天气系统完成

This commit is contained in:
2025-07-19 17:27:56 +08:00
parent 106a69c89e
commit e466cde9d5
514 changed files with 4678 additions and 4389 deletions

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extends Panel
@onready var quit_button: Button = $QuitButton #关闭作物信息面板
@onready var crop_image: TextureRect = $VBox/CropImage #显示作物图片
@onready var crop_name: Label = $VBox/CropName #作物名称
@onready var crop_description: Label = $VBox/CropDescription #作物介绍
@onready var crop_price: Label = $VBox/CropPrice #作物价格
@onready var crop_quality: Label = $VBox/CropQuality #作物品质
@onready var sale_product: Button = $VBox/HBox/SaleProduct #直接出售
@onready var add_to_store: Button = $VBox/HBox/AddToStore #添加到小卖部
@onready var add_product_to_store_popup: PanelContainer = $'../../DiaLog/AddProductToStorePopup'
# 当前显示的作物信息
var current_crop_name: String = ""
var current_crop_count: int = 0
# 获取主游戏引用
@onready var main_game = get_node("/root/main")
func _ready():
# 连接按钮信号
quit_button.pressed.connect(_on_quit_button_pressed)
sale_product.pressed.connect(_on_sale_product_pressed)
add_to_store.pressed.connect(_on_add_to_store_pressed)
# 默认隐藏面板
self.hide()
# 显示作物信息
func show_crop_info(crop_name: String, crop_count: int):
current_crop_name = crop_name
current_crop_count = crop_count
# 更新作物信息显示
_update_crop_display()
# 显示面板
self.show()
self.move_to_front()
# 更新作物信息显示
func _update_crop_display():
if not main_game.can_planted_crop.has(current_crop_name):
crop_name.text = "作物名称:" + current_crop_name
crop_description.text = "描述:未知作物"
crop_price.text = "收购价:未知"
crop_quality.text = "品质:未知"
return
var crop_data = main_game.can_planted_crop[current_crop_name]
# 获取显示名称
var display_name = current_crop_name
var mature_name = crop_data.get("成熟物名称")
if mature_name != null and mature_name != "":
display_name = mature_name
else:
display_name = crop_data.get("作物名称", current_crop_name)
# 更新文本显示
crop_name.text = "作物名称:" + display_name + " (数量: " + str(current_crop_count) + ")"
crop_description.text = "描述:" + crop_data.get("描述", "美味的作物")
# 计算出售价格(基于收益)
var sell_price = crop_data.get("收益", 0)
crop_price.text = "收购价:" + str(sell_price) + " 元/个"
var quality = crop_data.get("品质", "普通")
crop_quality.text = "品质:" + quality
# 更新作物图片
_update_crop_image()
# 更新作物图片
func _update_crop_image():
var texture = _get_crop_harvest_texture(current_crop_name)
if texture:
crop_image.texture = texture
else:
# 使用默认图片
var default_texture = _get_crop_harvest_texture("默认")
if default_texture:
crop_image.texture = default_texture
# 获取作物的收获物图片
func _get_crop_harvest_texture(crop_name: String) -> Texture2D:
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:
return texture
# 如果没有找到,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:
return texture
return null
# 关闭面板
func _on_quit_button_pressed():
self.hide()
# 直接出售按钮处理
func _on_sale_product_pressed():
# 检查是否在访问模式
if main_game.is_visiting_mode:
Toast.show("访问模式下无法出售作物", Color.ORANGE, 2.0, 1.0)
return
# 获取批量出售弹窗
var batch_sell_popup = get_node_or_null("/root/main/UI/DiaLog/BatchSellPopup")
if batch_sell_popup and batch_sell_popup.has_method("show_sell_popup"):
