228 lines
7.0 KiB
GDScript
228 lines
7.0 KiB
GDScript
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=========================
|