More inventory fixes
This commit is contained in:
@@ -2,10 +2,12 @@ using Chickensoft.AutoInject;
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using Chickensoft.Introspection;
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using GameJamDungeon;
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using Godot;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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[Meta(typeof(IAutoNode))]
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public partial class Accessory : Node3D, IInventoryItem, IEquipable
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public partial class Accessory : Node3D, IInventoryItem, IEquipable, IEquatable<Accessory>
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{
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public override void _Notification(int what) => this.Notify(what);
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@@ -35,4 +37,100 @@ public partial class Accessory : Node3D, IInventoryItem, IEquipable
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GameRepo.InventoryItems.OnNext(inventoryList);
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QueueFree();
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}
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public override bool Equals(object obj)
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{
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return Equals(obj as Accessory);
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}
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public bool Equals(Accessory other)
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{
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return other is not null &&
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NativeInstance.Equals(other.NativeInstance) &&
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EqualityComparer<NodePath>.Default.Equals(_ImportPath, other._ImportPath) &&
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EqualityComparer<StringName>.Default.Equals(Name, other.Name) &&
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UniqueNameInOwner == other.UniqueNameInOwner &&
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SceneFilePath == other.SceneFilePath &&
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EqualityComparer<Node>.Default.Equals(Owner, other.Owner) &&
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EqualityComparer<MultiplayerApi>.Default.Equals(Multiplayer, other.Multiplayer) &&
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ProcessMode == other.ProcessMode &&
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ProcessPriority == other.ProcessPriority &&
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ProcessPhysicsPriority == other.ProcessPhysicsPriority &&
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ProcessThreadGroup == other.ProcessThreadGroup &&
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ProcessThreadGroupOrder == other.ProcessThreadGroupOrder &&
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ProcessThreadMessages == other.ProcessThreadMessages &&
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PhysicsInterpolationMode == other.PhysicsInterpolationMode &&
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AutoTranslateMode == other.AutoTranslateMode &&
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EditorDescription == other.EditorDescription &&
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Transform.Equals(other.Transform) &&
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GlobalTransform.Equals(other.GlobalTransform) &&
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Position.Equals(other.Position) &&
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Rotation.Equals(other.Rotation) &&
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RotationDegrees.Equals(other.RotationDegrees) &&
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Quaternion.Equals(other.Quaternion) &&
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Basis.Equals(other.Basis) &&
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Scale.Equals(other.Scale) &&
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RotationEditMode == other.RotationEditMode &&
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RotationOrder == other.RotationOrder &&
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TopLevel == other.TopLevel &&
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GlobalPosition.Equals(other.GlobalPosition) &&
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GlobalBasis.Equals(other.GlobalBasis) &&
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GlobalRotation.Equals(other.GlobalRotation) &&
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GlobalRotationDegrees.Equals(other.GlobalRotationDegrees) &&
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Visible == other.Visible &&
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EqualityComparer<NodePath>.Default.Equals(VisibilityParent, other.VisibilityParent) &&
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EqualityComparer<IGameRepo>.Default.Equals(GameRepo, other.GameRepo) &&
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EqualityComparer<InventoryItemInfo>.Default.Equals(Info, other.Info) &&
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EqualityComparer<AccessoryInfo>.Default.Equals(AccessoryInfo, other.AccessoryInfo) &&
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EqualityComparer<Sprite3D>.Default.Equals(Sprite, other.Sprite) &&
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EqualityComparer<Area3D>.Default.Equals(Pickup, other.Pickup) &&
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EqualityComparer<MixinBlackboard>.Default.Equals(MixinState, other.MixinState) &&
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EqualityComparer<IMetatype>.Default.Equals(Metatype, other.Metatype);
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}
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public override int GetHashCode()
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{
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HashCode hash = new HashCode();
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hash.Add(NativeInstance);
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hash.Add(_ImportPath);
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hash.Add(Name);
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hash.Add(UniqueNameInOwner);
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hash.Add(SceneFilePath);
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hash.Add(Owner);
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hash.Add(Multiplayer);
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hash.Add(ProcessMode);
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hash.Add(ProcessPriority);
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hash.Add(ProcessPhysicsPriority);
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hash.Add(ProcessThreadGroup);
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hash.Add(ProcessThreadGroupOrder);
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hash.Add(ProcessThreadMessages);
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hash.Add(PhysicsInterpolationMode);
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hash.Add(AutoTranslateMode);
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hash.Add(EditorDescription);
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hash.Add(Transform);
