121 lines
3.3 KiB
C#
121 lines
3.3 KiB
C#
using Godot;
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using System.Collections.Generic;
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using System.Text.Json;
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public partial class InventoryCategoryManager : Node
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{
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public static InventoryCategoryManager Instance { get; private set; }
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public class InventoryCategory
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{
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public string CategoryName { get; set; }
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public List<string> Items { get; set; } = new List<string>();
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}
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public class InventoryCategoryData
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{
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public List<InventoryCategory> Categories { get; set; } = new List<InventoryCategory>();
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}
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private InventoryCategoryData categoryData;
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private Dictionary<string, InventoryCategory> categoryMap = new Dictionary<string, InventoryCategory>();
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public override void _Ready()
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{
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if (Instance == null)
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{
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Instance = this;
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LoadInventoryCategories();
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}
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else
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{
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QueueFree();
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}
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}
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private void LoadInventoryCategories()
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{
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string configPath = "res://data/config/inventory_categories.json";
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if (!FileAccess.FileExists(configPath))
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{
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GD.PrintErr($"库存分类配置文件不存在: {configPath}");
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return;
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}
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using var file = FileAccess.Open(configPath, FileAccess.ModeFlags.Read);
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if (file == null)
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{
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GD.PrintErr($"无法打开库存分类配置文件: {configPath}");
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return;
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}
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string jsonContent = file.GetAsText();
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try
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{
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var options = new JsonSerializerOptions
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{
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PropertyNameCaseInsensitive = true
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};
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categoryData = JsonSerializer.Deserialize<InventoryCategoryData>(jsonContent, options);
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if (categoryData?.Categories != null)
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{
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// 构建分类映射
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foreach (var category in categoryData.Categories)
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{
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categoryMap[category.CategoryName] = category;
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GD.Print($"加载库存分类: {category.CategoryName}, 包含 {category.Items.Count} 个物品");
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}
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GD.Print($"成功加载 {categoryData.Categories.Count} 个库存分类");
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}
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}
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catch (JsonException e)
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{
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GD.PrintErr($"解析库存分类配置文件失败: {e.Message}");
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}
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}
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public List<InventoryCategory> GetAllCategories()
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{
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return categoryData?.Categories ?? new List<InventoryCategory>();
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}
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public InventoryCategory GetCategory(string categoryName)
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{
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return categoryMap.GetValueOrDefault(categoryName);
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}
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public Dictionary<string, GameData.ItemData> GetItemsByCategory(string categoryName)
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{
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var result = new Dictionary<string, GameData.ItemData>();
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var category = GetCategory(categoryName);
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if (category == null || GameData.Instance == null)
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{
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return result;
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}
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foreach (var itemId in category.Items)
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{
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var itemData = GameData.Instance.GetItem(itemId);
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if (itemData != null)
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{
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result[itemId] = itemData;
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}
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}
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return result;
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}
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public override void _ExitTree()
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{
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if (Instance == this)
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{
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Instance = null;
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}
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}
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} |