using System; using Configs; using Data; using Item; using Managers; using UnityEngine; // 添加 System 命名空间以使用 Action namespace Entity { public class Character : LivingEntity { public override Attributes defAttributes { get { var def = base.defAttributes; var weaponDef = GetCurrentWeapon()?.Attributes; if (weaponDef != null) { weaponDef.health = def.health; weaponDef.moveSpeed = def.moveSpeed; return weaponDef; } return def; } } private int _currentSelected; // 私有字段用于存储实际值 /// /// 当前选中的背包槽位索引。 /// 当此值被设置时,如果与旧值不同,将触发 OnCurrentSelectedChanged 事件。 /// public int CurrentSelected { get => _currentSelected; set { var maxIndex = PlayerInventory != null && PlayerInventory.Capacity > 0 ? PlayerInventory.Capacity - 1 : 0; var clampedValue = Mathf.Clamp(value, 0, maxIndex); _currentSelected = clampedValue; InitWeaponAnimator(); } } public Inventory PlayerInventory { get; private set; } public InventorySlot Coin{get;private set;} public override void Init(EntityDef entityDefine) { PlayerInventory = new Inventory(this, 3); var coinItem = ItemResourceManager.Instance.GetItem(ConfigManager.Instance.GetValue("CoinItem")); if(!KeyValueArchiveManager.Instance.HasKey("coinCount")) { KeyValueArchiveManager.Instance.Set("coinCount", 0); } Coin = Program.Instance.OutsidePlayDimension == null ? new InventorySlot(coinItem, Program.Instance.CoinCount) : new InventorySlot(coinItem, 0); PlayerInventory.OnInventoryChanged += InventoryChange; CurrentSelected = 0; base.Init(entityDefine); } /// /// 尝试将指定物品添加到角色的背包中。 /// /// 要尝试添加的物品资源。 /// 要尝试添加的数量。 /// /// 未成功添加到背包的物品数量。 /// 如果返回0,表示所有物品都成功添加; /// 如果返回quantity,表示未能添加任何物品; /// 如果返回一个介于0和quantity之间的值,表示部分物品被添加。 /// public int TryPickupItem(ItemResource itemResource, int quantity) { if (PlayerInventory == null) { Debug.LogError($"Character '{name}' inventory is not initialized. Cannot pickup item."); return quantity; // 如果背包未初始化,则视为未能添加任何物品 } var remainingQuantity = PlayerInventory.AddItem(itemResource, quantity); return remainingQuantity; } public override WeaponResource GetCurrentWeapon() { var currentSelectItem = PlayerInventory.GetSlot(CurrentSelected); return currentSelectItem?.Item as WeaponResource; } private void InventoryChange() { InitWeaponAnimator(); } } }