大更新,太多了,具体进游戏查看详细更新内容
反正很多
This commit is contained in:
479
GUI/player_bag_panel.gd
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479
GUI/player_bag_panel.gd
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extends Panel
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# 背包格子容器
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@onready var player_bag_grid_container : GridContainer = $ScrollContainer/Bag_Grid
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@onready var quit_button : Button = $QuitButton
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#各种排序过滤按钮
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@onready var sort_all_button : Button = $SortContainer/Sort_All#全部
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@onready var sort_common_button : Button = $SortContainer/Sort_Common#普通
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@onready var sort_superior_button : Button = $SortContainer/Sort_Superior#优良
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@onready var sort_rare_button : Button = $SortContainer/Sort_Rare#稀有
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@onready var sort_epic_button : Button = $SortContainer/Sort_Epic#史诗
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@onready var sort_legendary_button : Button = $SortContainer/Sort_Legendary#传奇
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@onready var sort_price_button : Button = $SortContainer/Sort_Price#价格
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@onready var sort_growtime_button : Button = $SortContainer/Sort_GrowTime#生长时间
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@onready var sort_profit_button : Button = $SortContainer/Sort_Profit#收益
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@onready var sort_level_button : Button = $SortContainer/Sort_Level#等级
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#预添加常用的面板
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@onready var main_game = get_node("/root/main")
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@onready var land_panel = get_node("/root/main/UI/LandPanel")
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@onready var crop_store_panel = get_node("/root/main/UI/PlayerBagPanel")
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@onready var player_ranking_panel = get_node("/root/main/UI/PlayerRankingPanel")
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@onready var player_bag_panel = get_node("/root/main/UI/PlayerBagPanel")
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@onready var network_manager = get_node("/root/main/UI/TCPNetworkManager")
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# 作物图片缓存(复用主游戏的缓存系统)
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var crop_textures_cache : Dictionary = {}
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var crop_frame_counts : Dictionary = {}
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# 当前选择的地块索引,从MainGame获取
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var selected_lot_index : int = -1
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# 当前过滤和排序设置
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var current_filter_quality = ""
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var current_sort_key = ""
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var current_sort_ascending = true
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# 准备函数
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func _ready():
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# 连接按钮信号
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_connect_buttons()
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# 隐藏面板(初始默认隐藏)
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self.hide()
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# 连接所有按钮信号
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func _connect_buttons():
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# 关闭按钮
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quit_button.pressed.connect(self._on_quit_button_pressed)
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# 过滤按钮
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sort_all_button.pressed.connect(func(): _filter_by_quality(""))
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sort_common_button.pressed.connect(func(): _filter_by_quality("普通"))
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sort_superior_button.pressed.connect(func(): _filter_by_quality("优良"))
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sort_rare_button.pressed.connect(func(): _filter_by_quality("稀有"))
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sort_epic_button.pressed.connect(func(): _filter_by_quality("史诗"))
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sort_legendary_button.pressed.connect(func(): _filter_by_quality("传奇"))
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# 排序按钮
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sort_price_button.pressed.connect(func(): _sort_by("花费"))
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sort_growtime_button.pressed.connect(func(): _sort_by("生长时间"))
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sort_profit_button.pressed.connect(func(): _sort_by("收益"))
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sort_level_button.pressed.connect(func(): _sort_by("等级"))
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# 初始化玩家背包
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func init_player_bag():
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# 清空玩家背包格子
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for child in player_bag_grid_container.get_children():
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child.queue_free()
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# 显示背包中的种子
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update_player_bag_ui()
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# 更新玩家背包UI
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func update_player_bag_ui():
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# 清空玩家背包格子
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for child in player_bag_grid_container.get_children():
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child.queue_free()
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#print("更新背包UI,背包中物品数量:", main_game.player_bag.size())
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# 应用过滤和排序
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var filtered_seeds = _get_filtered_and_sorted_seeds()
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# 为背包中的每个过滤后的种子创建按钮
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for seed_item in filtered_seeds:
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var crop_name = seed_item["name"]
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var crop_quality = seed_item["quality"]
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var crop_count = seed_item["count"]
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#print("背包物品:", crop_name, " 数量:", crop_count)
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# 创建种子按钮
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var button = _create_crop_button(crop_name, crop_quality)
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# 更新按钮文本显示数量
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button.text = str(crop_quality + "-" + crop_name + "\n数量:" + str(crop_count))
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# 根据是否处于访问模式连接不同的事件
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if main_game.is_visiting_mode:
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# 访问模式下,点击种子只显示信息,不能种植
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button.pressed.connect(func(): _on_visit_seed_selected(crop_name, crop_count))
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else:
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# 正常模式下,连接种植事件
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button.pressed.connect(func(): _on_bag_seed_selected(crop_name))
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player_bag_grid_container.add_child(button)
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# 获取过滤和排序后的种子列表
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func _get_filtered_and_sorted_seeds():
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var filtered_seeds = []
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# 收集符合条件的种子
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for seed_item in main_game.player_bag:
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# 品质过滤
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if current_filter_quality != "" and seed_item["quality"] != current_filter_quality:
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continue
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# 获取种子对应的作物数据
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var crop_data = null
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if main_game.can_planted_crop.has(seed_item["name"]):
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crop_data = main_game.can_planted_crop[seed_item["name"]]
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# 添加到过滤后的列表
