godot-inventory-system
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ChineseInventory System
库存系统
Slot management, stacking logic, and resource-based items define robust inventory systems.
槽位管理、堆叠逻辑以及基于资源的物品是构建健壮库存系统的核心。
Available Scripts
可用脚本
grid_inventory_logic.gd
grid_inventory_logic.gd
Expert grid inventory with tetris-style placement logic.
带有俄罗斯方块式放置逻辑的专业网格型库存。
inventory_grid.gd
inventory_grid.gd
Grid-based inventory controller with drag-and-drop foundations and auto-sorting.
基于网格的库存控制器,具备拖放基础功能与自动排序机制。
NEVER Do in Inventory Systems
库存系统中的绝对禁忌
- NEVER use Nodes for items — = memory leak nightmare. Inventory with 100 items = 100 nodes in tree. Use
Item extends Nodefor save compatibility.Item extends Resource - NEVER forget to check max_stack before adding — without stack logic = items disappear silently. ALWAYS attempt stacking BEFORE creating new slots.
add_item() - NEVER modify inventory directly from UI — on click = desynced state. UI should emit signals, Inventory model updates, THEN UI refreshes via signals.
InventorySlotUI.item = null - NEVER use float for item quantities — Floating-point error: 10.0 - 0.1 * 100 ≠ 0. Use for countable items. Only use float for weight/volume limits.
int - NEVER forget to validate weight/capacity before adding — Player adds 1000kg item to 100kg inventory? Must check BEFORE adding.
get_total_weight() + item.weight * amount <= max_weight - NEVER emit inside loop — Adding 100 items = 100 UI refreshes = lag spike. Batch operations, emit ONCE after loop completes.
inventory_changed
- 绝对不要用Node实现物品 — 会造成内存泄漏噩梦。100个物品的库存就会在节点树中生成100个节点。请使用
Item extends Node以确保存档兼容性。Item extends Resource - 绝对不要在添加物品前不检查最大堆叠数 — 不添加堆叠逻辑的会导致物品无声消失。务必在创建新槽位前尝试堆叠物品。
add_item() - 绝对不要直接从UI修改库存 — 点击时执行会导致状态不同步。UI应发送信号,由库存模型进行更新,随后UI再通过信号刷新。
InventorySlotUI.item = null - 绝对不要用浮点数表示物品数量 — 浮点数误差:10.0 - 0.1 * 100 ≠ 0。可数物品请使用类型。仅在表示重量/体积限制时使用浮点数。
int - 绝对不要在添加物品前不验证重量/容量 — 玩家要把1000kg的物品放进100kg容量的库存?添加前务必检查。
get_total_weight() + item.weight * amount <= max_weight - 绝对不要在循环内发送信号 — 添加100个物品会触发100次UI刷新,导致卡顿。批量操作应在循环结束后仅发送一次信号。
inventory_changed
Core Architecture
核心架构
gdscript
undefinedgdscript
undefineditem.gd (Resource)
item.gd (Resource)
class_name Item
extends Resource
@export var id: String
@export var display_name: String
@export var icon: Texture2D
@export var max_stack: int = 1
@export var weight: float = 0.0
@export_multiline var description: String
undefinedclass_name Item
extends Resource
@export var id: String
@export var display_name: String
@export var icon: Texture2D
@export var max_stack: int = 1
@export var weight: float = 0.0
@export_multiline var description: String
undefinedInventory Manager
库存管理器
gdscript
undefinedgdscript
undefinedinventory.gd
inventory.gd
class_name Inventory
extends Resource
signal item_added(item: Item, amount: int)
signal item_removed(item: Item, amount: int)
signal inventory_changed
@export var slots: Array[InventorySlot] = []
@export var max_slots: int = 20
@export var max_weight: float = 100.0
func _init() -> void:
slots.resize(max_slots)
for i in max_slots:
slots[i] = InventorySlot.new()
func add_item(item: Item, amount: int = 1) -> bool:
var remaining := amount
# Try stacking first
if item.max_stack > 1:
for slot in slots:
if slot.item == item and slot.amount < item.max_stack:
var space := item.max_stack - slot.amount
var to_add := mini(space, remaining)
slot.amount += to_add
remaining -= to_add
if remaining <= 0:
item_added.emit(item, amount)
inventory_changed.emit()
return true
# Add to empty slots
while remaining > 0:
var empty_slot := find_empty_slot()
if empty_slot == null:
return false # Inventory full
var to_add := mini(item.max_stack, remaining)
empty_slot.item = item
empty_slot.amount = to_add
remaining -= to_add
item_added.emit(item, amount)
inventory_changed.emit()
return truefunc remove_item(item: Item, amount: int = 1) -> bool:
