel.set_planting_mode(plant_type, self)
|
||||
player_bag_panel.show()
|
||||
|
||||
# 背包选择作物回调函数
|
||||
func on_crop_selected(crop_name: String, plant_type: String):
|
||||
selected_crop_name = crop_name
|
||||
|
||||
# 检查背包中的作物数量
|
||||
selected_crop_count = _get_crop_count_in_bag(crop_name)
|
||||
if selected_crop_count <= 0:
|
||||
Toast.show("背包中没有 " + crop_name + " 种子", Color.RED)
|
||||
return
|
||||
|
||||
|
||||
# 根据种植类型生成种植队列
|
||||
match plant_type:
|
||||
"全屏种植":
|
||||
_prepare_full_screen_plant()
|
||||
"行种植":
|
||||
_prepare_row_plant()
|
||||
"列种植":
|
||||
_prepare_column_plant()
|
||||
"九宫格种植":
|
||||
_prepare_nine_square_plant()
|
||||
"十字法种植":
|
||||
_prepare_cross_plant()
|
||||
_:
|
||||
Toast.show("未知的种植模式:" + plant_type, Color.RED)
|
||||
print("错误:未知的种植模式:%s" % plant_type)
|
||||
|
||||
# 获取背包中指定作物的数量
|
||||
func _get_crop_count_in_bag(crop_name: String) -> int:
|
||||
for item in main_game.player_bag:
|
||||
if item["name"] == crop_name:
|
||||
return item["count"]
|
||||
return 0
|
||||
|
||||
# 开始种植
|
||||
func _start_planting(plant_type: String):
|
||||
if plant_queue.size() == 0:
|
||||
Toast.show("没有可种植的地块", Color.YELLOW)
|
||||
return
|
||||
|
||||
# 限制种植数量不超过背包中的种子数量
|
||||
var max_plantable = min(plant_queue.size(), selected_crop_count)
|
||||
if max_plantable < plant_queue.size():
|
||||
plant_queue = plant_queue.slice(0, max_plantable)
|
||||
|
||||
# 计算总费用
|
||||
var crop_data = main_game.can_planted_crop.get(selected_crop_name, {})
|
||||
var crop_price = crop_data.get("花费", 0)
|
||||
var total_crop_cost = crop_price * plant_queue.size()
|
||||
var service_fee = int(total_crop_cost * COST_RATE) + BASE_COST
|
||||
var total_cost = service_fee # 只收取服务费,种子费用由种植时扣除
|
||||
|
||||
print("一键种植费用计算:")
|
||||
print(" 作物:%s,单价:%d 元" % [selected_crop_name, crop_price])
|
||||
print(" 种植数量:%d 个地块" % plant_queue.size())
|
||||
print(" 作物总成本:%d 元" % total_crop_cost)
|
||||
print(" 服务费率:%.1f%%" % (COST_RATE * 100))
|
||||
print(" 基础费用:%d 元" % BASE_COST)
|
||||
print(" 总服务费:%d 元" % total_cost)
|
||||
print(" 玩家当前金钱:%d 元" % main_game.money)
|
||||
|
||||
# 检查金钱是否足够支付服务费
|
||||
if main_game.money < total_cost:
|
||||
Toast.show("金钱不足!%s需要服务费 %d 元(当前:%d 元)" % [plant_type, total_cost, main_game.money], Color.RED)
|
||||
return
|
||||
|
||||
# 扣除服务费
|
||||
main_game.money -= total_cost
|
||||
main_game._update_ui()
|
||||
|
||||
# 开始种植
|
||||
is_planting = true
|
||||
current_plant_index = 0
|
||||
plant_timer = 0.0
|
||||
|
||||
# 更新按钮状态为种植中
|
||||
_update_buttons_planting_state(true)
|
||||
|
||||
Toast.show("开始%s,预计种植 %d 个地块,服务费 %d 元" % [plant_type, plant_queue.size(), total_cost], Color.GREEN)
|
||||
|
||||
# 处理种植队列
|
||||
func _process_plant_queue():
|
||||
if current_plant_index >= plant_queue.size():
|
||||
# 种植完成
|
||||
_finish_planting()
|
||||
return
|
||||
|
||||
var lot_index = plant_queue[current_plant_index]
|
||||
|
||||
# 检查是否是随机种植模式
|
||||
if has_meta("random_plant_data"):
|
||||
# 随机种植模式:每个地块种植不同的种子
|
||||
var random_plant_data = get_meta("random_plant_data")
|
||||
if current_plant_index < random_plant_data.size():
|
||||
var plant_data = random_plant_data[current_plant_index]
|
||||
var seed_name = plant_data["seed_name"]
|
||||
|
||||
# 检查是否还有该种子和该地块是否仍可种植
|
||||
if _get_crop_count_in_bag(seed_name) > 0 and _can_plant_at_index(lot_index):
|
||||
# 执行随机种植
|
||||
_plant_at_index_with_seed(lot_index, seed_name)
|
||||
else:
|
||||
# 普通种植模式:所有地块种植相同的种子
|
||||
# 检查是否还有种子和该地块是否仍可种植
|
||||
if _get_crop_count_in_bag(selected_crop_name) > 0 and _can_plant_at_index(lot_index):
|
||||
# 执行种植
|
||||
_plant_at_index(lot_index)
|
||||
|
||||
current_plant_index += 1
|
||||
|
||||
# 完成种植
|
||||
func _finish_planting():
|
||||
is_planting = false
|
||||
|
||||
# 恢复按钮状态
|
||||
_update_buttons_planting_state(false)
|
||||
|
||||
# 清空队列
|
||||
plant_queue.clear()
|
||||
current_plant_index = 0
|
||||
|
||||
# 清理随机种植的元数据
|
||||
if has_meta("random_plant_data"):
|
||||
remove_meta("random_plant_data")
|
||||
|
||||
# 在指定索引处种植
|
||||
func _plant_at_index(lot_index: int):
|
||||
if network_manager and network_manager.sendPlantCrop(lot_index, selected_crop_name):
|
||||
pass
|
||||
else:
|
||||
print("发送种植请求失败:地块 %d" % lot_index)
|
||||
|
||||
# 在指定索引处种植指定种子(用于随机种植)
|
||||
func _plant_at_index_with_seed(lot_index: int, seed_name: String):
|
||||
if network_manager and network_manager.sendPlantCrop(lot_index, seed_name):
|
||||
pass
|
||||
else:
|
||||
print("发送种植请求失败:地块 %d,种子 %s" % [lot_index, seed_name])
|
||||
|
||||
# 检查指定索引的地块是否可以种植
|
||||
func _can_plant_at_index(index: int) -> bool:
|
||||
if index < 0 or index >= len(main_game.farm_lots):
|
||||
return false
|
||||
|
||||
var lot = main_game.farm_lots[index]
|
||||
|
||||
# 必须是已开垦且未种植的地块
|
||||
return lot.get("is_diged", false) and not lot.get("is_planted", false)
|
||||
|
||||
# 根据索引获取行号
|
||||
func _get_row_from_index(index: int) -> int:
|
||||
if index < 0:
|
||||
return -1
|
||||
return index / GRID_COLUMNS
|
||||
|
||||
# 根据索引获取列号
|
||||
func _get_column_from_index(index: int) -> int:
|
||||
if index < 0:
|
||||
return -1
|
||||
return index % GRID_COLUMNS
|
||||
|
||||
# 根据行列号获取索引
|
||||
func _get_index_from_row_column(row: int, column: int) -> int:
|
||||
if row < 0 or column < 0 or column >= GRID_COLUMNS:
|
||||
return -1
|
||||
|
||||
var index = row * GRID_COLUMNS + column
|
||||
if index >= len(main_game.farm_lots):
|
||||
return -1
|
||||
|
||||
return index
|
||||
|
||||
# 设置按钮提示文本
|
||||
func _setup_button_tooltips():
|
||||
full_screen_plant_btn.tooltip_text = "从第一个地块开始依次种植选定作物,直到种子用完或地块种完\n费用:种植总成本的20% + 500元基础费"
|
||||
one_row_plant_btn.tooltip_text = "在选定地块所在的行中从左到右依次种植\n点击此按钮后,再点击农场中的任意地块确定行位置\n费用:种植总成本的20% + 500元基础费"
|
||||
one_column_plant_btn.tooltip_text = "在选定地块所在的列中从上到下依次种植\n点击此按钮后,再点击农场中的任意地块确定列位置\n费用:种植总成本的20% + 500元基础费"
|
||||
nine_square_plant_btn.tooltip_text = "以选定地块为中心的3x3九宫格范围内种植\n点击此按钮后,再点击农场中的任意地块确定中心位置\n费用:种植总成本的20% + 500元基础费"
|
||||
cross_plant_btn.tooltip_text = "以选定地块为中心的十字形(上下左右+中心)种植\n点击此按钮后,再点击农场中的任意地块确定中心位置\n费用:种植总成本的20% + 500元基础费"
|
||||
random_plant_btn.tooltip_text = "获取背包中所有种子并打乱后随机种植到所有空地块\n自动使用背包中的各种种子,每个地块种植不同种子\n费用:种植总成本的20% + 500元基础费"
|
||||
|
||||
# 更新按钮状态
|
||||
func _update_buttons_planting_state(planting: bool):
|
||||
if planting:
|
||||
# 种植中,禁用所有种植按钮
|
||||
full_screen_plant_btn.disabled = true
|
||||
one_row_plant_btn.disabled = true
|
||||
one_column_plant_btn.disabled = true
|
||||
nine_square_plant_btn.disabled = true
|
||||
cross_plant_btn.disabled = true
|
||||
random_plant_btn.disabled = true
|
||||
|
||||
full_screen_plant_btn.text = "种植中..."
|
||||
one_row_plant_btn.text = "种植中..."
|
||||
one_column_plant_btn.text = "种植中..."
|
||||
nine_square_plant_btn.text = "种植中..."
|
||||
cross_plant_btn.text = "种植中..."
|
||||
random_plant_btn.text = "种植中..."