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hash.Add(GlobalTransform);
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hash.Add(Position);
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hash.Add(Rotation);
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hash.Add(RotationDegrees);
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hash.Add(Quaternion);
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hash.Add(Basis);
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hash.Add(Scale);
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hash.Add(RotationEditMode);
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hash.Add(RotationOrder);
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hash.Add(TopLevel);
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hash.Add(GlobalPosition);
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hash.Add(GlobalBasis);
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hash.Add(GlobalRotation);
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hash.Add(GlobalRotationDegrees);
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hash.Add(Visible);
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hash.Add(VisibilityParent);
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hash.Add(GameRepo);
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hash.Add(Info);
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hash.Add(AccessoryInfo);
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hash.Add(Sprite);
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hash.Add(Pickup);
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hash.Add(MixinState);
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hash.Add(Metatype);
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return hash.ToHashCode();
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}
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}
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@@ -2,10 +2,12 @@ using Chickensoft.AutoInject;
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using Chickensoft.Introspection;
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using GameJamDungeon;
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using Godot;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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[Meta(typeof(IAutoNode))]
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public partial class Armor : Node3D, IInventoryItem, IEquipable
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public partial class Armor : Node3D, IInventoryItem, IEquipable, IEquatable<Armor>
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{
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public override void _Notification(int what) => this.Notify(what);
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@@ -14,7 +16,7 @@ public partial class Armor : Node3D, IInventoryItem, IEquipable
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public InventoryItemInfo Info => ArmorInfo;
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[Export]
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public ArmorInfo ArmorInfo { get; set; }
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public ArmorInfo ArmorInfo { get; set; } = new ArmorInfo();
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[Node] public Sprite3D Sprite { get; set; } = default!;
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@@ -35,4 +37,100 @@ public partial class Armor : Node3D, IInventoryItem, IEquipable
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GameRepo.InventoryItems.OnNext(inventoryList);
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QueueFree();
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}
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public override bool Equals(object obj)
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{
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return Equals(obj as Armor);
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}
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public bool Equals(Armor other)
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{
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return other is not null &&
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NativeInstance.Equals(other.NativeInstance) &&
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EqualityComparer<NodePath>.Default.Equals(_ImportPath, other._ImportPath) &&
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EqualityComparer<StringName>.Default.Equals(Name, other.Name) &&
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UniqueNameInOwner == other.UniqueNameInOwner &&
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SceneFilePath == other.SceneFilePath &&
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EqualityComparer<Node>.Default.Equals(Owner, other.Owner) &&
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EqualityComparer<MultiplayerApi>.Default.Equals(Multiplayer, other.Multiplayer) &&
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ProcessMode == other.ProcessMode &&
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ProcessPriority == other.ProcessPriority &&
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ProcessPhysicsPriority == other.ProcessPhysicsPriority &&
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ProcessThreadGroup == other.ProcessThreadGroup &&
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ProcessThreadGroupOrder == other.ProcessThreadGroupOrder &&
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ProcessThreadMessages == other.ProcessThreadMessages &&
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PhysicsInterpolationMode == other.PhysicsInterpolationMode &&
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AutoTranslateMode == other.AutoTranslateMode &&
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EditorDescription == other.EditorDescription &&
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Transform.Equals(other.Transform) &&
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GlobalTransform.Equals(other.GlobalTransform) &&
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Position.Equals(other.Position) &&
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Rotation.Equals(other.Rotation) &&
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RotationDegrees.Equals(other.RotationDegrees) &&
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Quaternion.Equals(other.Quaternion) &&
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Basis.Equals(other.Basis) &&
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Scale.Equals(other.Scale) &&
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RotationEditMode == other.RotationEditMode &&
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RotationOrder == other.RotationOrder &&
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TopLevel == other.TopLevel &&
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GlobalPosition.Equals(other.GlobalPosition) &&
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GlobalBasis.Equals(other.GlobalBasis) &&
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GlobalRotation.Equals(other.GlobalRotation) &&
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GlobalRotationDegrees.Equals(other.GlobalRotationDegrees) &&
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Visible == other.Visible &&
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EqualityComparer<NodePath>.Default.Equals(VisibilityParent, other.VisibilityParent) &&
