Features: - Combat system with AP/EP hit calculation and three-layer defense - Auto-combat/farming mode - Item system with stacking support - Skill system with levels, milestones, and parent skill sync - Shop system with dynamic pricing - Inventory management with bulk selling - Event system - Game loop with offline earnings - Save/Load system Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
399 lines
9.0 KiB
Vue
399 lines
9.0 KiB
Vue
<template>
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<view class="inventory-drawer">
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<view class="drawer-header">
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<text class="drawer-title">📦 背包</text>
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<text class="drawer-close" @click="close">×</text>
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</view>
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<FilterTabs
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:tabs="filterTabs"
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:modelValue="currentFilter"
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@update:modelValue="currentFilter = $event"
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/>
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<scroll-view class="inventory-list" scroll-y>
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<view
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v-for="item in filteredItems"
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:key="item.uniqueId || item.id"
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class="inventory-item"
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:class="{ 'inventory-item--equipped': isEquipped(item) }"
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@click="selectItem(item)"
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>
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<text class="inventory-item__icon">{{ item.icon || '📦' }}</text>
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<view class="inventory-item__info">
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<text class="inventory-item__name" :style="{ color: qualityColor(item.quality) }">
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{{ item.name }}
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</text>
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<text v-if="item.count > 1" class="inventory-item__count">x{{ item.count }}</text>
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</view>
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<text v-if="isEquipped(item)" class="inventory-item__equipped-badge">E</text>
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</view>
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<view v-if="filteredItems.length === 0" class="inventory-empty">
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<text class="inventory-empty__text">背包空空如也</text>
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</view>
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</scroll-view>
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<!-- 物品详情 -->
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<view v-if="selectedItem" class="item-detail">
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<view class="item-detail__header">
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<text class="item-detail__name">{{ selectedItem.name }}</text>
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<text class="item-detail__close" @click="selectedItem = null">×</text>
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</view>
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<text class="item-detail__desc">{{ selectedItem.description }}</text>
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<text v-if="isEquipped(selectedItem)" class="item-detail__equipped">⚔️ 已装备</text>
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<view class="item-detail__actions">
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<TextButton
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v-if="canEquip && !isEquipped(selectedItem)"
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text="装备"
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type="primary"
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@click="equipItem"
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/>
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<TextButton
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v-if="canEquip && isEquipped(selectedItem)"
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text="卸下"
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type="warning"
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@click="unequipItem"
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/>
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<TextButton
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v-if="canUse"
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text="使用"
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@click="useItem"
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/>
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<TextButton
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text="出售"
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type="default"
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@click="sellItem"
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/>
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</view>
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</view>
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</view>
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</template>
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<script setup>
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import { ref, computed } from 'vue'
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import { usePlayerStore } from '@/store/player'
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import { useGameStore } from '@/store/game'
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import FilterTabs from '@/components/common/FilterTabs.vue'
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import TextButton from '@/components/common/TextButton.vue'
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const player = usePlayerStore()
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const game = useGameStore()
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const currentFilter = ref('all')
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const selectedItem = ref(null)
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const emit = defineEmits(['close'])
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const filterTabs = [
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{ id: 'all', label: '全部' },
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{ id: 'weapon', label: '武器' },
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{ id: 'armor', label: '防具' },
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{ id: 'consumable', label: '消耗品' },
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{ id: 'material', label: '素材' }
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]
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const filteredItems = computed(() => {
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const items = player.inventory || []
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if (currentFilter.value === 'all') {
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return items
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}
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return items.filter(item => item.type === currentFilter.value)
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})
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const canEquip = computed(() => {
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if (!selectedItem.value) return false
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return ['weapon', 'armor', 'shield', 'accessory'].includes(selectedItem.value.type)
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})
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const canUse = computed(() => {
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if (!selectedItem.value) return false
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return selectedItem.value.type === 'consumable'
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})
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// 装备槽位映射
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const slotMap = {
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weapon: 'weapon',
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armor: 'armor',
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shield: 'shield',
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accessory: 'accessory'
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}
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// 检查物品是否已装备
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function isEquipped(item) {
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if (!item || !item.type) return false
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const slot = slotMap[item.type]
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if (!slot) return false
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const equipped = player.equipment[slot]
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// 通过 uniqueId 或 id 比较
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return equipped && (equipped.uniqueId === item.uniqueId || equipped.id === item.id)
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}
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function qualityColor(quality) {
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if (!quality) return '#ffffff'
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if (quality >= 200) return '#f97316' // 传说
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if (quality >= 160) return '#a855f7' // 史诗
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if (quality >= 130) return '#60a5fa' // 稀有
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if (quality >= 100) return '#4ade80' // 优秀
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if (quality >= 50) return '#ffffff' // 普通
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return '#808080' // 垃圾
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}
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function close() {
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emit('close')
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}
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function selectItem(item) {
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selectedItem.value = item
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}
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function equipItem() {
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if (!selectedItem.value) return
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const item = selectedItem.value
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const slot = slotMap[item.type]
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if (!slot) return
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// 如果该槽位已有装备,先卸下旧装备放回背包
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const oldEquip = player.equipment[slot]
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if (oldEquip) {
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player.inventory.push(oldEquip)
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}
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// 从背包中移除该物品
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const index = player.inventory.findIndex(i =>
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(i.uniqueId === item.uniqueId) || (i.id === item.id && i.uniqueId === undefined)
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)
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if (index > -1) {
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player.inventory.splice(index, 1)
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}
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// 装备该物品
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player.equipment[slot] = item
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game.addLog(`装备了 ${item.name}`, 'info')
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selectedItem.value = null
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}
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function unequipItem() {
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if (!selectedItem.value) return
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const item = selectedItem.value
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const slot = slotMap[item.type]
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if (!slot) return