|
||||
else:
|
||||
# 种植完成,恢复按钮状态
|
||||
full_screen_plant_btn.disabled = false
|
||||
one_row_plant_btn.disabled = false
|
||||
one_column_plant_btn.disabled = false
|
||||
nine_square_plant_btn.disabled = false
|
||||
cross_plant_btn.disabled = false
|
||||
random_plant_btn.disabled = false
|
||||
|
||||
full_screen_plant_btn.text = "全屏种植"
|
||||
one_row_plant_btn.text = "行种植"
|
||||
one_column_plant_btn.text = "列种植"
|
||||
nine_square_plant_btn.text = "九宫格\n种植"
|
||||
cross_plant_btn.text = "十字法\n种植"
|
||||
random_plant_btn.text = "随机\n种植"
|
||||
|
||||
# 取消地块选择模式
|
||||
func cancel_lot_selection():
|
||||
if is_waiting_for_lot_selection:
|
||||
is_waiting_for_lot_selection = false
|
||||
pending_plant_type = ""
|
||||
Toast.show("已取消地块选择", Color.YELLOW)
|
||||
# 重新显示一键种植面板
|
||||
self.show()
|
||||
|
||||
# 停止当前种植过程
|
||||
func stop_planting():
|
||||
if is_planting:
|
||||
is_planting = false
|
||||
Toast.show("一键种植已停止", Color.YELLOW)
|
||||
_finish_planting()
|
||||
|
||||
#关闭一键种植面板
|
||||
func _on_quit_button_pressed() -> void:
|
||||
# 如果正在种植,先停止种植
|
||||
if is_planting:
|
||||
stop_planting()
|
||||
# 如果正在等待地块选择,取消选择
|
||||
elif is_waiting_for_lot_selection:
|
||||
cancel_lot_selection()
|
||||
return
|
||||
self.hide()
|
||||
pass
|
||||
@@ -1 +0,0 @@
|
||||
uid://rlk8e51pibtm
|
||||
@@ -1,229 +0,0 @@
|
||||
extends Panel
|
||||
|
||||
@onready var one_minute: Button = $Grid/OneMinute
|
||||
@onready var three_minutes: Button = $Grid/ThreeMinutes
|
||||
@onready var five_minutes: Button = $Grid/FiveMinutes
|
||||
@onready var ten_minutes: Button = $Grid/TenMinutes
|
||||
@onready var thirty_minutes: Button = $Grid/ThirtyMinutes
|
||||
@onready var one_hour: Button = $Grid/OneHour
|
||||
@onready var three_hours: Button = $Grid/ThreeHours
|
||||
@onready var five_hours: Button = $Grid/FiveHours
|
||||
|
||||
# 网络管理器引用,运行时获取
|
||||
@onready var network_manager = get_node("/root/main/UI/TCPNetworkManager")
|
||||
|
||||
# 在线礼包数据结构
|
||||
var online_gift_config = {
|
||||
"1分钟": {
|
||||
"time_seconds": 60,
|
||||
"rewards": {
|
||||
"money": 100,
|
||||
"experience": 50,
|
||||
"seeds": [{"name": "小麦", "count": 5}, {"name": "胡萝卜", "count": 3}]
|
||||
}
|
||||
},
|
||||
"3分钟": {
|
||||
"time_seconds": 180,
|
||||
"rewards": {
|
||||
"money": 250,
|
||||
"experience": 150,
|
||||
"seeds": [{"name": "胡萝卜", "count": 5}, {"name": "玉米", "count": 3}]
|
||||
}
|
||||
},
|
||||
"5分钟": {
|
||||
"time_seconds": 300,
|
||||
"rewards": {
|
||||
"money": 500,
|
||||
"experience": 250,
|
||||
"seeds": [{"name": "玉米", "count": 3}, {"name": "番茄", "count": 2}]
|
||||
}
|
||||
},
|
||||
|
||||
"10分钟": {
|
||||
"time_seconds": 600,
|
||||
"rewards": {
|
||||
"money": 500,
|
||||
"experience": 200,
|
||||
"seeds": [{"name": "玉米", "count": 3}, {"name": "番茄", "count": 2}]
|
||||
}
|
||||
},
|
||||
"30分钟": {
|
||||
"time_seconds": 1800,
|
||||
"rewards": {
|
||||
"money": 1200,
|
||||
"experience": 500,
|
||||
"seeds": [{"name": "草莓", "count": 2}, {"name": "花椰菜", "count": 1}]
|
||||
}
|
||||
},
|
||||
"1小时": {
|
||||
"time_seconds": 3600,
|
||||
"rewards": {
|
||||
"money": 2500,
|
||||
"experience": 1000,
|
||||
"seeds": [{"name": "葡萄", "count": 1}, {"name": "南瓜", "count": 1}, {"name": "咖啡豆", "count": 1}]
|
||||
}
|
||||
},
|
||||
"3小时": {
|
||||
"time_seconds": 10800,
|
||||
"rewards": {
|
||||
"money": 6000,
|
||||
"experience": 2500,
|
||||
"seeds": [{"name": "人参", "count": 1}, {"name": "藏红花", "count": 1}]
|
||||
}
|
||||
},
|
||||
"5小时": {
|
||||
"time_seconds": 18000,
|
||||
"rewards": {
|
||||
"money": 12000,
|
||||
"experience": 5000,
|
||||
"seeds": [{"name": "龙果", "count": 1}, {"name": "松露", "count": 1}, {"name": "月光草", "count": 1}]
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# 按钮映射
|
||||
var button_mapping = {}
|
||||
# 礼包领取状态
|
||||
var gift_claimed_status = {}
|
||||
# 在线开始时间
|
||||
var online_start_time: float = 0
|
||||
# 当前在线时长
|
||||
var current_online_duration: float = 0
|
||||
|
||||
func _ready():
|
||||
# 初始化按钮映射
|
||||
button_mapping = {
|
||||
"1分钟": one_minute,
|
||||
"3分钟": three_minutes,
|
||||
"5分钟": five_minutes,
|
||||
"10分钟": ten_minutes,
|
||||
"30分钟": thirty_minutes,
|
||||
"1小时": one_hour,
|
||||
"3小时": three_hours,
|
||||
"5小时": five_hours
|
||||
}
|
||||
|
||||
# 连接按钮信号
|
||||
for gift_name in button_mapping.keys():
|
||||
var button = button_mapping[gift_name]
|
||||
if button:
|
||||
button.pressed.connect(_on_gift_button_pressed.bind(gift_name))
|
||||
|
||||
# 初始化时禁用所有按钮
|
||||
disable_all_buttons()
|
||||
|
||||
#显示面板并请求最新数据
|
||||
func show_panel_and_request_data():
|
||||
show()
|
||||
move_to_front()
|
||||
request_online_gift_data()
|
||||
|
||||
#禁用所有礼包按钮
|
||||
func disable_all_buttons():
|
||||
for button in button_mapping.values():
|
||||
if button:
|
||||
button.disabled = true
|
||||
|
||||
#更新按钮状态
|
||||
func update_button_status():
|
||||
for gift_name in online_gift_config.keys():
|
||||
var config = online_gift_config[gift_name]
|
||||
var button = button_mapping[gift_name]
|
||||
|
||||
if not button:
|
||||
continue
|
||||
|
||||
var required_time = config["time_seconds"]
|
||||
var is_claimed = gift_claimed_status.get(gift_name, false)
|
||||
|
||||
if is_claimed:
|
||||
# 已领取
|
||||
button.disabled = true
|
||||
button.text = gift_name + "\n(已领取)"
|
||||
elif current_online_duration >= required_time:
|
||||
# 可以领取
|
||||
button.disabled = false
|
||||
button.text = gift_name + "\n(可领取)"
|
||||
else:
|
||||
# 时间未到
|
||||
button.disabled = true
|
||||
var remaining_time = required_time - current_online_duration
|
||||
button.text = gift_name + "\n(" + format_time(remaining_time) + ")"
|
||||
|
||||
#格式化时间显示
|
||||
func format_time(seconds: float) -> String:
|
||||
var hours = int(seconds / 3600)
|
||||
var minutes = int(int(seconds) % 3600 / 60)
|
||||
var secs = int(int(seconds) % 60)
|
||||
|
||||
if hours > 0:
|
||||
return "%d:%02d:%02d" % [hours, minutes, secs]
|
||||
else:
|
||||
return "%02d:%02d" % [minutes, secs]
|
||||
|
||||
#处理礼包按钮点击
|
||||
func _on_gift_button_pressed(gift_name: String):
|
||||
if gift_claimed_status.get(gift_name, false):
|
||||
Toast.show("该礼包已经领取过了!", Color.RED)
|
||||
return
|
||||
|
||||
# 发送领取请求到服务器
|
||||
request_claim_online_gift(gift_name)
|
||||
|
||||
#请求在线礼包数据
|
||||
func request_online_gift_data():
|
||||
network_manager.sendGetOnlineGiftData()
|
||||
|
||||
#请求领取在线礼包
|
||||
func request_claim_online_gift(gift_name: String):
|
||||
network_manager.sendClaimOnlineGift(gift_name)
|
||||
|
||||
#处理在线礼包数据响应
|
||||
func handle_online_gift_data_response(data: Dictionary):
|
||||
if data.has("claimed_gifts"):
|
||||
gift_claimed_status = data["claimed_gifts"]
|
||||
|
||||
if data.has("online_start_time"):
|
||||
online_start_time = data["online_start_time"]
|
||||
|
||||
# 直接使用服务端计算的在线时长
|
||||
if data.has("current_online_duration"):
|
||||
current_online_duration = data["current_online_duration"]
|
||||
|
||||
# 更新按钮状态
|
||||
update_button_status()
|
||||
|
||||
#处理领取在线礼包响应
|
||||
func handle_claim_online_gift_response(data: Dictionary):
|
||||
var success = data.get("success", false)
|
||||
var message = data.get("message", "")
|
||||
var gift_name = data.get("gift_name", "")
|
||||
|
||||
|
||||
if success:
|
||||
# 标记为已领取
|
||||
gift_claimed_status[gift_name] = true
|
||||
|
||||
# 显示奖励信息
|
||||
var rewards = data.get("rewards", {})
|
||||
var reward_text = "获得奖励: "
|
||||
|
||||
if rewards.has("money"):
|
||||
reward_text += "金币+" + str(rewards["money"]) + " "
|
||||
if rewards.has("experience"):
|
||||
reward_text += "经验+" + str(rewards["experience"]) + " "
|
||||
if rewards.has("seeds"):
|
||||
for seed in rewards["seeds"]:
|
||||
reward_text += seed["name"] + "x" + str(seed["count"]) + " "
|
||||
|
||||
Toast.show(reward_text, Color.GOLD)
|
||||
Toast.show(message, Color.GREEN)
|
||||
|
||||
# 更新按钮状态
|
||||
update_button_status()
|
||||
else:
|
||||
Toast.show(message, Color.RED)
|
||||
|
||||
#关闭在线礼包面板
|
||||
func _on_quit_button_pressed() -> void:
|
||||
self.hide()
|
||||
@@ -1 +0,0 @@
|
||||
uid://ccaqrb6sdwbux
|
||||
@@ -1,510 +0,0 @@
|
||||
extends Panel
|
||||
|
||||
# 背包格子容器
|
||||
@onready var player_bag_grid_container : GridContainer = $ScrollContainer/Bag_Grid
|
||||
@onready var quit_button : Button = $QuitButton
|
||||
|
||||
#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 land_panel = get_node("/root/main/UI/LandPanel")
|
||||
@onready var crop_store_panel = get_node("/root/main/UI/PlayerBagPanel")
|
||||
@onready var player_ranking_panel = get_node("/root/main/UI/PlayerRankingPanel")
|
||||
@onready var player_bag_panel = get_node("/root/main/UI/PlayerBagPanel")
|
||||
@onready var network_manager = get_node("/root/main/UI/TCPNetworkManager")
|
||||
|
||||
# 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()
|
||||
|
||||
# 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():
|
||||
# 清空玩家背包格子
|
||||
for child in player_bag_grid_container.get_children():
|
||||
child.queue_free()
|
||||
|
||||
# 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()
|
||||
#print("更新背包UI,背包中物品数量:", main_game.player_bag.size())
|
||||
|
||||
# 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.get("quality", "普通")
|
||||
var crop_count = seed_item["count"]
|
||||
#print("背包物品:", crop_name, " 数量:", crop_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
|
||||
button.text = str(crop_quality + "-" + crop_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:
|
||||
# 安全获取品质字段(兼容老数据)
|
||||
var item_quality = seed_item.get("quality", "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
|
||||
|
||||
# 执行排序
|
||||
if current_sort_ascending:
|
||||
return a["data"][current_sort_key] < b["data"][current_sort_key]
|
||||
else:
|
||||
return a["data"][current_sort_key] > b["data"][current_sort_key]