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EqualityComparer<IGameRepo>.Default.Equals(GameRepo, other.GameRepo) &&
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EqualityComparer<InventoryItemInfo>.Default.Equals(Info, other.Info) &&
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EqualityComparer<ArmorInfo>.Default.Equals(ArmorInfo, other.ArmorInfo) &&
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EqualityComparer<Sprite3D>.Default.Equals(Sprite, other.Sprite) &&
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EqualityComparer<Area3D>.Default.Equals(Pickup, other.Pickup) &&
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EqualityComparer<MixinBlackboard>.Default.Equals(MixinState, other.MixinState) &&
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EqualityComparer<IMetatype>.Default.Equals(Metatype, other.Metatype);
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}
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public override int GetHashCode()
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{
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HashCode hash = new HashCode();
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hash.Add(NativeInstance);
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hash.Add(_ImportPath);
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hash.Add(Name);
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hash.Add(UniqueNameInOwner);
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hash.Add(SceneFilePath);
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hash.Add(Owner);
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hash.Add(Multiplayer);
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hash.Add(ProcessMode);
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hash.Add(ProcessPriority);
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hash.Add(ProcessPhysicsPriority);
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hash.Add(ProcessThreadGroup);
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hash.Add(ProcessThreadGroupOrder);
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hash.Add(ProcessThreadMessages);
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hash.Add(PhysicsInterpolationMode);
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hash.Add(AutoTranslateMode);
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hash.Add(EditorDescription);
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hash.Add(Transform);
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hash.Add(GlobalTransform);
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hash.Add(Position);
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hash.Add(Rotation);
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hash.Add(RotationDegrees);
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hash.Add(Quaternion);
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hash.Add(Basis);
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hash.Add(Scale);
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hash.Add(RotationEditMode);
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hash.Add(RotationOrder);
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hash.Add(TopLevel);
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hash.Add(GlobalPosition);
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hash.Add(GlobalBasis);
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hash.Add(GlobalRotation);
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hash.Add(GlobalRotationDegrees);
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hash.Add(Visible);
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hash.Add(VisibilityParent);
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hash.Add(GameRepo);
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hash.Add(Info);
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hash.Add(ArmorInfo);
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hash.Add(Sprite);
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hash.Add(Pickup);
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hash.Add(MixinState);
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hash.Add(Metatype);
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return hash.ToHashCode();
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}
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}
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@@ -6,20 +6,20 @@ namespace GameJamDungeon;
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public partial class ArmorInfo : InventoryItemInfo
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{
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[Export]
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public int Defense { get; set; }
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public int Defense { get; set; } = 0;
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[Export]
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public double TelluricResistance { get; set; }
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public double TelluricResistance { get; set; } = 0;
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[Export]
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public double AeolicResistance { get; set; }
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public double AeolicResistance { get; set; } = 0;
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[Export]
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public double HydricResistance { get; set; }
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public double HydricResistance { get; set; } = 0;
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[Export]
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public double IgneousResistance { get; set; }
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public double IgneousResistance { get; set; } = 0;
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[Export]
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public double FerrumResistance { get; set; }
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public double FerrumResistance { get; set; } = 0;
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}
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@@ -11,6 +11,7 @@ AeolicResistance = 0.0
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HydricResistance = 0.0
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IgneousResistance = 0.0
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FerrumResistance = 0.0
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Texture = ExtResource("1_p85jd")
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Name = "Acceptance"
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Description = ""
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Description = "+9 DEF"
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Texture = ExtResource("1_p85jd")
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SpawnRate = 0.5
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@@ -11,6 +11,7 @@ AeolicResistance = 0.0
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HydricResistance = 0.0
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IgneousResistance = 0.0
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FerrumResistance = 0.0
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Texture = ExtResource("1_588l8")
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Name = "Atoner's Adornments"
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Description = ""
