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2025-06-16 07:59:50 +08:00
commit 7a6cd423fc
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using Godot;
using System.Collections.Generic;
using System.Text.Json;
public partial class CraftingRecipeManager : Node
{
public static CraftingRecipeManager Instance { get; private set; }
public class Ingredient
{
public string ItemId { get; set; }
public int Quantity { get; set; }
}
public class CraftingRecipe
{
public string Id { get; set; }
public string OutputItem { get; set; }
public int OutputQuantity { get; set; }
public string CraftingMethod { get; set; }
public float CraftingTime { get; set; }
public List<Ingredient> Ingredients { get; set; } = new List<Ingredient>();
}
public class CraftingRecipeData
{
public List<CraftingRecipe> Recipes { get; set; } = new List<CraftingRecipe>();
}
private CraftingRecipeData recipeData;
private Dictionary<string, CraftingRecipe> recipeMap = new Dictionary<string, CraftingRecipe>();
private Dictionary<string, List<CraftingRecipe>> outputItemMap = new Dictionary<string, List<CraftingRecipe>>();
public override void _Ready()
{
if (Instance == null)
{
Instance = this;
LoadCraftingRecipes();
}
else
{
QueueFree();
}
}
private void LoadCraftingRecipes()
{
string configPath = "res://data/config/crafting_recipes.json";
if (!FileAccess.FileExists(configPath))
{
GD.PrintErr($"合成配方配置文件不存在: {configPath}");
return;
}
using var file = FileAccess.Open(configPath, FileAccess.ModeFlags.Read);
if (file == null)
{
GD.PrintErr($"无法打开合成配方配置文件: {configPath}");
return;
}
string jsonContent = file.GetAsText();
try
{
var options = new JsonSerializerOptions
{
PropertyNameCaseInsensitive = true
};
recipeData = JsonSerializer.Deserialize<CraftingRecipeData>(jsonContent, options);
if (recipeData?.Recipes != null)
{
// 构建配方映射
foreach (var recipe in recipeData.Recipes)
{
recipeMap[recipe.Id] = recipe;
// 按输出物品分组
if (!outputItemMap.ContainsKey(recipe.OutputItem))
{
outputItemMap[recipe.OutputItem] = new List<CraftingRecipe>();
}
outputItemMap[recipe.OutputItem].Add(recipe);
GD.Print($"加载合成配方: {recipe.Id} - {recipe.OutputItem} ({recipe.CraftingMethod})");
}
GD.Print($"成功加载 {recipeData.Recipes.Count} 个合成配方");
}
}
catch (JsonException e)
{
GD.PrintErr($"解析合成配方配置文件失败: {e.Message}");
}
}
public List<CraftingRecipe> GetAllRecipes()
{
return recipeData?.Recipes ?? new List<CraftingRecipe>();
}
public CraftingRecipe GetRecipe(string recipeId)
{
return recipeMap.GetValueOrDefault(recipeId);
}
public List<CraftingRecipe> GetRecipesForItem(string itemId)
{
return outputItemMap.GetValueOrDefault(itemId) ?? new List<CraftingRecipe>();
}
public bool CanCraft(string recipeId)
{
var recipe = GetRecipe(recipeId);
if (recipe == null || InventoryManager.Instance == null)
{
return false;
}
// 检查是否有足够的材料
foreach (var ingredient in recipe.Ingredients)
{
if (InventoryManager.Instance.GetItemQuantity(ingredient.ItemId) < ingredient.Quantity)
{
return false;
}
}
return true;
}
public override void _ExitTree()
{
if (Instance == this)
{
Instance = null;
}
}
}

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scripts/data/GameData.cs Normal file
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using Godot;
using System;
using System.Collections.Generic;
using System.Linq;
public partial class GameData : Node
{
// 物品分类枚举
public enum ItemCategory
{
RawMaterial, // 原材料
ProcessedMaterial, // 冶炼成品