|
||||
|
||||
# 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
|
||||
button.text = str(crop_quality + "-" + crop_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: " + crop_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):
|
||||
# 显示种子信息
|
||||
var info_text = ""
|
||||
|
||||
if main_game.can_planted_crop.has(crop_name):
|
||||
var crop = main_game.can_planted_crop[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 + "-" + crop_name + " (数量: " + str(crop_count) + ")\n"
|
||||
info_text += "价格: " + str(price) + "元, 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)
|
||||
print("查看种子信息: ", info_text)
|
||||
|
||||
# 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 network_manager and network_manager.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
|
||||
print("进入种植模式:", plant_type)
|
||||
|
||||
# 退出种植模式
|
||||
func _exit_planting_mode():
|
||||
is_planting_mode = false
|
||||
planting_type = ""
|
||||
one_click_plant_panel = null
|
||||
print("退出种植模式")
|
||||
|
||||
|
||||
# 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:
|
||||
print("背包加载作物成熟图片:", 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("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:
|
||||
print("背包加载作物 ", crop_name, " 的 ", textures.size(), " 帧图片")
|
||||
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
|
||||
print("背包更新作物图片:", crop_name)
|
||||
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("种子背包已刷新", Color.GREEN, 2.0, 1.0)
|
||||
|
||||
# 关闭面板
|
||||
func _on_quit_button_pressed():
|
||||
#打开面板后暂时禁用相机功能
|
||||
GlobalVariables.isZoomDisabled = false
|
||||
# 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()
|
||||
#=========================面板通用处理=========================
|
||||
@@ -1 +0,0 @@
|
||||
uid://cgr332wsx63a8
|
||||
@@ -3,7 +3,7 @@
|
||||
[ext_resource type="Texture2D" uid="uid://dsln1w1aqgf1k" path="res://assets/游戏UI/玩家默认头像.webp" id="1_sgoxp"]
|
||||
[ext_resource type="Script" uid="uid://0d2j5m6j2ema" path="res://Components/HTTPTextureRect.gd" id="2_ky0k8"]
|
||||
|
||||
[node name="player_ranking_item" type="VBoxContainer"]
|
||||
[node name="PlayerRankingItem" type="VBoxContainer"]
|
||||
offset_right = 1152.0
|
||||
offset_bottom = 82.0
|
||||
|
||||
|
||||
@@ -1,314 +0,0 @@
|
||||
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 land_panel = get_node("/root/main/UI/LandPanel")
|
||||
@onready var crop_store_panel = get_node("/root/main/UI/PlayerBagPanel")
|
||||
@onready var player_ranking_panel = get_node("/root/main/UI/PlayerRankingPanel")
|
||||
@onready var player_bag_panel = get_node("/root/main/UI/PlayerBagPanel")
|
||||
@onready var network_manager = get_node("/root/main/UI/TCPNetworkManager")
|
||||
|
||||
# 排序状态管理
|
||||
var current_sort_by = "level" # 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/player_ranking_item
|
||||
|
||||
func _ready() -> void:
|
||||
# 隐藏模板
|
||||
player_info_template.visible = false
|
||||
|
||||
# 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("level"))
|
||||
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("money"))
|
||||
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", "level", "online_time", "login_time", "like_num", "money"]
|
||||
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 network_manager:
|
||||
register_player_num.text = "网络管理器不可用"
|
||||
register_player_num.modulate = Color.RED
|
||||
return false
|
||||
|
||||
if not network_manager.is_connected_to_server():
|
||||
register_player_num.text = "未连接服务器"
|
||||
register_player_num.modulate = Color.RED
|
||||
return false
|
||||
|
||||
var success = network_manager.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):
|
||||
# 复制模板
|
||||
var player_entry = player_info_template.duplicate()
|
||||
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("user_name", "未知")
|
||||
var display_name = player_data.get("player_name", 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("level", 0)))
|
||||
player_money.text = "金币: " + str(int(player_data.get("money", 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("total_login_time", "0时0分0秒")
|
||||
player_last_login_time.text = "最后登录: " + player_data.get("last_login_time", "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 network_manager or not network_manager.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 network_manager and network_manager.has_method("sendVisitPlayer"):
|
||||
var success = network_manager.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)
|
||||
|
||||
# 刷新按钮点击
|
||||
func _on_refresh_button_pressed():
|
||||
# 检查网络连接
|
||||
if not network_manager or not network_manager.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()
|
||||
|
||||
#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()
|
||||
@@ -1 +0,0 @@
|
||||
uid://fk4q3x6uqydd
|
||||
@@ -1,22 +0,0 @@
|
||||
extends ProgressBar
|
||||
|
||||
var target_value: float = 0.0
|
||||
var animation_speed: float = 2.0
|
||||
|
||||
func _ready():
|
||||
# 初始化进度条的颜色
|
||||
modulate = Color(0.6, 0, 0.0) # 从红色到绿色的渐变
|
||||
|
||||
func _process(delta):
|
||||
update_progress_visuals()
|
||||
|
||||
func set_target_value(new_value: float):
|
||||
value = new_value
|
||||
|
||||
func update_progress_visuals():
|
||||
# 改变进度条的颜色
|
||||
var fill_ratio = value / max_value
|
||||
modulate = Color(0.6 - fill_ratio, fill_ratio, 0.0) # 从红色到绿色的渐变
|
||||
#modulate = Color(1.0 - fill_ratio, fill_ratio, 0.0) # 从红色到绿色的渐变
|
||||
#modulate = Color(0.0, 1.0 - fill_ratio, fill_ratio) # 从蓝色到绿色的渐变
|
||||
#modulate = Color(0.0, 1.0 - fill_ratio, fill_ratio * 0.75) # 从绿色到淡蓝色的渐变
|
||||
@@ -1 +0,0 @@
|
||||
uid://xh5tr5co5kfu
|
||||
@@ -1,500 +0,0 @@
|
||||
extends Panel
|
||||
|
||||
#种子商店面板
|
||||
#种子商店格子
|
||||
@onready var crop_grid_container : GridContainer = $ScrollContainer/Crop_Grid
|
||||
@onready var quit_button : Button = $QuitButton
|
||||
|
||||
#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 land_panel = get_node("/root/main/UI/LandPanel")
|
||||
@onready var crop_store_panel = get_node("/root/main/UI/PlayerBagPanel")
|
||||
@onready var player_ranking_panel = get_node("/root/main/UI/PlayerRankingPanel")
|
||||
@onready var player_bag_panel = get_node("/root/main/UI/PlayerBagPanel")
|
||||
@onready var network_manager = get_node("/root/main/UI/TCPNetworkManager")
|
||||
|
||||
# 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 = {}
|
||||
|
||||
# 当前过滤和排序设置
|
||||
var current_filter_quality = ""
|
||||
var current_sort_key = ""
|
||||
var current_sort_ascending = true
|
||||
|
||||
# 准备函数
|
||||
func _ready():
|
||||
# 连接按钮信号
|
||||
_connect_buttons()
|
||||
# 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"))
|
||||
|
||||
# 初始化商店
|
||||
func init_store():
|
||||
print("初始化商店...")
|
||||
|
||||
# 清空已有的作物按钮
|
||||
for child in crop_grid_container.get_children():
|
||||
child.queue_free()
|
||||
|
||||
# 遍历可种植的作物数据并添加到商店
|
||||
print("初始化商店,显示所有作物...")
|
||||
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
|
||||
|
||||
# 只显示当前等级可以种植的作物
|
||||
if crop["等级"] <= main_game.level:
|
||||
var store_btn = _create_store_button(crop_name, crop["品质"])
|
||||
crop_grid_container.add_child(store_btn)
|
||||
#print("添加商店按钮: " + crop_name)
|
||||
|
||||
print("商店初始化完成,共添加按钮: " + str(crop_grid_container.get_child_count()) + "个")
|
||||
|
||||
# 更新金钱显示
|
||||
_update_money_display()
|
||||
|
||||
# 创建商店按钮
|
||||
func _create_store_button(crop_name: String, crop_quality: String) -> Button:
|
||||
# 根据品质选择相应的按钮
|
||||
var button = null
|
||||
match crop_quality:
|
||||
"普通":
|
||||
button = main_game.green_bar.duplicate()
|
||||
"优良":
|
||||
button = main_game.orange_bar.duplicate()
|
||||
"稀有":
|
||||
button = main_game.white_blue_bar.duplicate()
|
||||
"史诗":
|
||||
button = main_game.pink_bar.duplicate()
|
||||
"传奇":
|
||||
button = main_game.black_blue_bar.duplicate()
|
||||
_: # 默认情况
|
||||
button = main_game.green_bar.duplicate()
|
||||
|
||||
var crop = main_game.can_planted_crop[crop_name]
|
||||
|
||||
# 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,显示价格
|
||||
button.text = str(crop_quality + "-" + crop_name + "\n价格: ¥" + str(crop["花费"]))
|
||||
|
||||
# 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: " + crop_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"])
|
||||
)
|
||||
|
||||
# 添加按钮事件
|
||||
button.pressed.connect(func(): _on_store_buy_pressed(crop_name))
|
||||
|
||||
# 更新按钮的作物图片
|
||||
_update_button_crop_image(button, crop_name)
|
||||
|
||||
# 如果按钮有标题标签,设置标题
|
||||
if button.has_node("Title"):
|
||||
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
|
||||
|
||||
return button
|
||||
|
||||
# 购买种子事件处理
|
||||
func _on_store_buy_pressed(crop_name: String):
|
||||
print("购买种子: " + crop_name)
|
||||
var crop = main_game.can_planted_crop[crop_name]
|
||||
|
||||
# 检查等级要求
|
||||
if main_game.level < crop["等级"]:
|
||||
Toast.show("等级不足,无法购买此种子", Color.RED)
|
||||
return
|
||||
|
||||
# 检查金钱是否足够
|
||||
if main_game.money < crop["花费"]:
|
||||
Toast.show("金钱不足,无法购买种子", Color.RED)
|
||||
return
|
||||
|
||||
# 发送购买请求到服务器
|
||||
if network_manager and network_manager.sendBuySeed(crop_name):
|
||||
|
||||
# 将种子添加到背包
|
||||
var found = false
|
||||
for seed_item in main_game.player_bag:
|
||||
if seed_item["name"] == crop_name:
|
||||
seed_item["count"] += 1
|
||||
found = true
|
||||
break
|
||||
|
||||
if not found:
|
||||
main_game.player_bag.append({
|
||||
"name": crop_name,
|
||||
"quality": crop["品质"],
|
||||
"count": 1
|
||||
})
|
||||
|
||||
# 显示购买成功消息
|
||||
Toast.show("购买了" + crop["品质"] + "-" + crop_name + "种子", Color.GREEN)
|
||||
|
||||
# 更新背包UI
|
||||
crop_store_panel.update_player_bag_ui()
|
||||
|
||||
# 更新金钱显示
|
||||
_update_money_display()
|
||||
|
||||
# 关闭面板
|
||||
func _on_quit_button_pressed():
|
||||
