511 lines
17 KiB
GDScript
511 lines
17 KiB
GDScript
extends Panel
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#种子仓库面板
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# 背包格子容器
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@onready var player_bag_grid_container : GridContainer = $ScrollContainer/Bag_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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#各种排序过滤按钮
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@onready var sort_all_button : Button = $SortContainer/Sort_All#全部
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@onready var sort_common_button : Button = $SortContainer/Sort_Common#普通
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@onready var sort_superior_button : Button = $SortContainer/Sort_Superior#优良
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@onready var sort_rare_button : Button = $SortContainer/Sort_Rare#稀有
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@onready var sort_epic_button : Button = $SortContainer/Sort_Epic#史诗
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@onready var sort_legendary_button : Button = $SortContainer/Sort_Legendary#传奇
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@onready var sort_price_button : Button = $SortContainer/Sort_Price#价格
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@onready var sort_growtime_button : Button = $SortContainer/Sort_GrowTime#生长时间
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@onready var sort_profit_button : Button = $SortContainer/Sort_Profit#收益
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@onready var sort_level_button : Button = $SortContainer/Sort_Level#等级
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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_store_panel: Panel = $'../ItemStorePanel'
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@onready var item_bag_panel: Panel = $'../ItemBagPanel'
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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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# 作物图片缓存(复用主游戏的缓存系统)
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var crop_textures_cache : Dictionary = {}
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var crop_frame_counts : Dictionary = {}
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# 当前选择的地块索引,从MainGame获取
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var selected_lot_index : int = -1
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# 当前过滤和排序设置
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var current_filter_quality = ""
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var current_sort_key = ""
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var current_sort_ascending = true
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# 一键种植模式相关变量
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var is_planting_mode = false
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var planting_type = ""
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var one_click_plant_panel = null
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# 准备函数
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func _ready():
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# 连接按钮信号
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_connect_buttons()
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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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# 连接所有按钮信号
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func _connect_buttons():
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# 关闭按钮
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quit_button.pressed.connect(self._on_quit_button_pressed)
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# 过滤按钮
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sort_all_button.pressed.connect(func(): _filter_by_quality(""))
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sort_common_button.pressed.connect(func(): _filter_by_quality("普通"))
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sort_superior_button.pressed.connect(func(): _filter_by_quality("优良"))
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sort_rare_button.pressed.connect(func(): _filter_by_quality("稀有"))
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sort_epic_button.pressed.connect(func(): _filter_by_quality("史诗"))
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sort_legendary_button.pressed.connect(func(): _filter_by_quality("传奇"))
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# 排序按钮
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sort_price_button.pressed.connect(func(): _sort_by("花费"))
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sort_growtime_button.pressed.connect(func(): _sort_by("生长时间"))
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sort_profit_button.pressed.connect(func(): _sort_by("收益"))
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sort_level_button.pressed.connect(func(): _sort_by("等级"))
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# 初始化玩家背包
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func init_player_bag():
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# 显示背包中的种子
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update_player_bag_ui()
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# 更新玩家背包UI
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func update_player_bag_ui():
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# 清空玩家背包格子
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for child in player_bag_grid_container.get_children():
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child.queue_free()
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# 应用过滤和排序
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var filtered_seeds = _get_filtered_and_sorted_seeds()
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# 为背包中的每个过滤后的种子创建按钮
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for seed_item in filtered_seeds:
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var crop_name = seed_item["name"]
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var crop_quality = seed_item["quality"]
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var crop_count = seed_item["count"]
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# 创建种子按钮
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var button = _create_crop_button(crop_name, crop_quality)
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# 更新按钮文本显示数量
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var display_name = crop_name
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if main_game.can_planted_crop.has(crop_name):
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display_name = main_game.can_planted_crop[crop_name].get("作物名称", crop_name)
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button.text = str(crop_quality + "-" + display_name + "\n数量:" + str(crop_count))
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# 根据是否处于访问模式连接不同的事件
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if main_game.is_visiting_mode:
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# 访问模式下,点击种子只显示信息,不能种植
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button.pressed.connect(func(): _on_visit_seed_selected(crop_name, crop_count))
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else:
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# 正常模式下,连接种植事件