Building, // 建筑
Component, // 组件
Product // 产品
}
// 物品数据结构
public class ItemData
{
public string Id { get; set; } // 物品ID
public string Name { get; set; } // 物品名称
public ItemCategory Category { get; set; } // 物品分类
public string Description { get; set; } // 物品描述
public Dictionary<string, int> Recipe { get; set; } // 合成配方
public float CraftTime { get; set; } // 合成时间
public float PowerConsumption { get; set; } // 耗电量
public string IconPath { get; set; } // 图标路径
}
// 单例实例
private static GameData instance;
public static GameData Instance
{
get
{
return instance;
}
}
// 物品数据字典
private Dictionary<string, ItemData> items = new Dictionary<string, ItemData>();
public override void _Ready()
{
instance = this; // 设置单例实例
LoadItemsFromCSV();
}
// 从CSV文件加载物品数据
private void LoadItemsFromCSV()
{
try
{
// 读取CSV文件
string csvPath = "res://data/config/items.csv";
if (!Godot.FileAccess.FileExists(csvPath))
{
GD.PrintErr("物品数据文件不存在: " + csvPath);
return;
}
var file = Godot.FileAccess.Open(csvPath, Godot.FileAccess.ModeFlags.Read);
if (file == null)
{
GD.PrintErr("无法打开物品数据文件: " + csvPath);
return;
}
// 读取标题行
string header = file.GetLine();
string[] headers = header.Split(',');
// 读取数据行
while (!file.EofReached())
{
string line = file.GetLine();
if (string.IsNullOrEmpty(line)) continue;
string[] values = line.Split(',');
if (values.Length != headers.Length) continue;
// 创建物品数据
var item = new ItemData
{
Id = values[0],
Name = values[1],
Category = (ItemCategory)Enum.Parse(typeof(ItemCategory), values[2]),
Description = values[3],
Recipe = ParseRecipe(values[4]),
CraftTime = float.Parse(values[5]),
PowerConsumption = float.Parse(values[6]),
IconPath = values[7]
};
AddItem(item);
}
file.Close();
GD.Print("成功加载物品数据");
}
catch (Exception e)
{
GD.PrintErr("加载物品数据时出错: " + e.Message);
}
}
// 解析配方字符串
private Dictionary<string, int> ParseRecipe(string recipeStr)
{
if (string.IsNullOrEmpty(recipeStr) || recipeStr == "null")
return null;
var recipe = new Dictionary<string, int>();
string[] pairs = recipeStr.Split(';');
foreach (string pair in pairs)
{
string[] parts = pair.Split(':');
if (parts.Length == 2)
{
string itemId = parts[0];
int amount = int.Parse(parts[1]);
recipe[itemId] = amount;
}
}
return recipe;
}
// 添加物品
private void AddItem(ItemData item)
{
items[item.Id] = item;
}
// 获取物品数据
public ItemData GetItem(string id)
{
if (items.ContainsKey(id))
{
return items[id];
}
return null;
}
// 获取所有物品
public Dictionary<string, ItemData> GetAllItems()
{
return items;
}
// 获取指定分类的所有物品
public Dictionary<string, ItemData> GetItemsByCategory(ItemCategory category)
{
var result = new Dictionary<string, ItemData>();
foreach (var item in items)
{
if (item.Value.Category == category)
{
result[item.Key] = item.Value;
}
}
return result;
}
// 检查是否有足够的材料进行合成
public bool HasEnoughMaterials(string itemId, Dictionary<string, int> inventory)
{
var item = GetItem(itemId);
if (item == null || item.Recipe == null) return false;
foreach (var requirement in item.Recipe)
{
if (!inventory.ContainsKey(requirement.Key) ||
inventory[requirement.Key] < requirement.Value)
{
return false;
}
}
return true;
}
// 计算合成所需时间
public float GetCraftTime(string itemId)
{
var item = GetItem(itemId);
return item?.CraftTime ?? 0f;
}
// 计算合成所需电力
public float GetPowerConsumption(string itemId)
{
var item = GetItem(itemId);
return item?.PowerConsumption ?? 0f;
}
}

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using Godot;