print("关闭商店面板")
|
||||
self.hide()
|
||||
|
||||
# 按品质过滤作物
|
||||
func _filter_by_quality(quality: String):
|
||||
current_filter_quality = quality
|
||||
print("过滤作物,品质: " + (quality if quality != "" else "全部"))
|
||||
_apply_filter_and_sort()
|
||||
|
||||
# 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
|
||||
|
||||
print("排序作物,键: " + sort_key + ",升序: " + str(current_sort_ascending))
|
||||
_apply_filter_and_sort()
|
||||
|
||||
# 应用过滤和排序
|
||||
func _apply_filter_and_sort():
|
||||
# 清空现有按钮
|
||||
for child in crop_grid_container.get_children():
|
||||
child.queue_free()
|
||||
|
||||
# 收集符合条件的作物
|
||||
var filtered_crops = []
|
||||
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
|
||||
|
||||
# 检查等级和品质过滤
|
||||
if crop["等级"] > main_game.level:
|
||||
continue
|
||||
|
||||
if current_filter_quality != "" and crop["品质"] != current_filter_quality:
|
||||
continue
|
||||
|
||||
# 添加到过滤后的列表
|
||||
filtered_crops.append({
|
||||
"name": crop_name,
|
||||
"data": crop
|
||||
})
|
||||
|
||||
# 如果有排序条件,进行排序
|
||||
if current_sort_key != "":
|
||||
filtered_crops.sort_custom(Callable(self, "_sort_crop_items"))
|
||||
|
||||
# 添加所有过滤和排序后的作物
|
||||
for crop in filtered_crops:
|
||||
var store_btn = _create_store_button(crop["name"], crop["data"]["品质"])
|
||||
crop_grid_container.add_child(store_btn)
|
||||
|
||||
# 更新金钱显示
|
||||
_update_money_display()
|
||||
|
||||
# 自定义排序函数
|
||||
func _sort_crop_items(a, b):
|
||||
if current_sort_ascending:
|
||||
return a["data"][current_sort_key] < b["data"][current_sort_key]
|
||||
else:
|
||||
return a["data"][current_sort_key] > b["data"][current_sort_key]
|
||||
|
||||
# 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"
|
||||
print("更新商店金钱显示:" + str(main_game.money))
|
||||
|
||||
# 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)
|
||||
|
||||
# 获取作物的最后一帧图片(用于商店显示)
|
||||
func _get_crop_final_texture(crop_name: String) -> Texture2D:
|
||||
"""
|
||||
获取作物的最后一帧图片,用于商店和背包显示
|
||||
如果作物图片不存在,使用默认图片的最后一帧
|
||||
"""
|
||||
# 先尝试从主游戏的缓存中获取
|
||||
if main_game and main_game.crop_textures_cache.has(crop_name):
|
||||
var textures = main_game.crop_textures_cache[crop_name]
|
||||
if textures.size() > 0:
|
||||
return textures[textures.size() - 1] # 返回最后一帧
|
||||
|
||||
# 如果主游戏缓存中没有,自己加载
|
||||
var textures = _load_crop_textures(crop_name)
|
||||
if textures.size() > 0:
|
||||
return textures[textures.size() - 1] # 返回最后一帧
|
||||
|
||||
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:
|
||||
"""
|
||||
加载指定作物的所有序列帧图片
|
||||
"""
|
||||
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:
|
||||
print("商店加载作物 ", crop_name, " 的 ", textures.size(), " 帧图片")
|
||||
else:
|
||||
print("商店: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("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:
|
||||
"""
|
||||
加载默认作物图片
|
||||
"""
|
||||
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()
|
||||
|
||||
print("商店加载了 ", 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):
|
||||
"""
|
||||
更新按钮中的作物图片
|
||||
"""
|
||||
# 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)
|
||||
@@ -1 +0,0 @@
|
||||
uid://mtfp0ct42nrx
|
||||
@@ -1,431 +0,0 @@
|
||||
extends Panel
|
||||
|
||||
#获取玩家要操作的地块序号
|
||||
var selected_lot_index = 0
|
||||
|
||||
#预添加常用的面板
|
||||
@onready var main_game = get_node("/root/main")
|
||||
@onready var land_panel = get_node("/root/main/UI/LandPanel")
|
||||
@onready var crop_store_panel = get_node("/root/main/UI/PlayerBagPanel")
|
||||
@onready var player_ranking_panel = get_node("/root/main/UI/PlayerRankingPanel")
|
||||
@onready var player_bag_panel = get_node("/root/main/UI/PlayerBagPanel")
|
||||
@onready var network_manager = get_node("/root/main/UI/TCPNetworkManager")
|
||||
|
||||
@onready var quit_button :Button = $Quit_Button
|
||||
@onready var dig_button: Button = $Grid/Dig_Button
|
||||
@onready var water_button: Button = $Grid/Water_Button
|
||||
@onready var fertilize_button: Button = $Grid/Fertilize_Button
|
||||
@onready var upgrade_button: Button = $Grid/Upgrade_Button
|
||||
@onready var plant_button: Button = $Grid/Plant_Button
|
||||
@onready var remove_button: Button = $Grid/Remove_Button
|
||||
@onready var harvest_button: Button = $Grid/Harvest_Button
|
||||
|
||||
|
||||
func _ready():
|
||||
self.hide()
|
||||
quit_button.pressed.connect(self._on_quit_button_pressed)
|
||||
dig_button.pressed.connect(self._on_dig_button_pressed)
|
||||
water_button.pressed.connect(self._on_water_button_pressed)
|
||||
fertilize_button.pressed.connect(self._on_fertilize_button_pressed)
|
||||
upgrade_button.pressed.connect(self._on_upgrade_button_pressed)
|
||||
plant_button.pressed.connect(self._on_plant_button_pressed)
|
||||
remove_button.pressed.connect(self._on_remove_button_pressed)
|
||||
harvest_button.pressed.connect(self._on_harvest_button_pressed)
|
||||
|
||||
# 显示浇水、施肥、升级按钮
|
||||
water_button.visible = true
|
||||
fertilize_button.visible = true
|
||||
upgrade_button.visible = true
|
||||
|
||||
_update_button_texts()
|
||||
|
||||
# 显示面板时更新按钮状态
|
||||
func show_panel():
|
||||
self.show()
|
||||
_update_button_texts()
|
||||
_update_button_availability()
|
||||
|
||||
# 更新按钮可用性
|
||||
func _update_button_availability():
|
||||
if main_game.is_visiting_mode:
|
||||
# 访问模式下禁用一些按钮
|
||||
dig_button.hide()
|
||||
remove_button.hide()
|
||||
upgrade_button.hide()
|
||||
plant_button.hide()
|
||||
|
||||
# 启用允许的按钮
|
||||
water_button.show()
|
||||
fertilize_button.show()
|
||||
harvest_button.show()
|
||||
else:
|
||||
# 自己农场模式下启用所有按钮
|
||||
dig_button.show()
|
||||
remove_button.show()
|
||||
upgrade_button.show()
|
||||
plant_button.show()
|
||||
water_button.show()
|
||||
fertilize_button.show()
|
||||
harvest_button.show()
|
||||
|
||||
# 更新按钮文本
|
||||
func _update_button_texts():
|
||||
# 根据是否访问模式显示不同的按钮文本
|
||||
if main_game.is_visiting_mode:
|
||||
water_button.text = "帮助浇水"+"\n¥50"
|
||||
fertilize_button.text = "帮助施肥"+"\n¥150"
|
||||
harvest_button.text = "偷菜"
|
||||
else:
|
||||
dig_button.text = "开垦"+"\n¥"+str(main_game.dig_money)
|
||||
remove_button.text = "铲除"+"\n¥500"
|
||||
water_button.text = "浇水"+"\n¥50"
|
||||
fertilize_button.text = "施肥"+"\n¥150"
|
||||
|
||||
# 升级按钮动态显示
|
||||
_update_upgrade_button_text()
|
||||
|
||||
harvest_button.text = "收获"
|
||||
|
||||
# 更新升级按钮文本
|
||||
func _update_upgrade_button_text():
|
||||
if not main_game or not main_game.farm_lots:
|
||||
upgrade_button.text = "升级\n¥1000"
|
||||
return
|
||||
|
||||
if selected_lot_index >= 0 and selected_lot_index < main_game.farm_lots.size():
|
||||
var lot = main_game.farm_lots[selected_lot_index]
|
||||
var current_level = int(lot.get("土地等级", 0)) # 确保是整数
|
||||
|
||||
var upgrade_config = {
|
||||
0: {"cost": 1000, "name": "黄土地"},
|
||||
1: {"cost": 2000, "name": "红土地"},
|
||||
2: {"cost": 4000, "name": "紫土地"},
|
||||
3: {"cost": 8000, "name": "黑土地"}
|
||||
}
|
||||
|
||||
if current_level >= 4:
|
||||
upgrade_button.text = "已满级"
|
||||
elif upgrade_config.has(current_level):
|
||||
var config = upgrade_config[current_level]
|
||||
upgrade_button.text = "升级到\n" + config["name"] + "\n¥" + str(config["cost"])
|
||||
else:
|
||||
upgrade_button.text = "等级异常\n" + str(current_level)
|
||||
else:
|
||||
upgrade_button.text = "选择地块"
|
||||
|
||||
#开垦
|
||||
func _on_dig_button_pressed():
|
||||
# 检查是否处于访问模式
|
||||
if main_game.is_visiting_mode:
|
||||
Toast.show("访问模式下无法开垦土地", Color.ORANGE, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 检查玩家金钱是否足够
|
||||
var dig_cost = main_game.dig_money
|
||||
if main_game.money < dig_cost:
|
||||
Toast.show("金钱不足,开垦土地需要 " + str(dig_cost) + " 金钱", Color.RED, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 检查地块是否已经开垦
|
||||
var lot = main_game.farm_lots[selected_lot_index]
|
||||
if lot.get("is_diged", false):
|
||||
Toast.show("此地块已经开垦过了", Color.ORANGE, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 发送开垦土地请求到服务器
|
||||
if network_manager and network_manager.is_connected_to_server():
|
||||
if network_manager.sendDigGround(selected_lot_index):
|
||||
self.hide()
|
||||
else:
|
||||
Toast.show("发送开垦请求失败", Color.RED, 2.0, 1.0)
|
||||
self.hide()
|
||||
else:
|
||||
Toast.show("网络未连接,无法开垦土地", Color.RED, 2.0, 1.0)
|
||||
self.hide()
|
||||
|
||||
#浇水
|
||||
func _on_water_button_pressed():
|
||||
# 检查玩家金钱是否足够(无论是否访问模式都检查自己的钱)
|
||||
var water_cost = 50
|
||||
var my_money = main_game.money
|
||||
|
||||
# 如果是访问模式,需要检查自己的原始金钱数据
|
||||
if main_game.is_visiting_mode:
|
||||
my_money = main_game.original_player_data.get("money", 0)
|
||||
|
||||
if my_money < water_cost:
|
||||
var action_text = "帮助浇水" if main_game.is_visiting_mode else "浇水"
|
||||
Toast.show("金钱不足," + action_text + "需要 " + str(water_cost) + " 金钱", Color.RED, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 检查地块状态
|
||||
var lot = main_game.farm_lots[selected_lot_index]
|
||||
if not lot.get("is_planted", false) or lot.get("crop_type", "") == "":
|
||||
Toast.show("此地块没有种植作物", Color.ORANGE, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 检查作物是否已死亡
|
||||
if lot.get("is_dead", false):
|
||||
Toast.show("死亡的作物无法浇水", Color.ORANGE, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 检查是否已经成熟
|
||||
if lot.get("grow_time", 0) >= lot.get("max_grow_time", 1):
|
||||
Toast.show("作物已经成熟,无需浇水", Color.ORANGE, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 检查是否已经浇过水
|
||||
var current_time = Time.get_unix_time_from_system()
|
||||
var last_water_time = lot.get("浇水时间", 0)
|
||||
var water_cooldown = 3600 # 1小时冷却时间
|
||||
|
||||
if current_time - last_water_time < water_cooldown:
|
||||
var remaining_time = water_cooldown - (current_time - last_water_time)
|
||||
var remaining_minutes = int(remaining_time / 60)
|
||||
var remaining_seconds = int(remaining_time) % 60
|
||||
