Weapons tested and general changes made to support the results of those tests

This commit is contained in:
2026-02-16 16:44:36 -08:00
parent a2ceb8e650
commit 017be896f3
43 changed files with 1096 additions and 821 deletions

View File

@@ -308,30 +308,47 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
return;
}
if (equipable is Weapon && EquipmentComponent.EquippedWeapon.Value != null && !EquipmentComponent.EquippedWeapon.Value.Glued)
Unequip(EquipmentComponent.EquippedWeapon.Value);
if (equipable is Armor && EquipmentComponent.EquippedArmor.Value != null && !EquipmentComponent.EquippedArmor.Value.Glued)
Unequip(EquipmentComponent.EquippedArmor.Value);
if (equipable is Accessory && EquipmentComponent.EquippedAccessory.Value != null && !EquipmentComponent.EquippedAccessory.Value.Glued)
Unequip(EquipmentComponent.EquippedAccessory.Value);
if (equipable is Ammo && EquipmentComponent.EquippedAmmo.Value != null && !EquipmentComponent.EquippedAmmo.Value.Glued)
Unequip(EquipmentComponent.EquippedAmmo.Value);
if (equipable.ItemTag == ItemTag.GlueOnEquip)
equipable.Glued = true;
HealthComponent.RaiseMaximumHP(equipable.BonusHP, false);
VTComponent.RaiseMaximumVT(equipable.BonusVT, false);
LuckComponent.IncreaseLuck(equipable.BonusLuck);
if (equipable is IAugmentableItem augmentable)
if (augmentable.Augment != null)
augmentable.Augment.AugmentType.Apply();
EquipmentComponent.Equip(equipable);
SfxDatabase.Instance.Play(SoundEffect.Equip);
if (equipable is Weapon weapon && weapon.WeaponTag == WeaponTag.KineticProjectile)
PersuaderCrosshair.Show();
if (equipable is Weapon weapon)
{
if (weapon.WeaponTag == WeaponTag.KineticProjectile)
PersuaderCrosshair.Show();
if (weapon.WeaponTag == WeaponTag.InverseHPAttackPower)
InverseHPToAttackPowerSync(HealthComponent.CurrentHP.Value);
}
}
public void Unequip(IEquipableItem equipable)
{
HealthComponent.SetMaximumHealth(HealthComponent.MaximumHP.Value - equipable.BonusHP);
VTComponent.SetMaximumVT(VTComponent.MaximumVT.Value - equipable.BonusVT);
LuckComponent.DecreaseLuck(equipable.BonusLuck);
if (equipable is IAugmentableItem augmentItem && augmentItem.Augment != null)
augmentItem.Augment.AugmentType.Remove();
EquipmentComponent.Unequip(equipable);
SfxDatabase.Instance.Play(SoundEffect.Unequip);
if (equipable is Weapon weapon && weapon.WeaponTag == WeaponTag.KineticProjectile)
PersuaderCrosshair.Hide();
@@ -594,8 +611,10 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
}
if (weapon.WeaponTag == WeaponTag.KineticProjectile)
{
PlayAttackAnimation();
fired = PersuaderBullet.Fire();
}
if (!fired)
return;