作物优化

This commit is contained in:
2025-07-12 19:12:13 +08:00
parent 5dc4535423
commit aa8707878e
26 changed files with 183 additions and 30417 deletions

View File

@@ -122,7 +122,8 @@ func _create_store_button(crop_name: String, crop_quality: String) -> Button:
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"]))
var display_name = crop.get("作物名称", crop_name)
button.text = str(crop_quality + "-" + display_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"])
@@ -154,7 +155,7 @@ func _create_store_button(crop_name: String, crop_quality: String) -> Button:
time_str += str(seconds) + ""
button.tooltip_text = str(
"作物: " + crop_name + "\n" +
"作物: " + display_name + "\n" +
"品质: " + crop_quality + "\n" +
"价格: " + str(crop["花费"]) + "\n" +
"成熟时间: " + time_str + "\n" +

View File

@@ -113,7 +113,7 @@ func update_crop_warehouse_ui():
# 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_quality = crop_item["quality"]
var crop_count = crop_item["count"]
# 创建成熟物按钮
var button = _create_crop_button(crop_name, crop_quality)
@@ -132,10 +132,24 @@ func update_crop_warehouse_ui():
effect_descriptions.append(effect_name + "+" + str(effect_value))
var effect_text = " ".join(effect_descriptions) if effect_descriptions.size() > 0 else "无效果"
button.text = str(crop_quality + "-" + crop_name + "\n数量:" + str(crop_count) )
var display_name = crop_name
if main_game.can_planted_crop.has(crop_name):
var mature_name = main_game.can_planted_crop[crop_name].get("成熟物名称")
if mature_name != null and mature_name != "":
display_name = mature_name
else:
display_name = main_game.can_planted_crop[crop_name].get("作物名称", crop_name)
button.text = str(crop_quality + "-" + display_name + "\n数量:" + str(crop_count) )
button.pressed.connect(func(): _on_crop_feed_selected(crop_name, crop_count))
else:
button.text = str(crop_quality + "-" + crop_name + "\n数量:" + str(crop_count))
var display_name = crop_name
if main_game.can_planted_crop.has(crop_name):
var mature_name = main_game.can_planted_crop[crop_name].get("成熟物名称")
if mature_name != null and mature_name != "":
display_name = mature_name
else:
display_name = main_game.can_planted_crop[crop_name].get("作物名称", crop_name)
button.text = str(crop_quality + "-" + display_name + "\n数量:" + str(crop_count))
button.pressed.connect(func(): _on_crop_selected(crop_name, crop_count))
crop_warehouse_grid_container.add_child(button)
@@ -147,8 +161,10 @@ func _get_filtered_and_sorted_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")
# 从crop_data中获取品质信息
var item_quality = "普通"
if main_game.can_planted_crop.has(crop_item["name"]):
item_quality = main_game.can_planted_crop[crop_item["name"]].get("品质", "普通")
# 品质过滤
if current_filter_quality != "" and item_quality != current_filter_quality:
@@ -228,7 +244,14 @@ func _create_crop_button(crop_name: String, crop_quality: String) -> Button:
button.focus_mode = Control.FOCUS_ALL
# 设置按钮文本
button.text = str(crop_quality + "-" + crop_name)
var display_name = crop_name
if main_game.can_planted_crop.has(crop_name):
var mature_name = main_game.can_planted_crop[crop_name].get("成熟物名称")
if mature_name != null and mature_name != "":
display_name = mature_name
else:
display_name = main_game.can_planted_crop[crop_name].get("作物名称", crop_name)
button.text = str(crop_quality + "-" + display_name)
# 添加工具提示 (tooltip)
if main_game.can_planted_crop.has(crop_name):
@@ -264,7 +287,7 @@ func _create_crop_button(crop_name: String, crop_quality: String) -> Button:
time_str += str(seconds) + ""