Toast.show("浇水冷却中,还需等待 " + str(remaining_minutes) + " 分钟 " + str(remaining_seconds) + " 秒", Color.ORANGE, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 发送浇水请求到服务器
|
||||
var target_username = ""
|
||||
if main_game.is_visiting_mode:
|
||||
target_username = main_game.visited_player_data.get("user_name", "")
|
||||
|
||||
if network_manager and network_manager.is_connected_to_server():
|
||||
if network_manager.sendWaterCrop(selected_lot_index, target_username):
|
||||
self.hide()
|
||||
else:
|
||||
Toast.show("发送浇水请求失败", Color.RED, 2.0, 1.0)
|
||||
self.hide()
|
||||
else:
|
||||
var action_text = "帮助浇水" if main_game.is_visiting_mode else "浇水"
|
||||
Toast.show("网络未连接,无法" + action_text, Color.RED, 2.0, 1.0)
|
||||
self.hide()
|
||||
|
||||
#施肥
|
||||
func _on_fertilize_button_pressed():
|
||||
# 检查玩家金钱是否足够(无论是否访问模式都检查自己的钱)
|
||||
var fertilize_cost = 150
|
||||
var my_money = main_game.money
|
||||
|
||||
# 如果是访问模式,需要检查自己的原始金钱数据
|
||||
if main_game.is_visiting_mode:
|
||||
my_money = main_game.original_player_data.get("money", 0)
|
||||
|
||||
if my_money < fertilize_cost:
|
||||
var action_text = "帮助施肥" if main_game.is_visiting_mode else "施肥"
|
||||
Toast.show("金钱不足," + action_text + "需要 " + str(fertilize_cost) + " 金钱", Color.RED, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 检查地块状态
|
||||
var lot = main_game.farm_lots[selected_lot_index]
|
||||
if not lot.get("is_planted", false) or lot.get("crop_type", "") == "":
|
||||
Toast.show("此地块没有种植作物", Color.ORANGE, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 检查作物是否已死亡
|
||||
if lot.get("is_dead", false):
|
||||
Toast.show("死亡的作物无法施肥", Color.ORANGE, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 检查是否已经成熟
|
||||
if lot.get("grow_time", 0) >= lot.get("max_grow_time", 1):
|
||||
Toast.show("作物已经成熟,无需施肥", Color.ORANGE, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 检查是否已经施过肥
|
||||
if lot.get("已施肥", false):
|
||||
Toast.show("此作物已经施过肥了", Color.ORANGE, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 发送施肥请求到服务器
|
||||
var target_username = ""
|
||||
if main_game.is_visiting_mode:
|
||||
target_username = main_game.visited_player_data.get("user_name", "")
|
||||
|
||||
if network_manager and network_manager.is_connected_to_server():
|
||||
if network_manager.sendFertilizeCrop(selected_lot_index, target_username):
|
||||
self.hide()
|
||||
else:
|
||||
Toast.show("发送施肥请求失败", Color.RED, 2.0, 1.0)
|
||||
self.hide()
|
||||
else:
|
||||
var action_text = "帮助施肥" if main_game.is_visiting_mode else "施肥"
|
||||
Toast.show("网络未连接,无法" + action_text, Color.RED, 2.0, 1.0)
|
||||
self.hide()
|
||||
|
||||
#升级
|
||||
func _on_upgrade_button_pressed():
|
||||
# 检查是否处于访问模式
|
||||
if main_game.is_visiting_mode:
|
||||
Toast.show("访问模式下无法升级", Color.ORANGE, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 检查地块索引是否有效
|
||||
if selected_lot_index < 0 or selected_lot_index >= main_game.farm_lots.size():
|
||||
Toast.show("无效的地块选择", Color.RED, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 获取地块数据
|
||||
var lot = main_game.farm_lots[selected_lot_index]
|
||||
|
||||
# 检查地块是否已开垦
|
||||
if not lot.get("is_diged", false):
|
||||
Toast.show("此地块尚未开垦", Color.ORANGE, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 获取当前土地等级和升级配置
|
||||
var current_level = int(lot.get("土地等级", 0)) # 确保是整数
|
||||
print("当前选择地块索引: ", selected_lot_index)
|
||||
print("当前土地等级: ", current_level, " (类型: ", typeof(current_level), ")")
|
||||
|
||||
var upgrade_config = {
|
||||
0: {"cost": 1000, "name": "黄土地", "speed": "2倍"},
|
||||
1: {"cost": 2000, "name": "红土地", "speed": "4倍"},
|
||||
2: {"cost": 4000, "name": "紫土地", "speed": "6倍"},
|
||||
3: {"cost": 8000, "name": "黑土地", "speed": "10倍"}
|
||||
}
|
||||
|
||||
# 检查是否已达到最高等级
|
||||
if current_level >= 4:
|
||||
Toast.show("此土地已达到最高等级(黑土地)", Color.ORANGE, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 检查土地等级是否有效
|
||||
if not upgrade_config.has(current_level):
|
||||
Toast.show("土地等级数据异常,当前等级: " + str(current_level), Color.RED, 2.0, 1.0)
|
||||
print("土地等级异常,当前等级: ", current_level, ",可用等级: ", upgrade_config.keys())
|
||||
self.hide()
|
||||
return
|
||||
|
||||
var config = upgrade_config[current_level]
|
||||
var upgrade_cost = config["cost"]
|
||||
var next_name = config["name"]
|
||||
var speed_info = config["speed"]
|
||||
|
||||
# 检查玩家金钱是否足够
|
||||
if main_game.money < upgrade_cost:
|
||||
Toast.show("金钱不足,升级到" + next_name + "需要 " + str(upgrade_cost) + " 金钱", Color.RED, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 发送升级请求到服务器
|
||||
if network_manager and network_manager.is_connected_to_server():
|
||||
print("发送升级请求,地块索引: ", selected_lot_index, ",当前等级: ", current_level)
|
||||
if network_manager.sendUpgradeLand(selected_lot_index):
|
||||
self.hide()
|
||||
else:
|
||||
Toast.show("发送升级请求失败", Color.RED, 2.0, 1.0)
|
||||
self.hide()
|
||||
else:
|
||||
Toast.show("网络未连接,无法升级土地", Color.RED, 2.0, 1.0)
|
||||
self.hide()
|
||||
|
||||
#种植
|
||||
func _on_plant_button_pressed():
|
||||
# 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)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
player_bag_panel.show()
|
||||
self.hide()
|
||||
pass
|
||||
#铲除
|
||||
func _on_remove_button_pressed():
|
||||
# 检查是否处于访问模式
|
||||
if main_game.is_visiting_mode:
|
||||
Toast.show("访问模式下无法铲除作物", Color.ORANGE, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 检查玩家金钱是否足够
|
||||
var removal_cost = 500
|
||||
if main_game.money < removal_cost:
|
||||
Toast.show("金钱不足,铲除作物需要 " + str(removal_cost) + " 金钱", Color.RED, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 检查地块是否有作物
|
||||
var lot = main_game.farm_lots[selected_lot_index]
|
||||
if not lot.get("is_planted", false) or lot.get("crop_type", "") == "":
|
||||
Toast.show("此地块没有种植作物", Color.ORANGE, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 发送铲除作物请求到服务器
|
||||
if network_manager and network_manager.is_connected_to_server():
|
||||
if network_manager.sendRemoveCrop(selected_lot_index):
|
||||
self.hide()
|
||||
else:
|
||||
Toast.show("发送铲除请求失败", Color.RED, 2.0, 1.0)
|
||||
self.hide()
|
||||
else:
|
||||
Toast.show("网络未连接,无法铲除作物", Color.RED, 2.0, 1.0)
|
||||
self.hide()
|
||||
pass
|
||||
|
||||
#收获
|
||||
func _on_harvest_button_pressed():
|
||||
# 检查地块状态
|
||||
var lot = main_game.farm_lots[selected_lot_index]
|
||||
if not lot.get("is_planted", false) or lot.get("crop_type", "") == "":
|
||||
Toast.show("此地块没有种植作物", Color.ORANGE, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 检查作物是否成熟
|
||||
if lot.get("grow_time", 0) < lot.get("max_grow_time", 1) and not lot.get("is_dead", false):
|
||||
Toast.show("作物尚未成熟", Color.ORANGE, 2.0, 1.0)
|
||||
self.hide()
|
||||
return
|
||||
|
||||
# 发送收获请求到服务器
|
||||
var target_username = ""
|
||||
if main_game.is_visiting_mode:
|
||||
target_username = main_game.visited_player_data.get("user_name", "")
|
||||
|
||||
if network_manager and network_manager.is_connected_to_server():
|
||||
if network_manager.sendHarvestCrop(selected_lot_index, target_username):
|
||||
self.hide()
|
||||
else:
|
||||
Toast.show("发送收获请求失败", Color.RED, 2.0, 1.0)
|
||||
self.hide()
|
||||
else:
|
||||
var action_text = "偷菜" if main_game.is_visiting_mode else "收获"
|
||||
Toast.show("网络未连接,无法" + action_text, Color.RED, 2.0, 1.0)
|
||||
self.hide()
|
||||
pass
|
||||
|
||||
#退出
|
||||
func _on_quit_button_pressed():
|
||||
self.hide()
|
||||
pass
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
uid://bljtkxil64h14
|
||||
@@ -1,190 +0,0 @@
|
||||
[gd_scene load_steps=2 format=3 uid="uid://cbhitturvihqj"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://cka0r4g8tbf0" path="res://GUI/LoginPanel.gd" id="1_xnwaq"]
|
||||
|
||||
[node name="LoginPanel" type="PanelContainer"]
|
||||
offset_left = 449.0
|
||||
offset_top = 77.0
|
||||
offset_right = 952.0
|
||||
offset_bottom = 550.0
|
||||
script = ExtResource("1_xnwaq")
|
||||
|
||||
[node name="VBox" type="VBoxContainer" parent="."]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="Title" type="Label" parent="VBox"]
|
||||
modulate = Color(1, 1, 0.537255, 1)
|
||||
layout_mode = 2
|
||||
theme_override_colors/font_shadow_color = Color(0, 0, 0, 1)
|
||||
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
|
||||
theme_override_constants/shadow_offset_x = 5
|
||||
theme_override_constants/shadow_offset_y = 5
|
||||
theme_override_constants/outline_size = 15
|
||||
theme_override_constants/shadow_outline_size = 15
|
||||
theme_override_font_sizes/font_size = 30
|
||||
text = "登录/注册面板"
|
||||
horizontal_alignment = 1
|
||||
vertical_alignment = 1
|
||||
|
||||
[node name="UserName" type="HBoxContainer" parent="VBox"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="Label" type="Label" parent="VBox/UserName"]
|
||||
layout_mode = 2
|
||||
theme_override_font_sizes/font_size = 20
|
||||
text = "账号"
|
||||
horizontal_alignment = 1
|
||||
vertical_alignment = 1
|
||||
|
||||
[node name="username_input" type="LineEdit" parent="VBox/UserName"]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
theme_override_font_sizes/font_size = 20
|
||||
placeholder_text = "请输入QQ号"
|
||||
metadata/_edit_use_anchors_ = true
|
||||
|
||||
[node name="Password1" type="HBoxContainer" parent="VBox"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="Label2" type="Label" parent="VBox/Password1"]
|
||||
layout_mode = 2
|
||||
theme_override_font_sizes/font_size = 20
|
||||
text = "密码"
|
||||
horizontal_alignment = 1
|
||||
vertical_alignment = 1
|
||||
|
||||
[node name="password_input" type="LineEdit" parent="VBox/Password1"]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
theme_override_font_sizes/font_size = 20
|
||||
placeholder_text = "请输入密码"
|
||||
|
||||
[node name="Password2" type="HBoxContainer" parent="VBox"]
|
||||
visible = false
|
||||
layout_mode = 2
|
||||
|
||||