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filtered_seeds.append({
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"name": seed_item["name"],
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"quality": seed_item["quality"],
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"count": seed_item["count"],
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"data": crop_data
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})
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# 如果有排序条件且数据可用,进行排序
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if current_sort_key != "":
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filtered_seeds.sort_custom(Callable(self, "_sort_seed_items"))
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return filtered_seeds
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# 自定义排序函数
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func _sort_seed_items(a, b):
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# 检查是否有有效数据用于排序
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if a["data"] == null or b["data"] == null:
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# 如果某一项没有数据,将其排在后面
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if a["data"] == null and b["data"] != null:
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return false
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if a["data"] != null and b["data"] == null:
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return true
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# 如果都没有数据,按名称排序
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return a["name"] < b["name"]
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# 确保排序键存在于数据中
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if !a["data"].has(current_sort_key) or !b["data"].has(current_sort_key):
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print("警告: 排序键 ", current_sort_key, " 在某些种子数据中不存在")
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return false
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# 执行排序
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if current_sort_ascending:
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return a["data"][current_sort_key] < b["data"][current_sort_key]
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else:
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return a["data"][current_sort_key] > b["data"][current_sort_key]
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# 按品质过滤种子
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func _filter_by_quality(quality: String):
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current_filter_quality = quality
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print("过滤种子,品质: " + (quality if quality != "" else "全部"))
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update_player_bag_ui()
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# 按指定键排序
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func _sort_by(sort_key: String):
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# 切换排序方向或设置新排序键
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if current_sort_key == sort_key:
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current_sort_ascending = !current_sort_ascending
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else:
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current_sort_key = sort_key
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current_sort_ascending = true
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print("排序种子,键: " + sort_key + ",升序: " + str(current_sort_ascending))
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update_player_bag_ui()
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# 创建作物按钮
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func _create_crop_button(crop_name: String, crop_quality: String) -> Button:
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# 根据品质选择相应的进度条
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var button = null
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#普通 Color.HONEYDEW#白色
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#优良 Color.DODGER_BLUE#深蓝色
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#稀有 Color.HOT_PINK#品红色
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#史诗 Color.YELLOW#黄色
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#传奇 Color.ORANGE_RED#红色
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#空地 Color.GREEN#绿色
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#未开垦 Color.WEB_GRAY#深褐色
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match crop_quality:
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"普通":
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button = main_game.green_bar.duplicate()
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"优良":
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button = main_game.orange_bar.duplicate()
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"稀有":
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button = main_game.white_blue_bar.duplicate()
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"史诗":
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button = main_game.pink_bar.duplicate()
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"传奇":
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button = main_game.black_blue_bar.duplicate()
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_: # 默认情况
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button = main_game.green_bar.duplicate()
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# 确保按钮可见并可点击
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button.visible = true
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button.disabled = false
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button.focus_mode = Control.FOCUS_ALL
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# 设置按钮文本
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button.text = str(crop_quality + "-" + crop_name)
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# 添加工具提示 (tooltip)
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if main_game.can_planted_crop.has(crop_name):
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var crop = main_game.can_planted_crop[crop_name]
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# 将成熟时间从秒转换为天时分秒格式
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var total_seconds = int(crop["生长时间"])
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# 定义时间单位换算
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var SECONDS_PER_MINUTE = 60
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var SECONDS_PER_HOUR = 3600
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var SECONDS_PER_DAY = 86400
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# 计算各时间单位
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var days = total_seconds / SECONDS_PER_DAY
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total_seconds %= SECONDS_PER_DAY
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var hours = total_seconds / SECONDS_PER_HOUR
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total_seconds %= SECONDS_PER_HOUR
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var minutes = total_seconds / SECONDS_PER_MINUTE
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var seconds = total_seconds % SECONDS_PER_MINUTE
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# 构建时间字符串(只显示有值的单位)
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var time_str = ""
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if days > 0:
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time_str += str(days) + "天"
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if hours > 0:
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time_str += str(hours) + "小时"
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if minutes > 0:
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time_str += str(minutes) + "分钟"
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if seconds > 0:
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time_str += str(seconds) + "秒"
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button.tooltip_text = str(
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"作物: " + crop_name + "\n" +
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"品质: " + crop_quality + "\n" +
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"价格: " + str(crop["花费"]) + "元\n" +
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"成熟时间: " + time_str + "\n" +
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"收获收益: " + str(crop["收益"]) + "元\n" +
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"需求等级: " + str(crop["等级"]) + "\n" +
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"耐候性: " + str(crop["耐候性"]) + "\n" +
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"经验: " + str(crop["经验"]) + "点\n" +
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"描述: " + str(crop["描述"])
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)
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# 如果按钮有标题标签,设置标题
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if button.has_node("Title"):
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button.get_node("Title").text = crop_quality
