334 lines
10 KiB
GDScript
334 lines
10 KiB
GDScript
extends Panel
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# 这是道具商店面板,用来展示各种道具
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# 道具商店格子容器
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@onready var store_grid: GridContainer = $ScrollContainer/Store_Grid
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@onready var quit_button : Button = $QuitButton
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@onready var refresh_button : Button = $RefreshButton
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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 lucky_draw_panel: LuckyDrawPanel = $'../LuckyDrawPanel'
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@onready var daily_check_in_panel: DailyCheckInPanel = $'../DailyCheckInPanel'
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@onready var tcp_network_manager_panel: Panel = $'../TCPNetworkManagerPanel'
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@onready var item_bag_panel: Panel = $'../ItemBagPanel'
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@onready var player_bag_panel: Panel = $'../PlayerBagPanel'
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@onready var crop_warehouse_panel: Panel = $'../CropWarehousePanel'
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@onready var crop_store_panel: Panel = $'../CropStorePanel'
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@onready var player_ranking_panel: Panel = $'../PlayerRankingPanel'
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@onready var login_panel: PanelContainer = $'../LoginPanel'
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@onready var batch_buy_popup: PanelContainer = $'../../DiaLog/BatchBuyPopup'
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# 道具配置数据
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var item_config : Dictionary = {}
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# 准备函数
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func _ready():
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# 连接关闭按钮信号
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quit_button.pressed.connect(self._on_quit_button_pressed)
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# 连接可见性改变信号
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visibility_changed.connect(_on_visibility_changed)
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# 隐藏面板(初始默认隐藏)
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self.hide()
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# 初始化道具商店
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func init_item_store():
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# 从主游戏脚本获取道具配置数据
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_load_item_config_from_main()
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# 重置筛选状态为显示全部
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current_filter_type = "全部"
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update_item_store_ui()
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# 更新道具商店UI
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func update_item_store_ui():
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# 清空道具商店格子
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for child in store_grid.get_children():
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child.queue_free()
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print("更新道具商店UI,道具种类:", item_config.size(), ",当前筛选:", current_filter_type)
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# 统计符合筛选条件的道具数量
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var filtered_count = 0
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# 为每个道具配置创建按钮
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for item_name in item_config.keys():
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# 检查是否符合筛选条件
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if not _is_item_match_filter(item_name):
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continue
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var item_info = item_config[item_name]
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var item_cost = item_info.get("花费", 0)
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var item_desc = item_info.get("描述", "暂无描述")
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# 创建道具按钮
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var button = _create_item_button(item_name, item_cost, item_desc)
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# 更新按钮文本显示价格
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button.text = str(item_name + "\n价格:" + str(item_cost) + "元")
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# 连接购买点击事件
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button.pressed.connect(func(): _on_store_item_selected(item_name, item_cost, item_desc))
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store_grid.add_child(button)
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filtered_count += 1
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print("筛选后显示道具数量:", filtered_count)
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# 创建道具按钮
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func _create_item_button(item_name: String, item_cost: int, item_desc: String) -> Button:
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# 使用橙色按钮作为道具商店按钮的样式
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var button = main_game.item_button.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 = item_name
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# 添加工具提示
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button.tooltip_text = str(
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"道具: " + item_name + "\n" +
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"价格: " + str(item_cost) + "元\n" +
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"描述: " + item_desc + "\n" +
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"点击购买道具"
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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 = "商店"
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button.get_node("Title").modulate = Color.GOLD # 商店标题使用金色
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# 更新按钮的道具图片
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_update_button_item_image(button, item_name)
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return button
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# 从主游戏脚本获取道具配置数据
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func _load_item_config_from_main():
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# 从主游戏脚本的全局变量获取道具配置数据
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if main_game.item_config_data.size() > 0:
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item_config = main_game.item_config_data
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print("道具商店:从主游戏脚本获取道具配置数据,道具种类:", item_config.size())
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else:
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print("道具商店:主游戏脚本中没有道具配置数据,使用空配置")
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item_config = {}
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# 商店道具点击处理 - 购买道具
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func _on_store_item_selected(item_name: String, item_cost: int, item_desc: String):
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# 检查玩家金钱是否足够(至少能买1个)
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if main_game.money < item_cost:
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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)
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return
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# 显示批量购买弹窗
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if batch_buy_popup:
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batch_buy_popup.show_buy_popup(
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item_name,
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item_cost,
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item_desc,
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"item",
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_on_confirm_buy_item,
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_on_cancel_buy_item
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)
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else:
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print("批量购买弹窗未找到")
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# 显示购买确认对话框
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func _show_buy_confirmation_dialog(item_name: String, item_cost: int, item_desc: String):
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# 创建确认对话框
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var confirm_dialog = AcceptDialog.new()
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confirm_dialog.dialog_text = str(
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"确认购买道具?\n\n" +
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"道具名称: " + item_name + "\n" +
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"购买价格: " + str(item_cost) + " 元\n" +
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"道具描述: " + item_desc + "\n\n" +
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"当前金钱: " + str(main_game.money) + " 元\n" +
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"购买后余额: " + str(main_game.money - item_cost) + " 元"
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)
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confirm_dialog.title = "购买道具确认"
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confirm_dialog.ok_button_text = "确认购买"
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confirm_dialog.add_cancel_button("取消")
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# 添加到场景
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add_child(confirm_dialog)
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# 连接信号
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confirm_dialog.confirmed.connect(_on_confirm_buy_item.bind(item_name, item_cost, confirm_dialog))
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confirm_dialog.canceled.connect(_on_cancel_buy_item.bind(confirm_dialog))
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# 显示对话框
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confirm_dialog.popup_centered()
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# 确认购买道具(批量购买版本)
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func _on_confirm_buy_item(item_name: String, unit_cost: int, quantity: int, buy_type: String):
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var total_cost = unit_cost * quantity
