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"