var remaining := amount
for slot in slots:
if slot.item == item:
var to_remove := mini(slot.amount, remaining)
slot.amount -= to_remove
remaining -= to_remove
if slot.amount <= 0:
slot.clear()
if remaining <= 0:
item_removed.emit(item, amount)
inventory_changed.emit()
return true
return false # Not enough itemsfunc has_item(item: Item, amount: int = 1) -> bool:
var count := 0
for slot in slots:
if slot.item == item:
count += slot.amount
return count >= amount
func find_empty_slot() -> InventorySlot:
for slot in slots:
if slot.is_empty():
return slot
return null
func get_total_weight() -> float:
var total := 0.0
for slot in slots:
if slot.item:
total += slot.item.weight * slot.amount
return total
undefinedclass_name Inventory
extends Resource
signal item_added(item: Item, amount: int)
signal item_removed(item: Item, amount: int)
signal inventory_changed
@export var slots: Array[InventorySlot] = []
@export var max_slots: int = 20
@export var max_weight: float = 100.0
func _init() -> void:
slots.resize(max_slots)
for i in max_slots:
slots[i] = InventorySlot.new()
func add_item(item: Item, amount: int = 1) -> bool:
var remaining := amount
# 优先尝试堆叠
if item.max_stack > 1:
for slot in slots:
if slot.item == item and slot.amount < item.max_stack:
var space := item.max_stack - slot.amount
var to_add := mini(space, remaining)
slot.amount += to_add
remaining -= to_add
if remaining <= 0:
item_added.emit(item, amount)
inventory_changed.emit()
return true
# 添加到空槽位
while remaining > 0:
var empty_slot := find_empty_slot()
if empty_slot == null:
return false # 库存已满
var to_add := mini(item.max_stack, remaining)
empty_slot.item = item
empty_slot.amount = to_add
remaining -= to_add
item_added.emit(item, amount)
inventory_changed.emit()
return truefunc remove_item(item: Item, amount: int = 1) -> bool:
var remaining := amount
for slot in slots:
if slot.item == item:
var to_remove := mini(slot.amount, remaining)
slot.amount -= to_remove
remaining -= to_remove
if slot.amount <= 0:
slot.clear()
if remaining <= 0:
item_removed.emit(item, amount)
inventory_changed.emit()
return true
return false # 物品数量不足func has_item(item: Item, amount: int = 1) -> bool:
var count := 0
for slot in slots:
if slot.item == item:
count += slot.amount
return count >= amount
func find_empty_slot() -> InventorySlot:
for slot in slots:
if slot.is_empty():
return slot
return null
func get_total_weight() -> float:
var total := 0.0
for slot in slots:
if slot.item:
total += slot.item.weight * slot.amount
return total
undefinedInventory Slot
库存槽位
gdscript
undefinedgdscript
undefinedinventory_slot.gd
inventory_slot.gd
class_name InventorySlot
extends Resource
signal slot_changed
var item: Item = null
var amount: int = 0
func is_empty() -> bool:
return item == null
func clear() -> void:
item = null
amount = 0
slot_changed.emit()
undefinedclass_name InventorySlot
extends Resource
signal slot_changed
var item: Item = null
var amount: int = 0
func is_empty() -> bool:
return item == null
func clear() -> void:
item = null
amount = 0
slot_changed.emit()
undefinedEquipment System
装备系统
gdscript
undefinedgdscript
undefinedequipment.gd
equipment.gd
class_name Equipment
extends Resource
signal equipment_changed(slot: String, item: Item)
@export var weapon: Item = null
@export var armor: Item = null
@export var accessory: Item = null
func equip(slot: String, item: Item) -> Item:
var old_item: Item = null
match slot:
"weapon":
old_item = weapon
weapon = item
"armor":
old_item = armor
armor = item
"accessory":
old_item = accessory
accessory = item
equipment_changed.emit(slot, item)
return old_itemfunc unequip(slot: String) -> Item:
return equip(slot, null)
func get_total_stats() -> Dictionary:
var stats := {
"attack": 0,
"defense": 0,
"speed": 0
}
for item in [weapon, armor, accessory]:
if item and item.has("stats"):
for key in item.stats:
