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2025-06-16 07:59:50 +08:00
commit 7a6cd423fc
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using Godot;
using System;
using System.Collections.Generic;
public partial class GameScene : Control
{
// 资源类型枚举
public enum ResourceType
{
IronOre,
CopperOre,
IronIngot,
CopperIngot
}
// 资源数据结构
public class ResourceData
{
public string Name { get; set; }
public int Amount { get; set; }
public ResourceType Type { get; set; }
public bool IsProcessed { get; set; }
}
// 电力系统数据
private float powerGeneration = 0;
private float powerConsumption = 0;
private float powerStorage = 0;
private float powerDischarge = 0;
// 库存数据保留用于兼容性但主要由InventoryManager管理
private Dictionary<ResourceType, ResourceData> inventory = new Dictionary<ResourceType, ResourceData>();
// UI引用
private Label powerGenerationLabel;
private Label powerConsumptionLabel;
private Label powerStorageLabel;
private Label powerDischargeLabel;
private TabContainer categoryTabs;
private CraftingQueueManager craftingQueue;
public override void _Ready()
{
GD.Print("GameScene _Ready 开始");
// 获取UI引用
powerGenerationLabel = GetNode<Label>("HSplitContainer/LeftPanel/VBoxContainer/PowerInfo/MarginContainer/VBoxContainer/PowerRow1/PowerGeneration");
powerConsumptionLabel = GetNode<Label>("HSplitContainer/LeftPanel/VBoxContainer/PowerInfo/MarginContainer/VBoxContainer/PowerRow1/PowerConsumption");
powerStorageLabel = GetNode<Label>("HSplitContainer/LeftPanel/VBoxContainer/PowerInfo/MarginContainer/VBoxContainer/PowerRow2/PowerStorage");
powerDischargeLabel = GetNode<Label>("HSplitContainer/LeftPanel/VBoxContainer/PowerInfo/MarginContainer/VBoxContainer/PowerRow2/PowerDischarge");
categoryTabs = GetNode<TabContainer>("HSplitContainer/RightPanel/VBoxContainer/CategoryTabs");
craftingQueue = GetNode<CraftingQueueManager>("HSplitContainer/LeftPanel/VBoxContainer/CraftingQueue");
// 初始化库存(保留用于兼容性)
InitializeInventory();
// 更新UI
UpdatePowerUI();
GD.Print("GameScene 初始化完成");
}
private void InitializeInventory()
{
inventory[ResourceType.IronOre] = new ResourceData { Name = "铁矿", Amount = 0, Type = ResourceType.IronOre, IsProcessed = false };
inventory[ResourceType.CopperOre] = new ResourceData { Name = "铜矿", Amount = 0, Type = ResourceType.CopperOre, IsProcessed = false };
inventory[ResourceType.IronIngot] = new ResourceData { Name = "铁块", Amount = 0, Type = ResourceType.IronIngot, IsProcessed = true };
inventory[ResourceType.CopperIngot] = new ResourceData { Name = "铜块", Amount = 0, Type = ResourceType.CopperIngot, IsProcessed = true };
}
private void UpdatePowerUI()
{
powerGenerationLabel.Text = $"发电: {powerGeneration:F1} KW";
powerConsumptionLabel.Text = $"耗电: {powerConsumption:F1} KW";
powerStorageLabel.Text = $"蓄电: {powerStorage:F1} KWh";
powerDischargeLabel.Text = $"放电: {powerDischarge:F1} KW";
}
// 添加资源到库存(保留用于兼容性)
public void AddResource(ResourceType type, int amount)
{
if (inventory.ContainsKey(type))
{
inventory[type].Amount += amount;
}
}
// 更新电力系统
public void UpdatePowerSystem(float generation, float consumption, float storage, float discharge)
{
powerGeneration = generation;
powerConsumption = consumption;
powerStorage = storage;
powerDischarge = discharge;
UpdatePowerUI();
}
public override void _Process(double delta)
{
// 更新电力信息显示
UpdatePowerInfo();
}
private void UpdatePowerInfo()
{
// 这里可以从电力管理器获取实际数据
// 目前使用占位符数据
if (powerGenerationLabel != null)
powerGenerationLabel.Text = "发电: 0 KW";
if (powerConsumptionLabel != null)
powerConsumptionLabel.Text = "耗电: 0 KW";
if (powerStorageLabel != null)
powerStorageLabel.Text = "蓄电: 0 KWh";
if (powerDischargeLabel != null)
powerDischargeLabel.Text = "放电: 0 KW";
}
public override void _Input(InputEvent @event)
{
if (@event is InputEventKey keyEvent && keyEvent.Pressed)
{
// 按C键测试合成铁块
if (keyEvent.Keycode == Key.C)
{
if (craftingQueue != null)
{
craftingQueue.StartIronIngotCrafting();
GD.Print("按下C键尝试开始铁块合成");
}
}
}
}
}