我当前正在创建一个库存系统,用户将在该系统中从列表中选择一个项目,并且右侧的图标将根据用户选择的项目进行更新。
我需要一种获取用户当前选择的列表项的方法。然后,我需要使用该列表项来显示用户可以看到的图标。
当前,我尝试使用清单列表上的getSelected()方法,该方法似乎只返回列表中的第一项。我需要一种获取用户当前选择的项目的方法。
我需要在列表中选择“库存”中的当前项目。
package com.sps.game.inventory;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.scenes.scene2d.*;
import com.badlogic.gdx.scenes.scene2d.ui.*;
import com.badlogic.gdx.utils.viewport.FitViewport;
import com.badlogic.gdx.utils.viewport.Viewport;
import com.sps.game.controller.InventoryController;
import com.sps.game.controller.PlayerController;
public class PlayerInventory {
public Stage stage;
public SpriteBatch sb;
private Viewport viewport;
private Skin skin = new Skin(Gdx.files.internal("core/assets/pixthulhuui/pixthulhu-ui.json"));
private List<Item> inventory;
private List<Image> itemImages;
private InventoryController inventoryController;
private InputProcessor oldInput;
public PlayerInventory(SpriteBatch sb, PlayerController playerController) {
this.sb = sb;
viewport = new FitViewport(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), new OrthographicCamera());
stage = new Stage(viewport, sb);
inventoryController = new InventoryController();
inventory = inventoryController.getInventoryList();
itemImages = inventoryController.getImageList();
}
private void formatting() {
stage = new Stage();
Label inventoryLabel = new Label("Inventory", skin);
Label imageLabel = new Label("Item", skin);
Table table = new Table(skin);
table.setDebug(true);
table.defaults();
table.center();
table.setFillParent(true);
table.add(inventoryLabel);
table.add(imageLabel);
table.row();
table.add(inventory); //need a way to get the current item selected
table.add(itemImages.getSelected());
stage.addActor(itemImages);
stage.addActor(table);
}
public void setInput() {
oldInput = Gdx.input.getInputProcessor(); //Get the old input from the user.
Gdx.input.setInputProcessor(stage); //Set the input to now work on the inventory.
}
public void update() {
if (Gdx.input.isKeyPressed(Input.Keys.I) && oldInput == null) {
formatting();
setInput();
}
if (Gdx.input.isKeyPressed(Input.Keys.O) && oldInput != null) {
stage.dispose();
Gdx.input.setInputProcessor(oldInput);
oldInput = null;
}
}
public void dispose() {
stage.dispose();
}
}