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button.pressed.connect(func(): _on_bag_seed_selected(crop_name))
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player_bag_grid_container.add_child(button)
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# 获取过滤和排序后的种子列表
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func _get_filtered_and_sorted_seeds():
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var filtered_seeds = []
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# 收集符合条件的种子
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for seed_item in main_game.player_bag:
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# 从crop_data中获取品质信息
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var item_quality = "普通"
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if main_game.can_planted_crop.has(seed_item["name"]):
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item_quality = main_game.can_planted_crop[seed_item["name"]].get("品质", "普通")
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# 品质过滤
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if current_filter_quality != "" and item_quality != current_filter_quality:
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continue
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# 获取种子对应的作物数据
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var crop_data = null
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if main_game.can_planted_crop.has(seed_item["name"]):
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crop_data = main_game.can_planted_crop[seed_item["name"]]
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# 添加到过滤后的列表
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filtered_seeds.append({
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"name": seed_item["name"],
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"quality": item_quality,
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"count": seed_item["count"],
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"data": crop_data
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})
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# 如果有排序条件且数据可用,进行排序
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if current_sort_key != "":
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filtered_seeds.sort_custom(Callable(self, "_sort_seed_items"))
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return filtered_seeds
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# 自定义排序函数
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func _sort_seed_items(a, b):
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# 检查是否有有效数据用于排序
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if a["data"] == null or b["data"] == null:
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# 如果某一项没有数据,将其排在后面
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if a["data"] == null and b["data"] != null:
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return false
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if a["data"] != null and b["data"] == null:
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return true
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# 如果都没有数据,按名称排序
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return a["name"] < b["name"]
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# 确保排序键存在于数据中
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if !a["data"].has(current_sort_key) or !b["data"].has(current_sort_key):
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print("警告: 排序键 ", current_sort_key, " 在某些种子数据中不存在")
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return false
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# 安全地获取排序值,并进行类型转换
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var value_a = a["data"].get(current_sort_key, 0)
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var value_b = b["data"].get(current_sort_key, 0)
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# 如果是数值类型的字段,确保转换为数值进行比较
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if current_sort_key in ["花费", "生长时间", "收益", "等级", "经验", "耐候性"]:
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# 转换为数值,如果转换失败则使用0
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if typeof(value_a) == TYPE_STRING:
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value_a = int(value_a) if value_a.is_valid_int() else 0
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if typeof(value_b) == TYPE_STRING:
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value_b = int(value_b) if value_b.is_valid_int() else 0
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# 执行排序比较
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if current_sort_ascending:
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return value_a < value_b
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else:
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return value_a > value_b
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# 按品质过滤种子
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func _filter_by_quality(quality: String):
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current_filter_quality = quality
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update_player_bag_ui()
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# 按指定键排序
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func _sort_by(sort_key: String):
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# 切换排序方向或设置新排序键
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if current_sort_key == sort_key:
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current_sort_ascending = !current_sort_ascending
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else:
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current_sort_key = sort_key
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current_sort_ascending = true
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update_player_bag_ui()
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# 创建作物按钮
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func _create_crop_button(crop_name: String, crop_quality: String) -> Button:
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# 根据品质选择相应的进度条
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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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var display_name = crop_name
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if main_game.can_planted_crop.has(crop_name):
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display_name = main_game.can_planted_crop[crop_name].get("作物名称", crop_name)
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button.text = str(crop_quality + "-" + display_name)
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# 添加工具提示 (tooltip)
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if main_game.can_planted_crop.has(crop_name):
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var crop = main_game.can_planted_crop[crop_name]
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# 将成熟时间从秒转换为天时分秒格式
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var total_seconds = int(crop["生长时间"])
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# 定义时间单位换算
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var SECONDS_PER_MINUTE = 60
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var SECONDS_PER_HOUR = 3600
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var SECONDS_PER_DAY = 86400