using System;
using System.Collections.Generic;
using System.Text.Json;
public partial class ResourceCategoryManager : Node
{
// 资源分类数据结构
public class ResourceCategory
{
public string CategoryName { get; set; }
public List<string> ItemIds { get; set; }
}
// 单例实例
private static ResourceCategoryManager instance;
public static ResourceCategoryManager Instance
{
get
{
return instance;
}
}
// 资源分类列表
private List<ResourceCategory> categories = new List<ResourceCategory>();
public override void _Ready()
{
GD.Print("ResourceCategoryManager _Ready 开始");
instance = this; // 设置单例实例
LoadResourceCategories();
}
// 从JSON文件加载资源分类配置
private void LoadResourceCategories()
{
try
{
string jsonPath = "res://data/config/resource_categories.json";
GD.Print($"尝试加载配置文件: {jsonPath}");
if (!Godot.FileAccess.FileExists(jsonPath))
{
GD.PrintErr("资源分类配置文件不存在: " + jsonPath);
return;
}
var file = Godot.FileAccess.Open(jsonPath, Godot.FileAccess.ModeFlags.Read);
if (file == null)
{
GD.PrintErr("无法打开资源分类配置文件: " + jsonPath);
return;
}
string jsonContent = file.GetAsText();
file.Close();
// GD.Print($"JSON文件内容长度: {jsonContent.Length}");
// GD.Print($"JSON文件内容: {jsonContent}");
// 解析JSON
var options = new JsonSerializerOptions
{
PropertyNameCaseInsensitive = true
};
categories = JsonSerializer.Deserialize<List<ResourceCategory>>(jsonContent, options);
if (categories == null)
{
GD.PrintErr("JSON反序列化结果为null");
categories = new List<ResourceCategory>();
return;
}
GD.Print($"成功加载资源分类配置,共 {categories.Count} 个分类");
// 打印每个分类的详细信息
foreach (var category in categories)
{
GD.Print($"分类: {category.CategoryName}, 物品数量: {category.ItemIds?.Count ?? 0}");
if (category.ItemIds != null)
{
foreach (var itemId in category.ItemIds)
{
GD.Print($" - {itemId}");
}
}
}
}
catch (Exception e)
{
GD.PrintErr("加载资源分类配置时出错: " + e.Message);
GD.PrintErr("堆栈跟踪: " + e.StackTrace);
}
}
// 获取所有分类
public List<ResourceCategory> GetAllCategories()
{
GD.Print($"GetAllCategories 被调用,返回 {categories.Count} 个分类");
return categories;
}
// 根据分类名称获取分类
public ResourceCategory GetCategoryByName(string categoryName)
{
return categories.Find(c => c.CategoryName == categoryName);
}
// 根据物品ID获取所属分类
public ResourceCategory GetCategoryByItemId(string itemId)
{
return categories.Find(c => c.ItemIds.Contains(itemId));
}
// 获取指定分类的所有物品数据
public Dictionary<string, GameData.ItemData> GetItemsByCategory(string categoryName)
{
GD.Print($"GetItemsByCategory 被调用,分类名称: {categoryName}");
var category = GetCategoryByName(categoryName);
if (category == null)
{
GD.PrintErr($"未找到分类: {categoryName}");
return new Dictionary<string, GameData.ItemData>();
}
GD.Print($"找到分类 {categoryName},包含 {category.ItemIds?.Count ?? 0} 个物品ID");
// 检查GameData.Instance
if (GameData.Instance == null)
{
GD.PrintErr("GameData.Instance 为 null");
return new Dictionary<string, GameData.ItemData>();
}
var result = new Dictionary<string, GameData.ItemData>();
foreach (string itemId in category.ItemIds)
{
// GD.Print($"尝试获取物品: {itemId}");
var item = GameData.Instance.GetItem(itemId);
if (item != null)
{
GD.Print($"成功获取物品: {itemId} - {item.Name}");
result[itemId] = item;
}
else
{
GD.PrintErr($"未找到物品: {itemId}");
}
}
GD.Print($"GetItemsByCategory 返回 {result.Count} 个物品");
return result;
}
// 获取分类名称列表
public List<string> GetCategoryNames()
{
var names = new List<string>();
foreach (var category in categories)
{
names.Add(category.CategoryName);
}
return names;
}
}