button.tooltip_text = str(
"作物: " + crop_name + "\n" +
"作物: " + display_name + "\n" +
"品质: " + crop_quality + "\n" +
"原价格: " + str(crop["花费"]) + "\n" +
"成熟时间: " + time_str + "\n" +
@@ -302,6 +325,12 @@ func _on_crop_selected(crop_name, crop_count):
if main_game.can_planted_crop.has(crop_name):
var crop = main_game.can_planted_crop[crop_name]
var display_name = crop_name
var mature_name = crop.get("成熟物名称")
if mature_name != null and mature_name != "":
display_name = mature_name
else:
display_name = crop.get("作物名称", crop_name)
var quality = crop.get("品质", "未知")
var price = crop.get("花费", 0)
var grow_time = crop.get("生长时间", 0)
@@ -322,7 +351,7 @@ func _on_crop_selected(crop_name, crop_count):
if seconds > 0:
time_str += str(seconds) + ""
info_text = quality + "-" + crop_name + " (数量: " + str(crop_count) + ")\n"
info_text = quality + "-" + display_name + " (数量: " + str(crop_count) + ")\n"
info_text += "原价格: " + str(price) + "元, 原收益: " + str(profit) + "\n"
info_text += "成熟时间: " + time_str + ", 需求等级: " + str(level_req) + "\n"
info_text += "这是收获的成熟品,可以用于出售或其他用途"
@@ -338,6 +367,12 @@ func _on_visit_crop_selected(crop_name, crop_count):
if main_game.can_planted_crop.has(crop_name):
var crop = main_game.can_planted_crop[crop_name]
var display_name = crop_name
var mature_name = crop.get("成熟物名称")
if mature_name != null and mature_name != "":
display_name = mature_name
else:
display_name = crop.get("作物名称", crop_name)
var quality = crop.get("品质", "未知")
var price = crop.get("花费", 0)
var grow_time = crop.get("生长时间", 0)
@@ -358,7 +393,7 @@ func _on_visit_crop_selected(crop_name, crop_count):
if seconds > 0:
time_str += str(seconds) + ""
info_text = quality + "-" + crop_name + " (数量: " + str(crop_count) + ")\n"
info_text = quality + "-" + display_name + " (数量: " + str(crop_count) + ")\n"
info_text += "原价格: " + str(price) + "元, 原收益: " + str(profit) + "\n"
info_text += "成熟时间: " + time_str + ", 需求等级: " + str(level_req)
else:
@@ -398,12 +433,21 @@ func _on_crop_feed_selected(crop_name: String, crop_count: int):
var effect_text = "".join(effect_descriptions) if effect_descriptions.size() > 0 else "无效果"
# 获取显示名称
var display_name = crop_name
if main_game.can_planted_crop.has(crop_name):
var mature_name = main_game.can_planted_crop[crop_name].get("成熟物名称")
if mature_name != null and mature_name != "":
display_name = mature_name
else:
display_name = main_game.can_planted_crop[crop_name].get("作物名称", crop_name)
# 显示确认对话框
var confirm_text = str(
"确认喂食 " + pet_name + " 吗?\n\n" +
"作物:" + crop_name + "\n" +
"作物:" + display_name + "\n" +
"效果:" + effect_text + "\n\n" +
"确认后将消耗1个" + crop_name
"确认后将消耗1个" + display_name
)
_show_feed_confirmation_dialog(confirm_text, crop_name, pet_id, feed_effects)

View File

@@ -1,20 +1,12 @@
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
@@ -22,9 +14,6 @@ signal draw_failed(error_message: String) # 抽奖失败信号
#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 main_game = get_node("/root/main")
@@ -61,9 +50,6 @@ var template_colors: Array[Color] = [
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"},
@@ -79,14 +65,8 @@ var draw_costs: Dictionary = {
"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()
@@ -148,9 +128,6 @@ func _get_rarity_color(rarity: String) -> String:
_:
return "#FFFFFF"
# =============================================================================
# 核心功能
# =============================================================================
## 生成15个奖励模板
func _generate_reward_templates() -> void:

View File

@@ -1,5 +1,5 @@
extends Panel
#种子仓库面板
# 背包格子容器
@onready var player_bag_grid_container : GridContainer = $ScrollContainer/Bag_Grid
@onready var quit_button : Button = $QuitButton
@@ -51,10 +51,10 @@ var one_click_plant_panel = null
func _ready():
# 连接按钮信号
_connect_buttons()
# 连接可见性改变信号
visibility_changed.connect(_on_visibility_changed)
# 隐藏面板(初始默认隐藏)
self.hide()
@@ -80,10 +80,6 @@ func _connect_buttons():
# 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()
@@ -99,14 +95,15 @@ func update_player_bag_ui():
# 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_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))
var display_name = crop_name
if main_game.can_planted_crop.has(crop_name):
display_name = main_game.can_planted_crop[crop_name].get("作物名称", crop_name)
button.text = str(crop_quality + "-" + display_name + "\n数量:" + str(crop_count))
# 根据是否处于访问模式连接不同的事件
if main_game.is_visiting_mode:
# 访问模式下,点击种子只显示信息,不能种植
@@ -123,8 +120,10 @@ func _get_filtered_and_sorted_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")
# 从crop_data中获取品质信息
var item_quality = "普通"
if main_game.can_planted_crop.has(seed_item["name"]):
item_quality = main_game.can_planted_crop[seed_item["name"]].get("品质", "普通")
# 品质过滤
if current_filter_quality != "" and item_quality != current_filter_quality:
@@ -199,7 +198,10 @@ func _create_crop_button(crop_name: String, crop_quality: String) -> Button:
button.disabled = false
button.focus_mode = Control.FOCUS_ALL
# 设置按钮文本
button.text = str(crop_quality + "-" + crop_name)
var display_name = crop_name
if main_game.can_planted_crop.has(crop_name):
display_name = main_game.can_planted_crop[crop_name].get("作物名称", crop_name)
button.text = str(crop_quality + "-" + display_name)
# 添加工具提示 (tooltip)
if main_game.can_planted_crop.has(crop_name):
@@ -235,7 +237,7 @@ func _create_crop_button(crop_name: String, crop_quality: String) -> Button:
time_str += str(seconds) + ""
button.tooltip_text = str(
"作物: " + crop_name + "\n" +
"作物: " + display_name + "\n" +
"品质: " + crop_quality + "\n" +
"价格: " + str(crop["花费"]) + "\n" +
"成熟时间: " + time_str + "\n" +
@@ -302,39 +304,7 @@ func _on_bag_seed_selected(crop_name):
# 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) + ""
info_text = quality + "-" + crop_name + " (数量: " + str(crop_count) + ")\n"
info_text += "价格: " + str(price) + "元, 收益: " + str(profit) + "\n"
info_text += "成熟时间: " + time_str + ", 需求等级: " + str(level_req)
else:
info_text = crop_name + " (数量: " + str(crop_count) + ")"
Toast.show(info_text, Color.CYAN, 3.0, 1.0)
print("查看种子信息: ", info_text)
pass
# 从背包种植作物
func _plant_crop_from_bag(index, crop_name, seed_index):
@@ -508,8 +478,6 @@ func _on_refresh_button_pressed() -> void:
# 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()

View File

@@ -24,8 +24,7 @@ extends Panel
#预添加常用的面板
@onready var main_game = get_node("/root/main")
@onready var lucky_draw_panel: LuckyDrawPanel = $'../LuckyDrawPanel'
@onready var daily_check_in_panel: DailyCheckInPanel = $'../DailyCheckInPanel'
@onready var tcp_network_manager_panel: Panel = $'../TCPNetworkManagerPanel'
@onready var item_store_panel: Panel = $'../ItemStorePanel'
@onready var crop_warehouse_panel: Panel = $'../CropWarehousePanel'