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# 计算各时间单位
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var days = total_seconds / SECONDS_PER_DAY
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total_seconds %= SECONDS_PER_DAY
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var hours = total_seconds / SECONDS_PER_HOUR
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total_seconds %= SECONDS_PER_HOUR
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var minutes = total_seconds / SECONDS_PER_MINUTE
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var seconds = total_seconds % SECONDS_PER_MINUTE
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# 构建时间字符串(只显示有值的单位)
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var time_str = ""
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if days > 0:
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time_str += str(days) + "天"
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if hours > 0:
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time_str += str(hours) + "小时"
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if minutes > 0:
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time_str += str(minutes) + "分钟"
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if seconds > 0:
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time_str += str(seconds) + "秒"
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button.tooltip_text = str(
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"作物: " + display_name + "\n" +
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"品质: " + crop_quality + "\n" +
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"价格: " + str(crop["花费"]) + "元\n" +
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"成熟时间: " + time_str + "\n" +
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"收获收益: " + str(crop["收益"]) + "元\n" +
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"需求等级: " + str(crop["等级"]) + "\n" +
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"耐候性: " + str(crop["耐候性"]) + "\n" +
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"经验: " + str(crop["经验"]) + "点\n" +
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"描述: " + str(crop["描述"])
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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 = crop_quality
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match crop_quality:
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"普通":
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button.get_node("Title").modulate = Color.HONEYDEW#白色
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"优良":
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button.get_node("Title").modulate =Color.DODGER_BLUE#深蓝色
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"稀有":
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button.get_node("Title").modulate =Color.HOT_PINK#品红色
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"史诗":
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button.get_node("Title").modulate =Color.YELLOW#黄色
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"传奇":
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button.get_node("Title").modulate =Color.ORANGE_RED#红色
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# 更新按钮的作物图片
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_update_button_crop_image(button, crop_name)
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return button
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# 从背包中选择种子并种植
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func _on_bag_seed_selected(crop_name):
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# 检查是否处于访问模式
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if main_game.is_visiting_mode:
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Toast.show("访问模式下无法种植", Color.ORANGE, 2.0, 1.0)
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return
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# 检查是否是一键种植模式
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if is_planting_mode:
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# 一键种植模式下,回调给一键种植面板
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if one_click_plant_panel and one_click_plant_panel.has_method("on_crop_selected"):
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one_click_plant_panel.on_crop_selected(crop_name, planting_type)
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# 退出种植模式
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_exit_planting_mode()
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self.hide()
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return
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# 从主场景获取当前选择的地块索引
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selected_lot_index = main_game.selected_lot_index
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if selected_lot_index != -1:
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# 检查背包中是否有这个种子
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var seed_index = -1
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for i in range(len(main_game.player_bag)):
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if main_game.player_bag[i]["name"] == crop_name:
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seed_index = i
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break
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if seed_index != -1 and main_game.player_bag[seed_index]["count"] > 0:
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# 种植种子并从背包中减少数量
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_plant_crop_from_bag(selected_lot_index, crop_name, seed_index)
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main_game.selected_lot_index = -1
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self.hide()
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# 访问模式下的种子点击处理
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func _on_visit_seed_selected(crop_name, crop_count):
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pass
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# 从背包种植作物
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func _plant_crop_from_bag(index, crop_name, seed_index):
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var crop = main_game.can_planted_crop[crop_name]
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# 检查是否有效的种子索引,防止越界访问
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if seed_index < 0 or seed_index >= main_game.player_bag.size():
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#print("错误:无效的种子索引 ", seed_index)
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return
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# 发送种植请求到服务器
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if tcp_network_manager_panel and tcp_network_manager_panel.sendPlantCrop(index, crop_name):
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# 关闭背包面板
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hide()
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# 设置种植模式
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func set_planting_mode(plant_type: String, plant_panel):
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is_planting_mode = true
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planting_type = plant_type
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one_click_plant_panel = plant_panel
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Toast.show("进入种植模式:"+plant_type,Color.GREEN)