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// 从装备槽移除
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player.equipment[slot] = null
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// 放回背包
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player.inventory.push(item)
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game.addLog(`卸下了 ${item.name}`, 'info')
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selectedItem.value = null
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}
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function useItem() {
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if (!selectedItem.value) return
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const item = selectedItem.value
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// 检查是否是消耗品
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if (item.type !== 'consumable') return
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// 应用效果
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if (item.effect) {
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if (item.effect.health) {
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player.currentStats.health = Math.min(
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player.currentStats.maxHealth,
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player.currentStats.health + item.effect.health
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)
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}
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if (item.effect.stamina) {
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player.currentStats.stamina = Math.min(
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player.currentStats.maxStamina,
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player.currentStats.stamina + item.effect.stamina
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)
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}
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if (item.effect.sanity) {
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player.currentStats.sanity = Math.min(
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player.currentStats.maxSanity,
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player.currentStats.sanity + item.effect.sanity
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)
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}
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}
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// 从背包中移除(如果是堆叠物品,减少数量)
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if (item.count > 1) {
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item.count--
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} else {
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const index = player.inventory.findIndex(i => i.id === item.id)
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if (index > -1) {
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player.inventory.splice(index, 1)
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}
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}
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game.addLog(`使用了 ${item.name}`, 'info')
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selectedItem.value = null
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}
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function sellItem() {
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if (!selectedItem.value) return
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// 已装备的物品不能出售
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if (isEquipped(selectedItem.value)) {
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game.addLog('已装备的物品需要先卸下才能出售', 'error')
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return
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}
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game.addLog(`出售了 ${selectedItem.value.name}`, 'info')
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// 出售逻辑待完善
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selectedItem.value = null
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}
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</script>
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<style lang="scss" scoped>
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.inventory-drawer {
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height: 100%;
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display: flex;
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flex-direction: column;
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background-color: $bg-secondary;
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}
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.drawer-header {
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display: flex;
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justify-content: space-between;
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align-items: center;
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padding: 24rpx;
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border-bottom: 1rpx solid $border-color;
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}
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.drawer-title {
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color: $text-primary;
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font-size: 32rpx;
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font-weight: bold;
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}
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.drawer-close {
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color: $text-secondary;
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font-size: 48rpx;
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padding: 0 16rpx;
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&:active {
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color: $text-primary;
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}
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}
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.inventory-list {
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flex: 1;
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padding: 16rpx;
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}
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.inventory-item {
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display: flex;
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align-items: center;
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gap: 16rpx;
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padding: 16rpx;
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background-color: $bg-primary;
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border-radius: 8rpx;
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margin-bottom: 8rpx;
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&:active {
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background-color: $bg-tertiary;
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}
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&--equipped {
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background-color: rgba($accent, 0.15);
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border: 1rpx solid $accent;
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}
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&__icon {
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font-size: 40rpx;
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}
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&__info {
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flex: 1;
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}
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&__name {
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display: block;
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color: $text-primary;
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font-size: 28rpx;
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}
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&__count {
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display: block;
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color: $text-secondary;
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font-size: 22rpx;
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margin-top: 4rpx;
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}
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&__equipped-badge {
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width: 32rpx;
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height: 32rpx;
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display: flex;
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align-items: center;
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justify-content: center;
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background-color: $accent;
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color: $bg-primary;
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font-size: 18rpx;
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font-weight: bold;
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border-radius: 50%;
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}
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}
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.inventory-empty {
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padding: 80rpx;
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text-align: center;
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&__text {
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color: $text-muted;
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font-size: 28rpx;
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}
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}
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.item-detail {
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padding: 24rpx;
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background-color: $bg-primary;
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border-top: 1rpx solid $border-color;
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&__header {
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display: flex;
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justify-content: space-between;
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align-items: center;
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margin-bottom: 16rpx;
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}
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&__name {
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color: $text-primary;
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font-size: 30rpx;
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font-weight: bold;
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}
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&__close {
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color: $text-secondary;
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font-size: 40rpx;
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padding: 0 16rpx;
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}
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&__desc {
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display: block;
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color: $text-secondary;
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font-size: 24rpx;
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line-height: 1.6;
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margin-bottom: 16rpx;
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}
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&__equipped {
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display: inline-block;
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padding: 4rpx 12rpx;
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background-color: rgba($accent, 0.2);
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color: $accent;
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font-size: 22rpx;
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border-radius: 4rpx;
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margin-bottom: 12rpx;
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}
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&__actions {
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display: flex;
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gap: 12rpx;
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flex-wrap: wrap;
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}
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}
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</style>
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