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# 再次检查金钱是否足够
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if main_game.money < total_cost:
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Toast.show("金钱不足!需要 " + str(total_cost) + " 元,当前只有 " + str(main_game.money) + " 元", Color.RED, 3.0, 1.0)
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return
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# 发送批量购买请求到服务器
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_send_batch_buy_item_request(item_name, unit_cost, quantity)
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# 取消购买道具(批量购买版本)
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func _on_cancel_buy_item():
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print("取消购买道具")
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# 发送批量购买道具请求
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func _send_batch_buy_item_request(item_name: String, unit_cost: int, quantity: int):
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# 发送批量购买请求到服务器
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if tcp_network_manager_panel and tcp_network_manager_panel.has_method("sendBuyItem"):
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if tcp_network_manager_panel.sendBuyItem(item_name, unit_cost, quantity):
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# 服务器会处理批量购买逻辑,客户端等待响应
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print("已发送批量购买道具请求:", item_name, " 数量:", quantity)
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else:
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Toast.show("购买请求发送失败", Color.RED, 2.0, 1.0)
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else:
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Toast.show("网络管理器不可用", Color.RED, 2.0, 1.0)
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# 将道具添加到道具背包(客户端同步)
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func _add_item_to_bag(item_name: String):
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# 确保道具背包存在
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if "道具背包" not in main_game:
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main_game["道具背包"] = []
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# 查找是否已存在该道具
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var found = false
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for item in main_game["道具背包"]:
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if item.get("name") == item_name:
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item["count"] += 1
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found = true
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break
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# 如果不存在,添加新道具
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if not found:
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main_game["道具背包"].append({
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"name": item_name,
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"count": 1
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})
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# 更新按钮的道具图片
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func _update_button_item_image(button: Button, item_name: String):
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# 检查按钮是否有CropImage节点
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var item_image = button.get_node_or_null("CropImage")
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if not item_image:
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print("道具商店按钮没有找到CropImage节点:", button.name)
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return
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# 从配置文件获取道具图片路径
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var texture = null
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if item_config.has(item_name):
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var item_info = item_config[item_name]
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var image_path = item_info.get("道具图片", "")
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if image_path != "" and ResourceLoader.exists(image_path):
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# 尝试加载道具图片
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texture = load(image_path)
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if texture:
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pass
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else:
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print("加载道具图片失败:", item_name, " -> ", image_path)
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else:
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print("道具图片路径无效或不存在:", item_name, " -> ", image_path)
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# 如果没有找到道具图片,尝试使用默认道具图片
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if not texture:
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var default_item_path = "res://assets/道具图片/默认道具.webp"
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if ResourceLoader.exists(default_item_path):
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texture = load(default_item_path)
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if texture:
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print("使用默认道具图片:", item_name)
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# 设置图片
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if texture:
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# CropImage是Sprite2D,直接设置texture属性
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item_image.texture = texture
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item_image.visible = true
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#print("道具商店更新道具图片:", item_name)
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else:
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# 如果没有图片,隐藏图片节点
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item_image.visible = false
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print("道具商店无法获取道具图片:", item_name)
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#=========================面板通用处理=========================
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#手动刷新道具商店面板
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func _on_refresh_button_pressed() -> void:
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# 重新初始化道具商店
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init_item_store()
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Toast.show("道具商店已刷新", Color.GREEN, 2.0, 1.0)
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# 关闭道具商店面板
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func _on_quit_button_pressed() -> void:
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self.hide()
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pass
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#面板显示与隐藏切换处理
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func _on_visibility_changed():
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if visible:
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GlobalVariables.isZoomDisabled = true
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# 面板显示时自动刷新数据
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init_item_store()
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pass
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else:
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GlobalVariables.isZoomDisabled = false
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pass
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#=========================面板通用处理=========================
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#========================筛选功能============================
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# 当前筛选类型
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var current_filter_type: String = "全部"
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#显示全部,既全部显示(默认)
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func _on_all_filter_pressed() -> void:
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current_filter_type = "全部"
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update_item_store_ui()
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Toast.show("显示全部道具", Color.GREEN, 2.0, 1.0)
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#筛选宠物类型道具
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func _on_pet_filter_pressed() -> void:
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current_filter_type = "宠物道具"
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update_item_store_ui()
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Toast.show("筛选宠物道具", Color.GREEN, 2.0, 1.0)
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#筛选作物类型道具
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func _on_crop_filter_pressed() -> void:
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current_filter_type = "作物道具"
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update_item_store_ui()
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Toast.show("筛选作物道具", Color.GREEN, 2.0, 1.0)
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#筛选农场类型道具
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func _on_farm_filter_pressed() -> void:
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current_filter_type = "农场道具"
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update_item_store_ui()
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Toast.show("筛选农场道具", Color.GREEN, 2.0, 1.0)
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# 检查道具是否符合当前筛选条件
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func _is_item_match_filter(item_name: String) -> bool:
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# 如果是显示全部,直接返回true
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if current_filter_type == "全部":
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return true
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# 检查道具配置中的类型
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if item_config.has(item_name):
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var item_info = item_config[item_name]
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var item_type = item_info.get("类型", "")
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return item_type == current_filter_type
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# 如果没有配置信息,默认不显示
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return false
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#========================筛选功能============================
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