💄 Optimize vfx of item pickup

This commit is contained in:
2025-08-29 12:39:23 +08:00
parent fac5e5a597
commit 75cd807187
3 changed files with 43 additions and 0 deletions

View File

@@ -37,9 +37,11 @@ Inventory = NodePath("../ResourceSystem")
[node name="ItemPickup" parent="." instance=ExtResource("7_is6ib")] [node name="ItemPickup" parent="." instance=ExtResource("7_is6ib")]
position = Vector2(-496, -245) position = Vector2(-496, -245)
ItemId = "stone" ItemId = "stone"
Quantity = 64
Infinite = true Infinite = true
[node name="ItemPickup2" parent="." instance=ExtResource("7_is6ib")] [node name="ItemPickup2" parent="." instance=ExtResource("7_is6ib")]
position = Vector2(-495, 5) position = Vector2(-495, 5)
ItemId = "ore_iron" ItemId = "ore_iron"
Quantity = 16
Infinite = true Infinite = true

View File

@@ -17,3 +17,11 @@ texture = ExtResource("1_4weev")
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"] [node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
shape = SubResource("RectangleShape2D_4weev") shape = SubResource("RectangleShape2D_4weev")
[node name="Label" type="Label" parent="."]
offset_left = -20.0
offset_right = 20.0
offset_bottom = 23.0
theme_override_font_sizes/font_size = 0
text = "x1"
horizontal_alignment = 1

View File

@@ -11,6 +11,8 @@ public partial class ItemPickup : Node2D
[Export] public bool Infinite { get; set; } = false; [Export] public bool Infinite { get; set; } = false;
private Sprite2D _sprite; private Sprite2D _sprite;
private Label _quantityLabel;
private Sprite2D _shadowSprite;
// Called when the node enters the scene tree // Called when the node enters the scene tree
public override void _Ready() public override void _Ready()
@@ -20,6 +22,37 @@ public partial class ItemPickup : Node2D
_sprite = GetNode<Sprite2D>("Sprite2D"); _sprite = GetNode<Sprite2D>("Sprite2D");
UpdateTexture(); UpdateTexture();
// Get the Label node for quantity
if (HasNode("Label"))
{
_quantityLabel = GetNode<Label>("Label");
if (Quantity > 1)
_quantityLabel.Text = Quantity.ToString();
else
_quantityLabel.Text = string.Empty;
}
// Add or update shadow sprite
if (HasNode("ShadowSprite"))
{
_shadowSprite = GetNode<Sprite2D>("ShadowSprite");
_shadowSprite.Texture = _sprite.Texture;
_shadowSprite.Modulate = new Color(0, 0, 0, 0.5f);
_shadowSprite.Position = _sprite.Position + new Vector2(0, 6);
_shadowSprite.ZIndex = _sprite.ZIndex - 1;
}
else
{
_shadowSprite = new Sprite2D();
_shadowSprite.Scale = _sprite.Scale;
_shadowSprite.Name = "ShadowSprite";
_shadowSprite.Texture = _sprite.Texture;
_shadowSprite.Modulate = new Color(0, 0, 0, 0.5f);
_shadowSprite.Position = _sprite.Position + new Vector2(0, 6);
_shadowSprite.ZIndex = _sprite.ZIndex - 1;
AddChild(_shadowSprite);
}
} }
private void UpdateTexture() private void UpdateTexture()