stats[key] += item.stats[key]
return statsundefinedclass_name Equipment
extends Resource
signal equipment_changed(slot: String, item: Item)
@export var weapon: Item = null
@export var armor: Item = null
@export var accessory: Item = null
func equip(slot: String, item: Item) -> Item:
var old_item: Item = null
match slot:
"weapon":
old_item = weapon
weapon = item
"armor":
old_item = armor
armor = item
"accessory":
old_item = accessory
accessory = item
equipment_changed.emit(slot, item)
return old_itemfunc unequip(slot: String) -> Item:
return equip(slot, null)
func get_total_stats() -> Dictionary:
var stats := {
"attack": 0,
"defense": 0,
"speed": 0
}
for item in [weapon, armor, accessory]:
if item and item.has("stats"):
for key in item.stats:
stats[key] += item.stats[key]
return statsundefinedUI Integration
UI集成
gdscript
undefinedgdscript
undefinedinventory_ui.gd
inventory_ui.gd
extends Control
@onready var grid := $GridContainer
var inventory: Inventory
func _ready() -> void:
inventory.inventory_changed.connect(refresh_ui)
refresh_ui()
func refresh_ui() -> void:
# Clear existing
for child in grid.get_children():
child.queue_free()
# Create slot UI
for slot in inventory.slots:
var slot_ui := InventorySlotUI.new()
slot_ui.setup(slot)
grid.add_child(slot_ui)undefinedextends Control
@onready var grid := $GridContainer
var inventory: Inventory
func _ready() -> void:
inventory.inventory_changed.connect(refresh_ui)
refresh_ui()
func refresh_ui() -> void:
# 清空现有内容
for child in grid.get_children():
child.queue_free()
# 创建槽位UI
for slot in inventory.slots:
var slot_ui := InventorySlotUI.new()
slot_ui.setup(slot)
grid.add_child(slot_ui)undefinedCrafting Integration
制作系统集成
gdscript
undefinedgdscript
undefinedcrafting_recipe.gd
crafting_recipe.gd
class_name CraftingRecipe
extends Resource
@export var result: Item
@export var result_amount: int = 1
@export var requirements: Array[CraftingRequirement]
func can_craft(inventory: Inventory) -> bool:
for req in requirements:
if not inventory.has_item(req.item, req.amount):
return false
return true
func craft(inventory: Inventory) -> bool:
if not can_craft(inventory):
return false
# Remove ingredients
for req in requirements:
inventory.remove_item(req.item, req.amount)
# Add result
inventory.add_item(result, result_amount)
return trueundefinedclass_name CraftingRecipe
extends Resource
@export var result: Item
@export var result_amount: int = 1
@export var requirements: Array[CraftingRequirement]
func can_craft(inventory: Inventory) -> bool:
for req in requirements:
if not inventory.has_item(req.item, req.amount):
return false
return true
func craft(inventory: Inventory) -> bool:
if not can_craft(inventory):
return false
# 移除材料
for req in requirements:
inventory.remove_item(req.item, req.amount)
# 添加产物
inventory.add_item(result, result_amount)
return trueundefinedSave/Load
存档/读档
gdscript
func save_inventory() -> Dictionary:
return {
"slots": slots.map(func(s): return s.to_dict())
}
func load_inventory(data: Dictionary) -> void:
for i in data.slots.size():
slots[i].from_dict(data.slots[i])
inventory_changed.emit()gdscript
func save_inventory() -> Dictionary:
return {
"slots": slots.map(func(s): return s.to_dict())
}
func load_inventory(data: Dictionary) -> void:
for i in data.slots.size():
slots[i].from_dict(data.slots[i])
inventory_changed.emit()Best Practices
最佳实践
- Use Resources - Items as Resources, not class instances
- Signal-Driven UI - Emit signals, let UI listen
- Stack Logic - Always check first
max_stack - Weight Limits - Validate before adding
- 使用Resource - 物品应作为Resource实现,而非类实例
- 信号驱动UI - 发送信号,由UI监听
- 堆叠逻辑优先 - 始终先检查
max_stack - 重量限制验证 - 添加前务必验证
Reference
参考
- Related: ,
godot-save-load-systemsgodot-resource-data-patterns
- 相关内容:,
godot-save-load-systemsgodot-resource-data-patterns
Related
相关
- Master Skill: godot-master
- 核心技能:godot-master