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main.gd
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main.gd
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extends Node2D
@onready var inventory: MarginContainer = %inventory
@onready var line_edit: LineEdit = %LineEdit
@onready var btn_submit: Button = %btn_submit
@onready var player: Node2D = %player
func _ready() -> void:
# C_Inventory依赖注入
inventory.initialize(player.get_node("C_Inventory"))
## 将字符串转换为指令
func process_command(command: String):
var parts = command.split(" ")
if parts.size() == 0:
return
var cmd = parts[0]
var args = parts.slice(1, parts.size())
if has_method(cmd):
self.callv(cmd, args)
else:
push_warning("未找到指定的命令:", cmd)
func add_item(item_name: String, item_count: String) -> void:
var _count = int(item_count)
var item = create_item(item_name, _count)
if item == null:
push_error("can not found item by name: ", item_name)
return
var c_inventory: C_Inventory = player.get_node("C_Inventory")
c_inventory.add_item(item)
print_debug("add_item: ", item_name, " count: ", item_count)
func remove_item(slot_index: String) -> void:
var _index = int(slot_index)
var c_inventory: C_Inventory = player.get_node("C_Inventory")
c_inventory.remove_item(_index)
func create_item(item_name, item_count) -> Item:
var res_path : String = "res://src/items/" + item_name + ".tres"
if not ResourceLoader.exists(res_path): return null
var item : Item = load(res_path).duplicate()
item.quantity = item_count
return item
func _on_texture_button_pressed() -> void:
inventory.open()
func _on_line_edit_text_submitted(new_text: String) -> void:
process_command(new_text)
func _on_btn_submit_pressed() -> void:
process_command(line_edit.text)