[node name="Label2" type="Label" parent="VBox/Password2"]
|
||||
layout_mode = 2
|
||||
theme_override_font_sizes/font_size = 20
|
||||
text = "确认密码"
|
||||
horizontal_alignment = 1
|
||||
vertical_alignment = 1
|
||||
|
||||
[node name="password_input2" type="LineEdit" parent="VBox/Password2"]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
theme_override_font_sizes/font_size = 20
|
||||
placeholder_text = "请再次输入密码"
|
||||
|
||||
[node name="VerificationCode" type="HBoxContainer" parent="VBox"]
|
||||
visible = false
|
||||
layout_mode = 2
|
||||
|
||||
[node name="Label" type="Label" parent="VBox/VerificationCode"]
|
||||
layout_mode = 2
|
||||
theme_override_font_sizes/font_size = 20
|
||||
text = "验证码"
|
||||
horizontal_alignment = 1
|
||||
vertical_alignment = 1
|
||||
|
||||
[node name="verificationcode_input" type="LineEdit" parent="VBox/VerificationCode"]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
theme_override_font_sizes/font_size = 20
|
||||
placeholder_text = "请输入您的QQ邮箱收到的验证码"
|
||||
metadata/_edit_use_anchors_ = true
|
||||
|
||||
[node name="SendButton" type="Button" parent="VBox/VerificationCode"]
|
||||
layout_mode = 2
|
||||
theme_override_font_sizes/font_size = 20
|
||||
text = "发送验证码"
|
||||
|
||||
[node name="PlayerName" type="HBoxContainer" parent="VBox"]
|
||||
visible = false
|
||||
layout_mode = 2
|
||||
|
||||
[node name="Label2" type="Label" parent="VBox/PlayerName"]
|
||||
layout_mode = 2
|
||||
theme_override_font_sizes/font_size = 20
|
||||
text = "玩家昵称"
|
||||
horizontal_alignment = 1
|
||||
vertical_alignment = 1
|
||||
|
||||
[node name="playername_input" type="LineEdit" parent="VBox/PlayerName"]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
theme_override_font_sizes/font_size = 20
|
||||
placeholder_text = "请输入您的玩家昵称"
|
||||
|
||||
[node name="FarmName" type="HBoxContainer" parent="VBox"]
|
||||
visible = false
|
||||
layout_mode = 2
|
||||
|
||||
[node name="Label" type="Label" parent="VBox/FarmName"]
|
||||
layout_mode = 2
|
||||
theme_override_font_sizes/font_size = 20
|
||||
text = "农场名称"
|
||||
horizontal_alignment = 1
|
||||
vertical_alignment = 1
|
||||
|
||||
[node name="farmname_input" type="LineEdit" parent="VBox/FarmName"]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
theme_override_font_sizes/font_size = 20
|
||||
placeholder_text = "请输入您的农场名称"
|
||||
metadata/_edit_use_anchors_ = true
|
||||
|
||||
[node name="LoginRegister" type="HBoxContainer" parent="VBox"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="login_button" type="Button" parent="VBox/LoginRegister"]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
theme_override_font_sizes/font_size = 20
|
||||
text = "登录"
|
||||
|
||||
[node name="register_button" type="Button" parent="VBox/LoginRegister"]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
theme_override_font_sizes/font_size = 20
|
||||
text = "注册"
|
||||
|
||||
[node name="Password3" type="HBoxContainer" parent="VBox"]
|
||||
visible = false
|
||||
layout_mode = 2
|
||||
|
||||
[node name="login_button" type="Button" parent="VBox/Password3"]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
theme_override_font_sizes/font_size = 20
|
||||
text = "发送验证码"
|
||||
|
||||
[node name="Label2" type="Label" parent="VBox/Password3"]
|
||||
layout_mode = 2
|
||||
theme_override_font_sizes/font_size = 20
|
||||
text = "找回密码"
|
||||
horizontal_alignment = 1
|
||||
vertical_alignment = 1
|
||||
|
||||
[node name="password_input2" type="LineEdit" parent="VBox/Password3"]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
theme_override_font_sizes/font_size = 20
|
||||
placeholder_text = "请输入QQ邮箱验证码"
|
||||
|
||||
[node name="Note" type="Label" parent="VBox"]
|
||||
modulate = Color(1, 0.552941, 1, 1)
|
||||
layout_mode = 2
|
||||
theme_override_font_sizes/font_size = 20
|
||||
text = "注意:首次游玩游戏需要注册账号,
|
||||
账号请直接输入您的QQ号,系统会直接向您的QQ
|
||||
邮箱发送一串验证码进行注册验证,密码请设置的复杂一
|
||||
点,以免被暴力破解("
|
||||
horizontal_alignment = 1
|
||||
vertical_alignment = 1
|
||||
|
||||
[node name="status_label" type="Label" parent="VBox"]
|
||||
layout_mode = 2
|
||||
theme_override_font_sizes/font_size = 20
|
||||
text = "连接状态"
|
||||
horizontal_alignment = 1
|
||||
@@ -1,468 +0,0 @@
|
||||
#玩家登录注册面板
|
||||
extends PanelContainer
|
||||
|
||||
#玩家登录账号,用QQ号代替
|
||||
@onready var username_input : LineEdit = $VBox/UserName/username_input
|
||||
#用户登录密码
|
||||
@onready var password_input : LineEdit = $VBox/Password1/password_input
|
||||
#登录按钮
|
||||
@onready var login_button : Button = $VBox/LoginRegister/login_button
|
||||
|
||||
#下面是注册相关的
|
||||
#注册按钮
|
||||
@onready var register_button : Button = $VBox/LoginRegister/register_button
|
||||
#注册账号时二次确认密码
|
||||
@onready var password_input_2 : LineEdit = $VBox/Password2/password_input2
|
||||
#农场名称
|
||||
@onready var farmname_input : LineEdit = $VBox/FarmName/farmname_input
|
||||
#玩家昵称
|
||||
@onready var playername_input :LineEdit = $VBox/PlayerName/playername_input
|
||||
#邮箱验证码
|
||||
@onready var verificationcode_input :LineEdit = $VBox/VerificationCode/verificationcode_input
|
||||
#发送验证码按钮
|
||||
@onready var send_button :Button = $VBox/VerificationCode/SendButton
|
||||
#状态提示标签
|
||||
@onready var status_label : Label = $VBox/status_label
|
||||
|
||||
# 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 land_panel = get_node("/root/main/UI/LandPanel")
|
||||
@onready var crop_store_panel = get_node("/root/main/UI/PlayerBagPanel")
|
||||
@onready var player_ranking_panel = get_node("/root/main/UI/PlayerRankingPanel")
|
||||
@onready var player_bag_panel = get_node("/root/main/UI/PlayerBagPanel")
|
||||
@onready var tcp_network_manager = get_node("/root/main/UI/TCPNetworkManager")
|
||||
|
||||
# 准备函数
|
||||
func _ready():
|
||||
|
||||
# 连接按钮信号
|
||||
login_button.pressed.connect(self._on_login_button_pressed)
|
||||
register_button.pressed.connect(self._on_register_button_pressed)
|
||||
send_button.pressed.connect(self._on_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()
|
||||
|
||||
# 处理登录按钮点击
|
||||
func _on_login_button_pressed():
|
||||
var user_name = username_input.text.strip_edges() # 修剪前后的空格
|
||||
var user_password = password_input.text.strip_edges()
|
||||
var farmname = farmname_input.text.strip_edges()
|
||||
|
||||
if user_name == "" or user_password == "":
|
||||
status_label.text = "用户名或密码不能为空!"
|
||||
status_label.modulate = Color.RED
|
||||
return
|
||||
|
||||
# 检查网络连接状态
|
||||
if !tcp_network_manager.client.is_client_connected():
|
||||
status_label.text = "未连接到服务器,正在尝试连接..."
|
||||
status_label.modulate = Color.YELLOW
|
||||
# 尝试自动连接到服务器
|
||||
tcp_network_manager.connect_to_current_server()
|
||||
await get_tree().create_timer(2.0).timeout
|
||||
|
||||
# 再次检查连接状态
|
||||
if !tcp_network_manager.client.is_client_connected():
|
||||
status_label.text = "连接服务器失败,正在尝试其他服务器..."
|
||||
status_label.modulate = Color.YELLOW
|
||||
# 等待自动服务器切换完成
|
||||
await get_tree().create_timer(3.0).timeout
|
||||
|
||||
|
||||
# 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.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 = username_input.text.strip_edges()
|
||||
|
||||
if user_name == "":
|
||||
status_label.text = "请输入QQ号以接收验证码!"
|
||||
status_label.modulate = Color.RED
|
||||
return
|
||||
|
||||
if !is_valid_qq_number(user_name):
|
||||
status_label.text = "请输入正确的QQ号码(5-12位数字)!"
|
||||
status_label.modulate = Color.RED
|
||||
return
|
||||
|
||||
# 检查网络连接状态
|
||||
if !tcp_network_manager.client.is_client_connected():
|
||||
status_label.text = "未连接到服务器,正在尝试连接..."
|
||||
status_label.modulate = Color.YELLOW
|
||||
# 尝试自动连接到服务器
|
||||
tcp_network_manager.connect_to_current_server()
|
||||
await get_tree().create_timer(2.0).timeout
|
||||
|
||||
# 再次检查连接状态
|
||||
if !tcp_network_manager.client.is_client_connected():
|
||||
status_label.text = "连接服务器失败,正在尝试其他服务器..."
|
||||
status_label.modulate = Color.YELLOW
|
||||
# 等待自动服务器切换完成
|
||||
await get_tree().create_timer(3.0).timeout
|
||||
|
||||
|
||||
# 禁用按钮,防止重复点击
|
||||
send_button.disabled = true
|
||||
|
||||
status_label.text = "正在发送验证码,请稍候..."
|
||||
status_label.modulate = Color.YELLOW
|
||||
|
||||
# 发送验证码请求
|
||||
tcp_network_manager.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.text == "正在发送验证码,请稍候...":
|
||||
status_label.text = "验证码发送超时,请重试!"
|
||||
status_label.modulate = Color.RED
|
||||
|
||||
# 处理注册按钮点击
|
||||
func _on_register_button_pressed():
|
||||
var user_name = username_input.text.strip_edges()
|
||||
var user_password = password_input.text.strip_edges()
|
||||
var user_password_2 = password_input_2.text.strip_edges()
|
||||
var farmname = farmname_input.text.strip_edges()
|
||||
var player_name = playername_input.text.strip_edges()
|
||||
var verification_code = verificationcode_input.text.strip_edges()
|
||||
|
||||
# 检查密码格式(只允许数字和字母)
|
||||
if not is_valid_password(user_password):
|
||||
status_label.text = "密码只能包含数字和字母!"
|
||||
status_label.modulate = Color.RED
|
||||
return
|
||||
|
||||
if user_name == "" or user_password == "":
|
||||
status_label.text = "用户名或密码不能为空!"
|
||||
status_label.modulate = Color.RED
|
||||
return
|
||||
if farmname == "":
|
||||
status_label.text = "农场名称不能为空!"
|
||||
status_label.modulate = Color.RED
|
||||
return
|
||||
if user_password != user_password_2:
|
||||
status_label.text = "两次输入的密码不一致!"
|
||||
status_label.modulate = Color.RED
|
||||
return
|
||||
|
||||
if !is_valid_qq_number(user_name):
|
||||
status_label.text = "请输入正确的QQ号码(5-12位数字)!"
|
||||
status_label.modulate = Color.RED
|
||||
return
|
||||
|
||||
if verification_code == "":
|
||||
status_label.text = "请输入验证码!"
|
||||
status_label.modulate = Color.RED
|
||||
return
|
||||
|
||||
# 检查网络连接状态
|
||||
if !tcp_network_manager.client.is_client_connected():
|
||||
status_label.text = "未连接到服务器,正在尝试连接..."
