模板脚本文件
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extends Node
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const FEDORA_ICON: Texture2D = preload("res://assets/items/hats/icons/fedora.png")
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const HEADPHONES_ICON: Texture2D = preload("res://assets/items/hats/icons/headphones.png")
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const PIRATE_HAT_ICON: Texture2D = preload("res://assets/items/hats/icons/pirate_hat.png")
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const SHERIFF_HAT_ICON: Texture2D = preload("res://assets/items/hats/icons/sheriff_hat.png")
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const SOMBRERO_ICON: Texture2D = preload("res://assets/items/hats/icons/sombrero.png")
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const WIZARD_HAT_ICON: Texture2D = preload("res://assets/items/hats/icons/wizard_hat.png")
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const BACKPACK_ICON: Texture2D = preload("res://assets/items/backpacks/icons/backpack.png")
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const SWORD_ICON: Texture2D = preload("res://assets/items/weapons/icons/sword.png")
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const SWORD_BIG_ICON: Texture2D = preload("res://assets/items/weapons/icons/sword_big.png")
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const AXE_ICON: Texture2D = preload("res://assets/items/weapons/icons/axe.png")
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const CHICKEN_LEG_ICON: Texture2D = preload("res://assets/items/misc/icons/chicken_leg.png")
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const BONE_ICON: Texture2D = preload("res://assets/items/misc/icons/bone.png")
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const CHALICE_ICON: Texture2D = preload("res://assets/items/misc/icons/chalice.png")
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var items: Dictionary = {}
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func _ready():
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_create_sample_items()
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func get_item(item_id: String) -> Item:
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return items.get(item_id)
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func get_all_items() -> Dictionary:
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return items
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func _create_sample_items():
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_create_hat_item("fedora", "Fedora", "A timeless felt fedora.", "res://scenes/items/hats/fedora.tscn", FEDORA_ICON)
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_create_hat_item(
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"headphones",
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"Headphones",
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"Comfortable over-ear headphones.",
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"res://scenes/items/hats/headphones.tscn",
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HEADPHONES_ICON
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)
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_create_hat_item(
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"pirate_hat",
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"Pirate Hat",
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"A weathered hat for a daring pirate.",
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"res://scenes/items/hats/pirate_hat.tscn",
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PIRATE_HAT_ICON
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)
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_create_hat_item(
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"sheriff_hat",
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"Sheriff Hat",
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"A frontier hat with a sheriff badge.",
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"res://scenes/items/hats/sheriff_hat.tscn",
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SHERIFF_HAT_ICON
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)
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_create_hat_item(
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"sombrero", "Sombrero", "A broad and colorful sombrero.", "res://scenes/items/hats/sombrero.tscn", SOMBRERO_ICON
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)
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_create_hat_item(
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"wizard_hat",
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"Wizard Hat",
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"A pointed hat filled with arcane style.",
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"res://scenes/items/hats/wizard_hat.tscn",
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WIZARD_HAT_ICON
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)
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_create_item(
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"backpack",
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"Backpack",
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"A sturdy backpack worn on the back.",
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Item.ItemType.BACKPACK,
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"res://scenes/items/backpacks/backpack.tscn",
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BACKPACK_ICON,
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true,
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60
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)
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_create_item(
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"sword",
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"Sword",
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"A balanced hand sword.",
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Item.ItemType.WEAPON,
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"res://scenes/items/weapons/sword.tscn",
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SWORD_ICON,
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true,
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80
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)
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_create_item(
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"sword_big",
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"Big Sword",
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"A large two-handed sword.",
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Item.ItemType.WEAPON,
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"res://scenes/items/weapons/sword_big.tscn",
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SWORD_BIG_ICON,
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true,
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120
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)
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_create_item(
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"axe",
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"Small Axe",
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"A compact axe with a sharp steel head.",
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Item.ItemType.WEAPON,
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"res://scenes/items/weapons/axe.tscn",
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AXE_ICON,
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true,
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95
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)
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_create_item(
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"chicken_leg",
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"Chicken Leg",
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"A cooked chicken leg.",
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Item.ItemType.MISC,
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"res://scenes/items/misc/chicken_leg.tscn",
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CHICKEN_LEG_ICON,
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false,
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5
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)
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_create_item(
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"bone",
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"Bone",
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"A weathered bone.",
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Item.ItemType.MISC,
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"res://scenes/items/misc/bone.tscn",
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BONE_ICON,
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false,
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2
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)
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_create_item(
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"chalice",
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"Chalice",
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"A decorative golden chalice.",
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Item.ItemType.MISC,
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"res://scenes/items/misc/chalice.tscn",
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CHALICE_ICON,
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false,
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35
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)
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func _create_item(
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item_id: String,
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item_name: String,
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item_description: String,
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item_type: Item.ItemType,
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scene_path: String,
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item_icon: Texture2D,
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equipable: bool,
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item_value: int
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) -> void:
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var item := Item.new()
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item.id = item_id
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item.name = item_name
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item.description = item_description
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item.item_type = item_type
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item.rarity = Item.ItemRarity.COMMON
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item.stackable = not equipable
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item.max_stack = 99 if item.stackable else 1
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item.value = item_value
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item.icon = item_icon
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item.scene_path = scene_path
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if equipable:
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item.context_options.append(Item.ContextOptions.EQUIP)
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item.context_options.append(Item.ContextOptions.DROP)
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items[item.id] = item
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func _create_hat_item(
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item_id: String, item_name: String, item_description: String, scene_path: String, item_icon: Texture2D
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) -> void:
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var hat := Item.new()
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hat.id = item_id
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hat.name = item_name
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hat.description = item_description
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hat.item_type = Item.ItemType.HAT
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hat.rarity = Item.ItemRarity.COMMON
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hat.stackable = false
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hat.value = 25
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hat.icon = item_icon
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hat.scene_path = scene_path
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hat.context_options.append(Item.ContextOptions.EQUIP)
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hat.context_options.append(Item.ContextOptions.DROP)
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items[hat.id] = hat
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