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match crop_quality:
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"普通":
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button.get_node("Title").modulate = Color.HONEYDEW#白色
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"优良":
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button.get_node("Title").modulate =Color.DODGER_BLUE#深蓝色
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"稀有":
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button.get_node("Title").modulate =Color.HOT_PINK#品红色
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"史诗":
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button.get_node("Title").modulate =Color.YELLOW#黄色
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"传奇":
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button.get_node("Title").modulate =Color.ORANGE_RED#红色
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# 更新按钮的作物图片
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_update_button_crop_image(button, crop_name)
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return button
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# 从背包中选择种子并种植
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func _on_bag_seed_selected(crop_name):
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# 检查是否处于访问模式
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if main_game.is_visiting_mode:
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Toast.show("访问模式下无法种植", Color.ORANGE, 2.0, 1.0)
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return
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# 从主场景获取当前选择的地块索引
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selected_lot_index = main_game.selected_lot_index
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if selected_lot_index != -1:
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# 检查背包中是否有这个种子
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var seed_index = -1
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for i in range(len(main_game.player_bag)):
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if main_game.player_bag[i]["name"] == crop_name:
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seed_index = i
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break
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#print("选择种子:", crop_name, ",背包索引:", seed_index)
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if seed_index != -1 and main_game.player_bag[seed_index]["count"] > 0:
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# 种植种子并从背包中减少数量
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_plant_crop_from_bag(selected_lot_index, crop_name, seed_index)
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main_game.selected_lot_index = -1
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self.hide()
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# 访问模式下的种子点击处理
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func _on_visit_seed_selected(crop_name, crop_count):
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# 显示种子信息
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var info_text = ""
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if main_game.can_planted_crop.has(crop_name):
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var crop = main_game.can_planted_crop[crop_name]
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var quality = crop.get("品质", "未知")
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var price = crop.get("花费", 0)
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var grow_time = crop.get("生长时间", 0)
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var profit = crop.get("收益", 0)
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var level_req = crop.get("等级", 1)
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# 将成熟时间转换为可读格式
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var time_str = ""
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var total_seconds = int(grow_time)
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var hours = total_seconds / 3600
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var minutes = (total_seconds % 3600) / 60
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var seconds = total_seconds % 60
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if hours > 0:
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time_str += str(hours) + "小时"
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if minutes > 0:
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time_str += str(minutes) + "分钟"
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if seconds > 0:
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time_str += str(seconds) + "秒"
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info_text = quality + "-" + crop_name + " (数量: " + str(crop_count) + ")\n"
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info_text += "价格: " + str(price) + "元, 收益: " + str(profit) + "元\n"
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info_text += "成熟时间: " + time_str + ", 需求等级: " + str(level_req)
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else:
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info_text = crop_name + " (数量: " + str(crop_count) + ")"
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Toast.show(info_text, Color.CYAN, 3.0, 1.0)
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print("查看种子信息: ", info_text)
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# 从背包种植作物
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func _plant_crop_from_bag(index, crop_name, seed_index):
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var crop = main_game.can_planted_crop[crop_name]
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# 检查是否有效的种子索引,防止越界访问
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if seed_index < 0 or seed_index >= main_game.player_bag.size():
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#print("错误:无效的种子索引 ", seed_index)
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return
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# 发送种植请求到服务器
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if network_manager and network_manager.sendPlantCrop(index, crop_name):
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# 种植请求已发送,等待服务器响应
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Toast.show("正在发送种植请求", Color.YELLOW, 2.0, 1.0)
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# 关闭背包面板
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hide()
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# 关闭面板
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func _on_quit_button_pressed():
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self.hide()
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# 获取作物的最后一帧图片(用于背包显示)
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func _get_crop_final_texture(crop_name: String) -> Texture2D:
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"""
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获取作物的最后一帧图片,用于背包显示
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如果作物图片不存在,使用默认图片的最后一帧
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"""
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# 先尝试从主游戏的缓存中获取
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if main_game and main_game.crop_textures_cache.has(crop_name):
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var textures = main_game.crop_textures_cache[crop_name]
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if textures.size() > 0:
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return textures[textures.size() - 1] # 返回最后一帧
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# 如果主游戏缓存中没有,自己加载
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var textures = _load_crop_textures(crop_name)
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if textures.size() > 0:
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return textures[textures.size() - 1] # 返回最后一帧
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return null
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# 加载作物图片序列帧(复用主游戏的逻辑)
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func _load_crop_textures(crop_name: String) -> Array:
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"""
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加载指定作物的所有序列帧图片
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"""
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if crop_textures_cache.has(crop_name):
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return crop_textures_cache[crop_name]
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var textures = []
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var crop_path = "res://assets/作物/" + crop_name + "/"
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var default_path = "res://assets/作物/默认/"
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|
||||
# 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) + ".png"
|
||||
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) + ".png"
|
||||
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.png"
|
||||
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)
|
||||
Reference in New Issue
Block a user