|
||||
status_label.modulate = Color.YELLOW
|
||||
# 尝试自动连接到服务器
|
||||
tcp_network_manager.connect_to_current_server()
|
||||
await get_tree().create_timer(2.0).timeout
|
||||
|
||||
# 再次检查连接状态
|
||||
if !tcp_network_manager.client.is_client_connected():
|
||||
status_label.text = "连接服务器失败,正在尝试其他服务器..."
|
||||
status_label.modulate = Color.YELLOW
|
||||
# 等待自动服务器切换完成
|
||||
await get_tree().create_timer(3.0).timeout
|
||||
|
||||
|
||||
# 禁用按钮,防止重复点击
|
||||
register_button.disabled = true
|
||||
|
||||
status_label.text = "正在注册,请稍候..."
|
||||
status_label.modulate = Color.YELLOW
|
||||
|
||||
# 发送注册请求
|
||||
tcp_network_manager.sendRegisterInfo(user_name, user_password, farmname, player_name, verification_code)
|
||||
|
||||
# 更新主游戏数据
|
||||
main_game.user_name = user_name
|
||||
main_game.user_password = user_password
|
||||
main_game.farmname = farmname
|
||||
|
||||
# 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.disabled:
|
||||
register_button.disabled = false
|
||||
status_label.text = "注册超时,请重试!"
|
||||
status_label.modulate = Color.RED
|
||||
|
||||
# 处理验证码发送响应
|
||||
func _on_verification_code_response(success: bool, message: String):
|
||||
if success:
|
||||
status_label.text = message
|
||||
status_label.modulate = Color.GREEN
|
||||
else:
|
||||
status_label.text = message
|
||||
status_label.modulate = Color.RED
|
||||
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):
|
||||
if success:
|
||||
status_label.text = message
|
||||
status_label.modulate = Color.GREEN
|
||||
else:
|
||||
status_label.text = message
|
||||
status_label.modulate = Color.RED
|
||||
|
||||
# 验证QQ号是否有效
|
||||
func is_valid_qq_number(qq_number: String) -> bool:
|
||||
# QQ号的标准格式是5到12位的数字
|
||||
var qq_regex = RegEx.new()
|
||||
var pattern = r"^\d{5,12}$"
|
||||
|
||||
var error = qq_regex.compile(pattern)
|
||||
if error != OK:
|
||||
status_label.text = "QQ号验证失败部错误"
|
||||
status_label.modulate = Color.RED
|
||||
return false
|
||||
|
||||
return qq_regex.search(qq_number) != null
|
||||
|
||||
# 添加密码验证函数
|
||||
func is_valid_password(password: String) -> bool:
|
||||
# 使用正则表达式检查是否只包含数字和字母
|
||||
var pattern = r"^[a-zA-Z0-9]+$"
|
||||
return password.match(pattern) != null
|
||||
|
||||
# 处理登录响应
|
||||
func _on_login_response_received(success: bool, message: String, user_data: Dictionary):
|
||||
# 启用按钮
|
||||
login_button.disabled = false
|
||||
|
||||
if success:
|
||||
status_label.text = "登录成功!正在加载游戏..."
|
||||
status_label.modulate = Color.GREEN
|
||||
|
||||
# 保存登录数据到主游戏
|
||||
main_game.login_data = user_data.duplicate()
|
||||
|
||||
# 更新主游戏数据
|
||||
main_game.experience = user_data.get("experience", 0)
|
||||
main_game.farm_lots = user_data.get("farm_lots", [])
|
||||
main_game.level = user_data.get("level", 1)
|
||||
main_game.money = user_data.get("money", 0)
|
||||
main_game.stamina = user_data.get("体力值", 20)
|
||||
main_game.show_farm_name.text = "农场名称:"+user_data.get("farm_name", "")
|
||||
main_game.show_player_name.text = "玩家昵称:"+user_data.get("player_name", "")
|
||||
farmname_input.text = user_data.get("farm_name", "")
|
||||
|
||||
# 加载玩家背包数据
|
||||
if user_data.has("player_bag"):
|
||||
main_game.player_bag = user_data.get("player_bag", [])
|
||||
else:
|
||||
main_game.player_bag = []
|
||||
|
||||
main_game.start_game = true
|
||||
self.hide()
|
||||
|
||||
# 确保在更新数据后调用主游戏的 UI 更新函数
|
||||
main_game._update_ui()
|
||||
main_game._refresh_farm_lots()
|
||||
player_bag_panel.update_player_bag_ui()
|
||||
|
||||
# 调用主游戏的登录成功处理函数
|
||||
main_game.handle_login_success(user_data)
|
||||
else:
|
||||
status_label.text = "登录失败:" + message
|
||||
status_label.modulate = Color.RED
|
||||
|
||||
# 如果登录失败且是密码错误,可以选择清除保存的信息
|
||||
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):
|
||||
# 启用按钮
|
||||
register_button.disabled = false
|
||||
|
||||
if success:
|
||||
status_label.text = "注册成功!请登录游戏"
|
||||
status_label.modulate = Color.GREEN
|
||||
|
||||
# 注册成功后,如果启用了记住密码,保存登录信息
|
||||
if remember_password:
|
||||
var user_name = username_input.text.strip_edges()
|
||||
var user_password = password_input.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 = ""
|
||||
else:
|
||||
status_label.text = "注册失败:" + message
|
||||
status_label.modulate = Color.RED
|
||||
|
||||
# 保存登录信息到JSON文件
|
||||
func _save_login_info(user_name: String, password: String):
|
||||
var login_data = {
|
||||
"user_name": user_name,
|
||||
"password": password
|
||||
}
|
||||
|
||||
var file = FileAccess.open("user://login.json", FileAccess.WRITE)
|
||||
if file:
|
||||
var json_string = JSON.stringify(login_data, "\t")
|
||||
file.store_string(json_string)
|
||||
file.close()
|
||||
print("登录信息已保存")
|
||||
else:
|
||||
print("无法保存登录信息")
|
||||
|
||||
# 从JSON文件加载登录信息
|
||||
func _load_login_info():
|
||||
var file = FileAccess.open("user://login.json", FileAccess.READ)
|
||||
if file:
|
||||
var json_text = file.get_as_text()
|
||||
file.close()
|
||||
|
||||
var json = JSON.new()
|
||||
var parse_result = json.parse(json_text)
|
||||
if parse_result == OK:
|
||||
var login_data = json.get_data()
|
||||
if login_data.has("user_name") and login_data.has("password"):
|
||||
var saved_username = login_data.get("user_name", "")
|
||||
var saved_password = login_data.get("password", "")
|
||||
|
||||
if saved_username != "" and saved_password != "":
|
||||
username_input.text = saved_username
|
||||
password_input.text = saved_password
|
||||
status_label.text = "已加载保存的登录信息"
|
||||
status_label.modulate = Color.CYAN
|
||||
print("登录信息已加载:用户名 =", saved_username)
|
||||
else:
|
||||
status_label.text = "欢迎使用萌芽农场"
|
||||
status_label.modulate = Color.WHITE
|
||||
print("没有有效的保存登录信息")
|
||||
else:
|
||||
print("登录信息格式错误")
|
||||
else:
|
||||
print("登录信息JSON解析错误:", json.get_error_message())
|
||||
else:
|
||||
# 创建默认的登录信息文件
|
||||
_save_login_info("", "")
|
||||
status_label.text = "欢迎使用萌芽农场"
|
||||
status_label.modulate = Color.WHITE
|
||||
print("没有找到保存的登录信息,已创建默认文件")
|
||||
|
||||
# 清除保存的登录信息
|
||||
func _clear_login_info():
|
||||
var file = FileAccess.open("user://login.json", FileAccess.WRITE)
|
||||
if file:
|
||||
var empty_data = {
|
||||
"user_name": "",
|
||||
"password": ""
|
||||
}
|
||||
var json_string = JSON.stringify(empty_data, "\t")
|
||||
file.store_string(json_string)
|
||||
file.close()
|
||||
print("登录信息已清除")
|
||||
else:
|
||||
print("无法清除登录信息")
|
||||
|
||||
# 切换记住密码选项
|
||||
func toggle_remember_password():
|
||||
remember_password = !remember_password
|
||||
print("记住密码选项:", "开启" if remember_password else "关闭")
|
||||
|
||||
# 如果关闭了记住密码,清除已保存的信息
|
||||
if not remember_password:
|
||||
_clear_login_info()
|
||||
|
||||
# 检查是否有保存的登录信息
|
||||
func has_saved_login_info() -> bool:
|
||||
var file = FileAccess.open("user://login.json", FileAccess.READ)
|
||||
if file:
|
||||
var json_text = file.get_as_text()
|
||||
file.close()
|
||||
|
||||
var json = JSON.new()
|
||||
var parse_result = json.parse(json_text)
|
||||
if parse_result == OK:
|
||||
var login_data = json.get_data()
|
||||
var user_name = login_data.get("user_name", "")
|
||||
var password = login_data.get("password", "")
|
||||
return user_name != "" and password != ""
|
||||
|
||||
return false
|
||||
|
||||
# 快捷登录(使用保存的登录信息)
|
||||
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:
|
||||
status_label.text = "保存的登录信息不完整"
|
||||
status_label.modulate = Color.ORANGE
|
||||
else:
|
||||
status_label.text = "没有保存的登录信息"
|
||||
status_label.modulate = Color.ORANGE
|
||||
|
||||
# 获取保存的用户名(用于调试或显示)
|
||||
func get_saved_username() -> String:
|
||||
var file = FileAccess.open("user://login.json", FileAccess.READ)
|
||||
if file:
|
||||
var json_text = file.get_as_text()
|
||||
file.close()
|
||||
|
||||
var json = JSON.new()
|
||||
var parse_result = json.parse(json_text)
|
||||
if parse_result == OK:
|
||||
var login_data = json.get_data()
|
||||
return login_data.get("user_name", "")
|
||||
|
||||
return ""
|
||||
|
||||
# 显示版本信息
|
||||
func _display_version_info():
|
||||
# 在状态标签中显示客户端版本信息
|
||||
if status_label.text == "欢迎使用萌芽农场" or status_label.text == "连接状态":
|
||||
status_label.text = "萌芽农场 v" + main_game.client_version + " - 欢迎使用"
|
||||
status_label.modulate = Color.CYAN
|
||||
@@ -1 +0,0 @@
|
||||
uid://cka0r4g8tbf0
|
||||
@@ -1,509 +0,0 @@
|
||||
extends Panel
|
||||
|
||||
# 背包格子容器
|
||||
@onready var player_bag_grid_container : GridContainer = $ScrollContainer/Bag_Grid
|
||||
@onready var quit_button : Button = $QuitButton
|
||||
|
||||
#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 land_panel = get_node("/root/main/UI/LandPanel")
|
||||
@onready var crop_store_panel = get_node("/root/main/UI/PlayerBagPanel")
|
||||
@onready var player_ranking_panel = get_node("/root/main/UI/PlayerRankingPanel")
|
||||
@onready var player_bag_panel = get_node("/root/main/UI/PlayerBagPanel")
|
||||
@onready var network_manager = get_node("/root/main/UI/TCPNetworkManager")
|
||||
|
||||
# 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()
|
||||
|
||||
# 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():
|
||||
# 清空玩家背包格子
|
||||
for child in player_bag_grid_container.get_children():
|
||||
child.queue_free()
|
||||
|
||||
# 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()
|
||||
#print("更新背包UI,背包中物品数量:", main_game.player_bag.size())
|
||||
|
||||
# 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"]
|
||||
#print("背包物品:", crop_name, " 数量:", crop_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
|
||||
button.text = str(crop_quality + "-" + crop_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:
|
||||
# 品质过滤
|
||||
if current_filter_quality != "" and seed_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": seed_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
|
||||
|
||||
# 执行排序
|
||||
if current_sort_ascending:
|
||||
return a["data"][current_sort_key] < b["data"][current_sort_key]
|
||||
else:
|
||||
return a["data"][current_sort_key] > b["data"][current_sort_key]
|
||||
|
||||
# 按品质过滤种子
|
||||
func _filter_by_quality(quality: String):
|
||||
