This commit is contained in:
CortexCore
2023-10-24 23:37:59 +08:00
parent 325f63d6bc
commit 3e39e627bc
388 changed files with 29043 additions and 889 deletions

View File

@@ -1,98 +1,99 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using BITFALL.Player.Inventory;
using UnityEngine;
using BITKit;
using BITKit.Entities;
namespace BITFALL
{
/// <summary>
/// 玩家装备容器
/// 支持,护甲,头盔和背包等
/// </summary>
[CustomType(typeof(IPlayerEquipContainer))]
public class PlayerEquipContainer : EntityComponent, IPlayerEquipContainer
{
private readonly Dictionary<IEquipmentSlot, IBasicItem> dictionary = new();
[Inject]
private IBasicItemContainer inventory;
public override void OnAwake()
{
var health = entity.Get<IHealth>();
health.OnSetAlive += OnSetAlive;
}
private void OnSetAlive(bool obj)
{
if (obj) return;
foreach (var x in dictionary.ToArray())
{
OnDeEquip?.Invoke(x.Key, x.Value);
inventory.Add(x.Value);
}
dictionary.Clear();
}
public override void OnStart()
{
base.OnStart();
inventory = entity.Get<IBasicItemContainer>();
var playerInventory = entity.Get<IPlayerInventory>();
playerInventory.OnUseItem += TryExecute;
}
public Action<IEquipmentSlot, IBasicItem> OnEquip { get; set; }
public Action<IEquipmentSlot, IBasicItem> OnDeEquip { get; set; }
public bool TryDeEquip<T>(T slot) where T : IEquipmentSlot
{
if (!dictionary.TryGetValue(slot, out var equipable)) return false;
if (inventory.Add(equipable))
{
DeEquip(slot, equipable);
}
return false;
}
private bool Equip(IEquipmentSlot slot, IBasicItem item)
{
dictionary.Add(slot, item);
OnEquip?.Invoke(slot, item);
return true;
}
private bool DeEquip(IEquipmentSlot slot, IBasicItem item)
{
dictionary.Remove(slot);
OnDeEquip?.Invoke(slot, item);
return true;
}
public int Priority => 0;
public bool TryExecute(IBasicItem value)
{
var asset = value.GetAssetable();
//尝试获取可装备信息
if (!asset.TryGetProperty<EquipmentAsSlot>(out var equipable)) return false;
//已装备物品
if (dictionary.TryGetValue(equipable.slot, out var equipedItem))
{
//尝试将装配放回背包
if (inventory.Add(equipedItem))
{
//移除已装备物品
DeEquip(equipable.slot, value);
}
}
//从库存中移除物品
if (inventory.Remove(value))
{
//装配物品
Equip(equipable.slot, value);
}
return false;
}
}
}
// using System;
// using System.Collections;
// using System.Collections.Generic;
// using System.Linq;
// using BITFALL.Entities.Equipment;
// using BITFALL.Player.Inventory;
// using UnityEngine;
// using BITKit;
// using BITKit.Entities;
//
// namespace BITFALL
// {
//
// /// <summary>
// /// 玩家装备容器
// /// 支持,护甲,头盔和背包等
// /// </summary>
// [CustomType(typeof(IEntityEquipmentContainer))]
// public class PlayerEquipContainer : EntityComponent, IEntityEquipmentContainer
// {
// private Dictionary<IEquipmentSlot, IBasicItem> Equipment = new();
// [Inject]
// private IBasicItemContainer inventory;
// public override void OnAwake()
// {
// var health = entity.Get<IHealth>();
// health.OnSetAlive += OnSetAlive;
// }
//
// private void OnSetAlive(bool obj)
// {
// if (obj) return;
// foreach (var x in Equipment.ToArray())
// {
// OnDeEquip?.Invoke(x.Key, x.Value);
// inventory.Add(x.Value);
// }
// Equipment.Clear();
// }
//
// public override void OnStart()
// {
// base.OnStart();
// inventory = entity.Get<IBasicItemContainer>();
// var playerInventory = entity.Get<IPlayerInventory>();
// playerInventory.OnUseItem += TryExecute;
// }
//
// public Action<IEquipmentSlot, IBasicItem> OnEquip { get; set; }
// public Action<IEquipmentSlot, IBasicItem> OnDeEquip { get; set; }
//
// public bool TryDeEquip<T>(T slot) where T : IEquipmentSlot
// {
// if (!Equipment.TryGetValue(slot, out var equipable)) return false;
// if (inventory.Add(equipable))
// {
// DeEquip(slot, equipable);
// }
// return false;
// }
// private bool Equip(IEquipmentSlot slot, IBasicItem item)
// {
// Equipment.Add(slot, item);
// OnEquip?.Invoke(slot, item);
// return true;
// }
// private bool DeEquip(IEquipmentSlot slot, IBasicItem item)
// {
// Equipment.Remove(slot);
// OnDeEquip?.Invoke(slot, item);
// return true;
// }
// public int Priority => 0;
//
// public bool TryExecute(IBasicItem value)
// {
// var asset = value.GetAssetable();
// //尝试获取可装备信息
// if (!asset.TryGetProperty<EquipmentAsSlot>(out var equipable)) return false;
// //已装备物品
// if (Equipment.TryGetValue(equipable.slot, out var equipedItem))
// {
// //尝试将装配放回背包
// if (inventory.Add(equipedItem))
// {
// //移除已装备物品
// DeEquip(equipable.slot, value);
// }
// }
// //从库存中移除物品
// if (inventory.Remove(value))
// {
// //装配物品
// Equip(equipable.slot, value);
// }
// return false;
// }
// }
// }