# 获取作物数据以传递给出售弹窗
var crop_data = main_game.can_planted_crop.get(current_crop_name, {})
var sell_price = crop_data.get("收益", 0)
var description = crop_data.get("描述", "美味的作物")
# 显示批量出售弹窗
batch_sell_popup.show_sell_popup(
current_crop_name,
current_crop_count,
sell_price,
description,
_on_confirm_sell_crop,
_on_cancel_sell_crop
)
else:
Toast.show("批量出售功能暂未实现", Color.RED, 2.0, 1.0)
print("错误找不到BatchSellPopup或相关方法")
# 确认出售作物回调
func _on_confirm_sell_crop(crop_name: String, sell_count: int, unit_price: int):
# 发送出售请求到服务器
var tcp_network_manager = get_node_or_null("/root/main/UI/BigPanel/TCPNetworkManagerPanel")
if tcp_network_manager and tcp_network_manager.has_method("send_message"):
var message = {
"type": "sell_crop",
"crop_name": crop_name,
"sell_count": sell_count,
"unit_price": unit_price
}
tcp_network_manager.send_message(message)
# 关闭作物信息面板
self.hide()
Toast.show("出售请求已发送", Color.YELLOW, 2.0, 1.0)
else:
Toast.show("网络连接异常,无法出售", Color.RED, 2.0, 1.0)
# 取消出售作物回调
func _on_cancel_sell_crop():
# 不需要做任何事情,弹窗会自动关闭
pass
# 添加到小卖部按钮处理
func _on_add_to_store_pressed():
# 检查是否在访问模式
if main_game.is_visiting_mode:
Toast.show("访问模式下无法操作小卖部", Color.ORANGE, 2.0, 1.0)
return
# 获取添加商品到小卖部的弹窗
if add_product_to_store_popup and add_product_to_store_popup.has_method("show_add_product_popup"):
# 获取作物数据以传递给弹窗
var crop_data = main_game.can_planted_crop.get(current_crop_name, {})
var sell_price = crop_data.get("收益", 0)
var description = crop_data.get("描述", "美味的作物")
# 显示添加商品弹窗
add_product_to_store_popup.show_add_product_popup(
current_crop_name,
current_crop_count,
sell_price,
description,
_on_confirm_add_to_store,
_on_cancel_add_to_store
)
else:
Toast.show("添加商品功能暂未实现", Color.RED, 2.0, 1.0)
print("错误找不到AddProduct2StorePopup或相关方法")
# 确认添加到小卖部回调
func _on_confirm_add_to_store(crop_name: String, add_count: int, unit_price: int):
# 发送添加商品到小卖部的请求到服务器
var tcp_network_manager = get_node_or_null("/root/main/UI/BigPanel/TCPNetworkManagerPanel")
if tcp_network_manager and tcp_network_manager.has_method("send_message"):
var message = {
"type": "add_product_to_store",
"product_type": "作物",
"product_name": crop_name,
"product_count": add_count,
"product_price": unit_price
}
tcp_network_manager.send_message(message)
# 关闭作物信息面板
self.hide()
Toast.show("添加商品请求已发送", Color.YELLOW, 2.0, 1.0)
else:
Toast.show("网络连接异常,无法添加商品", Color.RED, 2.0, 1.0)
# 取消添加到小卖部回调
func _on_cancel_add_to_store():
# 不需要做任何事情,弹窗会自动关闭
pass

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uid://b185o1hjnlrv5

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@@ -98,7 +98,12 @@ func _update_performance_data():
# 从主游戏获取加载信息
if main_game and main_game.crop_texture_manager:
var manager = main_game.crop_texture_manager
performance_data["loaded_textures"] = manager.texture_cache.size() + manager.mature_texture_cache.size()
# 计算所有加载的纹理数量(新的三阶段系统)
var total_textures = 0
for crop_name in manager.texture_cache.keys():
total_textures += manager.texture_cache[crop_name].size()
total_textures += manager.default_textures.size()
performance_data["loaded_textures"] = total_textures
performance_data["failed_textures"] = manager.failed_resources.size()
# 加载进度