current_filter_quality = quality
|
||||
print("过滤种子,品质: " + (quality if quality != "" else "全部"))
|
||||
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
|
||||
|
||||
print("排序种子,键: " + sort_key + ",升序: " + str(current_sort_ascending))
|
||||
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 = null
|
||||
#普通 Color.HONEYDEW#白色
|
||||
#优良 Color.DODGER_BLUE#深蓝色
|
||||
#稀有 Color.HOT_PINK#品红色
|
||||
#史诗 Color.YELLOW#黄色
|
||||
#传奇 Color.ORANGE_RED#红色
|
||||
#空地 Color.GREEN#绿色
|
||||
#未开垦 Color.WEB_GRAY#深褐色
|
||||
match crop_quality:
|
||||
"普通":
|
||||
button = main_game.green_bar.duplicate()
|
||||
"优良":
|
||||
button = main_game.orange_bar.duplicate()
|
||||
"稀有":
|
||||
button = main_game.white_blue_bar.duplicate()
|
||||
"史诗":
|
||||
button = main_game.pink_bar.duplicate()
|
||||
"传奇":
|
||||
button = main_game.black_blue_bar.duplicate()
|
||||
_: # 默认情况
|
||||
button = main_game.green_bar.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 = str(crop_quality + "-" + crop_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: " + crop_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
|
||||
#print("选择种子:", crop_name, ",背包索引:", seed_index)
|
||||
|
||||
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):
|
||||
# 显示种子信息
|
||||
var info_text = ""
|
||||
|
||||
if main_game.can_planted_crop.has(crop_name):
|
||||
var crop = main_game.can_planted_crop[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 + "-" + crop_name + " (数量: " + str(crop_count) + ")\n"
|
||||
info_text += "价格: " + str(price) + "元, 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)
|
||||
print("查看种子信息: ", info_text)
|
||||
|
||||
# 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 network_manager and network_manager.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
|
||||
print("进入种植模式:", plant_type)
|
||||
|
||||
# 退出种植模式
|
||||
func _exit_planting_mode():
|
||||
is_planting_mode = false
|
||||
planting_type = ""
|
||||
one_click_plant_panel = null
|
||||
print("退出种植模式")
|
||||
|
||||
# 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()
|
||||
|
||||
# 获取作物的最后一帧图片(用于背包显示)
|
||||
func _get_crop_final_texture(crop_name: String) -> Texture2D:
|
||||
"""
|
||||
获取作物的最后一帧图片,用于背包显示
|
||||
如果作物图片不存在,使用默认图片的最后一帧
|
||||
"""
|
||||
# 先尝试从主游戏的缓存中获取
|
||||
if main_game and main_game.crop_textures_cache.has(crop_name):
|
||||
var textures = main_game.crop_textures_cache[crop_name]
|
||||
if textures.size() > 0:
|
||||
return textures[textures.size() - 1] # 返回最后一帧
|
||||
|
||||
# 如果主游戏缓存中没有,自己加载
|
||||
var textures = _load_crop_textures(crop_name)
|
||||
if textures.size() > 0:
|
||||
return textures[textures.size() - 1] # 返回最后一帧
|
||||
|
||||
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:
|
||||
"""
|
||||
加载指定作物的所有序列帧图片
|
||||
"""
|
||||
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:
|
||||
print("背包加载作物 ", crop_name, " 的 ", textures.size(), " 帧图片")
|
||||
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:
|
||||
"""
|
||||
加载默认作物图片
|
||||
"""
|
||||
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):
|
||||
"""
|
||||
更新按钮中的作物图片
|
||||
"""
|
||||
# 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
|
||||
print("背包更新作物图片:", crop_name)
|
||||
else:
|
||||
crop_image.visible = false
|
||||
print("背包无法获取作物图片:", crop_name)
|
||||
@@ -1 +0,0 @@
|
||||
uid://cgr332wsx63a8
|
||||
@@ -1,80 +0,0 @@
|
||||
[gd_scene load_steps=3 format=3 uid="uid://crd28qnymob7"]
|
||||
|
||||
[ext_resource type="Texture2D" uid="uid://c3vng0nal1wr8" path="res://assets/Test/g.png" id="1_sgoxp"]
|
||||
[ext_resource type="Script" uid="uid://0d2j5m6j2ema" path="res://Components/HTTPTextureRect.gd" id="2_ky0k8"]
|
||||
|
||||
[node name="player_ranking_item" type="VBoxContainer"]
|
||||
offset_right = 1152.0
|
||||
offset_bottom = 82.0
|
||||
|
||||
[node name="HBox" type="HBoxContainer" parent="."]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="SerialNumber" type="Label" parent="HBox"]
|
||||
visible = false
|
||||
layout_mode = 2
|
||||
theme_override_font_sizes/font_size = 30
|
||||
text = "1."
|
||||
|
||||
[node name="PlayerAvatar" type="TextureRect" parent="HBox"]
|
||||
layout_mode = 2
|
||||
texture = ExtResource("1_sgoxp")
|
||||
expand_mode = 3
|
||||
script = ExtResource("2_ky0k8")
|
||||
metadata/_custom_type_script = "uid://0d2j5m6j2ema"
|
||||
|
||||
[node name="PlayerName" type="Label" parent="HBox"]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
theme_override_font_sizes/font_size = 30
|
||||
text = "树萌芽"
|
||||
|
||||
[node name="PlayerMoney" type="Label" parent="HBox"]
|
||||
modulate = Color(1, 1, 0, 1)
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
theme_override_font_sizes/font_size = 30
|
||||
text = "钱币:999"
|
||||
|
||||
[node name="SeedNum" type="Label" parent="HBox"]
|
||||
modulate = Color(0, 1, 0, 1)
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
theme_override_font_sizes/font_size = 30
|
||||
text = "种子数:999"
|
||||
|
||||
[node name="PlayerLevel" type="Label" parent="HBox"]
|
||||
modulate = Color(0, 1, 1, 1)
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
theme_override_font_sizes/font_size = 30
|
||||
text = "等级:999"
|
||||
|
||||
[node name="VisitButton" type="Button" parent="HBox"]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
theme_override_font_sizes/font_size = 30
|
||||
text = "访问"
|
||||
|
||||
[node name="HBox2" type="HBoxContainer" parent="."]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="LastLoginTime" type="Label" parent="HBox2"]
|
||||
modulate = Color(0.811765, 1, 0.811765, 1)
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
theme_override_font_sizes/font_size = 20
|
||||
text = "最后在线:2025年12时09分35秒"
|
||||
|
||||
[node name="OnlineTime" type="Label" parent="HBox2"]
|
||||
modulate = Color(0.784314, 0.733333, 0.521569, 1)
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
theme_override_font_sizes/font_size = 20
|
||||
text = "累计在线时长:99时60分60秒"
|
||||
|
||||
[node name="IsOnlineTime" type="Label" parent="HBox2"]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
theme_override_font_sizes/font_size = 20
|
||||
text = "正在检测中..."
|
||||
@@ -1,192 +0,0 @@
|
||||
extends Panel
|
||||
|
||||
@onready var player_ranking_list : VBoxContainer = $Scroll/PlayerList
|
||||
@onready var refresh_button : Button = $RefreshButton
|
||||
@onready var quit_button : Button = $QuitButton
|
||||
@onready var register_player_num: Label = $RegisterPlayerNum #显示注册总人数
|
||||
|
||||
|
||||
#预添加常用的面板
|
||||
@onready var main_game = get_node("/root/main")
|
||||
@onready var land_panel = get_node("/root/main/UI/LandPanel")
|
||||
@onready var crop_store_panel = get_node("/root/main/UI/PlayerBagPanel")
|
||||
@onready var player_ranking_panel = get_node("/root/main/UI/PlayerRankingPanel")
|
||||
@onready var player_bag_panel = get_node("/root/main/UI/PlayerBagPanel")
|
||||
@onready var network_manager = get_node("/root/main/UI/TCPNetworkManager")
|
||||
|
||||
#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/player_ranking_item
|
||||
|
||||
func _ready() -> void:
|
||||
# 隐藏模板
|
||||
player_info_template.visible = false
|
||||
|
||||
# 连接按钮信号
|
||||
refresh_button.pressed.connect(_on_refresh_button_pressed)
|
||||
quit_button.pressed.connect(_on_quit_button_pressed)
|
||||
|
||||
|
||||
# 请求玩家排行榜数据
|
||||
func request_player_rankings():
|
||||
if not network_manager:
|
||||
print("网络管理器不可用")
|
||||
register_player_num.text = "网络管理器不可用"
|
||||
register_player_num.modulate = Color.RED
|
||||
return false
|
||||
|
||||
if not network_manager.is_connected_to_server():
|
||||
print("未连接到服务器")
|
||||
register_player_num.text = "未连接服务器"
|
||||
register_player_num.modulate = Color.RED
|
||||
return false
|
||||
|
||||
var success = network_manager.sendGetPlayerRankings()
|
||||
if not success:
|
||||
print("发送排行榜请求失败")
|
||||
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):
|
||||
print("获取玩家排行榜失败:", data.get("message", "未知错误"))
|
||||
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
|
||||
|
||||
register_player_num.text = "总人数:" + str(int(total_registered)) + "| 在线:" + str(online_count)
|
||||
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)
|
||||
Toast.show("排行榜已刷新!显示 " + str(players.size()) + " 个玩家", Color.GREEN)
|
||||
|
||||
# 添加单个玩家条目
|
||||
func add_player_entry(player_data):
|
||||
# 复制模板
|
||||
var player_entry = player_info_template.duplicate()
|
||||
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")
|
||||
|
||||
# 填充数据
|
||||
var username = player_data.get("user_name", "未知")
|
||||
var display_name = player_data.get("player_name", 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("level", 0)))
|
||||
player_money.text = "金币: " + str(int(player_data.get("money", 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("total_login_time", "0时0分0秒")
|
||||
player_last_login_time.text = "最后登录: " + player_data.get("last_login_time", "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
|
||||
|
||||
# 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):
|
||||
print("访问玩家:", username)
|
||||
|
||||
# 检查网络连接
|
||||
if not network_manager or not network_manager.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 network_manager and network_manager.has_method("sendVisitPlayer"):
|
||||
var success = network_manager.sendVisitPlayer(username)
|
||||
if success:
|
||||
Toast.show("正在访问 " + username + " 的农场...", Color.YELLOW)
|
||||
print("已发送访问玩家请求:", username)
|
||||
else:
|
||||
Toast.show("发送访问请求失败", Color.RED)
|
||||
print("发送访问玩家请求失败,网络未连接")
|
||||
else:
|
||||
Toast.show("网络管理器不可用", Color.RED)
|
||||
print("网络管理器不可用")
|
||||
|
||||
# 刷新按钮点击
|
||||
func _on_refresh_button_pressed():
|
||||
# 检查网络连接
|
||||
if not network_manager or not network_manager.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 = "正在刷新注册人数..."
|
||||
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 == "正在刷新注册人数...":
|
||||
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():
|
||||
self.hide()
|
||||
@@ -1 +0,0 @@
|
||||
uid://fk4q3x6uqydd
|
||||
Reference in New Issue
Block a user