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# 退出种植模式
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func _exit_planting_mode():
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is_planting_mode = false
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planting_type = ""
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one_click_plant_panel = null
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Toast.show("退出种植模式",Color.GREEN)
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# 获取作物的成熟图片(用于背包显示)
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func _get_crop_final_texture(crop_name: String) -> Texture2D:
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# 优先从主游戏的缓存中获取成熟图片
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if main_game and main_game.crop_mature_textures_cache.has(crop_name):
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return main_game.crop_mature_textures_cache[crop_name]
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# 如果缓存中没有,再尝试加载"成熟.webp"图片
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var crop_path = "res://assets/作物/" + crop_name + "/"
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var mature_texture_path = crop_path + "成熟.webp"
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if ResourceLoader.exists(mature_texture_path):
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var texture = load(mature_texture_path)
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if texture:
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# 如果主游戏存在,也缓存到主游戏中
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if main_game:
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main_game.crop_mature_textures_cache[crop_name] = texture
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return texture
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# 如果没有找到作物的成熟图片,使用默认的成熟图片
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if main_game and main_game.crop_mature_textures_cache.has("默认"):
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var default_texture = main_game.crop_mature_textures_cache["默认"]
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# 缓存给这个作物
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main_game.crop_mature_textures_cache[crop_name] = default_texture
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return default_texture
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# 最后尝试直接加载默认成熟图片
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var default_mature_path = "res://assets/作物/默认/成熟.webp"
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if ResourceLoader.exists(default_mature_path):
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var texture = load(default_mature_path)
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if texture:
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print("背包使用默认成熟图片:", crop_name)
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# 缓存到主游戏
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if main_game:
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main_game.crop_mature_textures_cache["默认"] = texture
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main_game.crop_mature_textures_cache[crop_name] = texture
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return texture
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return null
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# 加载作物图片序列帧(复用主游戏的逻辑)
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func _load_crop_textures(crop_name: String) -> Array:
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if crop_textures_cache.has(crop_name):
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return crop_textures_cache[crop_name]
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var textures = []
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var crop_path = "res://assets/作物/" + crop_name + "/"
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var default_path = "res://assets/作物/默认/"
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# 检查作物文件夹是否存在
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if DirAccess.dir_exists_absolute(crop_path):
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# 尝试加载作物的序列帧(从0开始)
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var frame_index = 0
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while true:
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var texture_path = crop_path + str(frame_index) + ".webp"
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if ResourceLoader.exists(texture_path):
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var texture = load(texture_path)
|
||
if texture:
|
||
textures.append(texture)
|
||
frame_index += 1
|
||
else:
|
||
break
|
||
else:
|
||
break
|
||
|
||
if textures.size() > 0:
|
||
pass
|
||
else:
|
||
print("背包:作物 ", crop_name, " 文件夹存在但没有找到有效图片,使用默认图片")
|
||
textures = _load_default_textures()
|
||
else:
|
||
print("背包:作物 ", crop_name, " 的文件夹不存在,使用默认图片")
|
||
textures = _load_default_textures()
|
||
|
||
# 缓存结果
|
||
crop_textures_cache[crop_name] = textures
|
||
crop_frame_counts[crop_name] = textures.size()
|
||
|
||
return textures
|
||
|
||
# 加载默认图片
|
||
func _load_default_textures() -> Array:
|
||
if crop_textures_cache.has("默认"):
|
||
return crop_textures_cache["默认"]
|
||
|
||
var textures = []
|
||
var default_path = "res://assets/作物/默认/"
|
||
|
||
# 尝试加载默认图片序列帧
|
||
var frame_index = 0
|
||
while true:
|
||
var texture_path = default_path + str(frame_index) + ".webp"
|
||
if ResourceLoader.exists(texture_path):
|
||
var texture = load(texture_path)
|
||
if texture:
|
||
textures.append(texture)
|
||
frame_index += 1
|
||
else:
|
||
break
|
||
else:
|
||
break
|
||
|
||
# 如果没有找到序列帧,尝试加载单个默认图片
|
||
if textures.size() == 0:
|
||
var single_texture_path = default_path + ".webp"
|
||
if ResourceLoader.exists(single_texture_path):
|
||
var texture = load(single_texture_path)
|
||
if texture:
|
||
textures.append(texture)
|
||
|
||
# 缓存默认图片
|
||
crop_textures_cache["默认"] = textures
|
||
crop_frame_counts["默认"] = textures.size()
|
||
|
||
print("背包加载了 ", textures.size(), " 个默认作物图片")
|
||
return textures
|
||
|
||
# 更新按钮的作物图片
|
||
func _update_button_crop_image(button: Button, crop_name: String):
|
||
# 检查按钮是否有CropImage节点
|
||
var crop_image = button.get_node_or_null("CropImage")
|
||
if not crop_image:
|
||
print("背包按钮没有找到CropImage节点:", button.name)
|
||
return
|
||
|
||
# 获取作物的最后一帧图片
|
||
var texture = _get_crop_final_texture(crop_name)
|
||
|
||
if texture:
|
||
# CropImage是Sprite2D,直接设置texture属性
|
||
crop_image.texture = texture
|
||
crop_image.visible = true
|
||
else:
|
||
crop_image.visible = false
|
||
print("背包无法获取作物图片:", crop_name)
|
||
|
||
#=========================面板通用处理=========================
|
||
#手动刷新种子仓库面板
|
||
func _on_refresh_button_pressed() -> void:
|
||
# 刷新种子背包UI
|
||
update_player_bag_ui()
|
||
Toast.show("种子仓库已刷新", Color.GREEN)
|
||
|
||
# 关闭面板
|
||
func _on_quit_button_pressed():
|
||
# 退出种植模式(如果当前在种植模式下)
|
||
if is_planting_mode:
|
||
_exit_planting_mode()
|
||
self.hide()
|
||
|
||
#面板显示与隐藏切换处理
|
||
func _on_visibility_changed():
|
||
if visible:
|
||
GlobalVariables.isZoomDisabled = true
|
||
# 面板显示时请求同步最新的背包数据
|
||
tcp_network_manager_panel.send_sync_bag_data_request()
|
||
# 面板显示时自动刷新数据
|
||
update_player_bag_ui()
|
||
pass
|
||
else:
|
||
GlobalVariables.isZoomDisabled = false
|
||
pass
|
||
#=========================面板通用处理=========================
|