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Description = "+1 DEF"
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Texture = ExtResource("1_588l8")
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SpawnRate = 0.5
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@@ -11,6 +11,7 @@ AeolicResistance = 0.0
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HydricResistance = 0.0
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IgneousResistance = 0.0
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FerrumResistance = 0.0
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Texture = ExtResource("1_s4gpg")
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Name = "Ceremonial Vestments"
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Description = ""
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Description = "+2 DEF"
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Texture = ExtResource("1_s4gpg")
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SpawnRate = 0.5
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@@ -11,6 +11,7 @@ AeolicResistance = 0.0
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HydricResistance = 0.0
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IgneousResistance = 0.0
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FerrumResistance = 0.0
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Texture = ExtResource("1_5ik54")
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Name = "Devic Layers"
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Description = ""
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Description = "+7 DEF"
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Texture = ExtResource("1_5ik54")
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SpawnRate = 0.5
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@@ -11,6 +11,7 @@ AeolicResistance = 0.0
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HydricResistance = 0.0
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IgneousResistance = 0.0
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FerrumResistance = 0.0
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Texture = ExtResource("1_5vleh")
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Name = "Goddess' Robe"
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Description = ""
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Description = "+8 DEF"
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Texture = ExtResource("1_5vleh")
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SpawnRate = 0.5
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@@ -11,6 +11,7 @@ AeolicResistance = 0.0
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HydricResistance = 0.0
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IgneousResistance = 0.0
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FerrumResistance = 0.0
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Texture = ExtResource("1_jyoar")
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Name = "Iron Cage"
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Description = ""
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Description = "+4 DEF"
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Texture = ExtResource("1_jyoar")
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SpawnRate = 0.5
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@@ -11,6 +11,7 @@ AeolicResistance = 0.0
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HydricResistance = 0.0
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IgneousResistance = 0.0
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FerrumResistance = 0.0
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Texture = ExtResource("1_kh3n2")
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Name = "Logistician's Garb"
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Description = ""
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Description = "+5 DEF"
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Texture = ExtResource("1_kh3n2")
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SpawnRate = 0.5
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@@ -11,6 +11,7 @@ AeolicResistance = 0.0
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HydricResistance = 0.0
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IgneousResistance = 0.0
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FerrumResistance = 0.0
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Texture = ExtResource("1_xpphu")
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Name = "Stoic"
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Description = ""
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Description = "+6 DEF"
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Texture = ExtResource("1_xpphu")
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SpawnRate = 0.5
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@@ -11,6 +11,7 @@ AeolicResistance = 0.0
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HydricResistance = 0.0
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IgneousResistance = 0.0
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FerrumResistance = 0.0
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Texture = ExtResource("1_vs6ua")
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Name = "Wooden Armament"
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Description = ""
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Description = "+3 DEF"
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Texture = ExtResource("1_vs6ua")
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SpawnRate = 0.5
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@@ -2,16 +2,13 @@ using Chickensoft.AutoInject;
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using Chickensoft.Introspection;
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using GameJamDungeon;
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using Godot;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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[Meta(typeof(IAutoNode))]
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public partial class Weapon : Node3D, IInventoryItem, IEquipable
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public partial class Weapon : Node3D, IInventoryItem, IEquipable, IEquatable<Weapon>
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{
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public Weapon()
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{
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WeaponInfo = new WeaponInfo() { Damage = 1, WeaponTags = new Godot.Collections.Array<WeaponTag>(), Texture = new Texture2D() };
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}
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public override void _Notification(int what) => this.Notify(what);
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[Dependency] public IGameRepo GameRepo => this.DependOn<IGameRepo>();
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@@ -19,7 +16,7 @@ public partial class Weapon : Node3D, IInventoryItem, IEquipable
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public InventoryItemInfo Info => WeaponInfo;
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[Export]
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public WeaponInfo WeaponInfo { get; set; }
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public WeaponInfo WeaponInfo { get; set; } = new WeaponInfo() { Damage = 1 };
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[Node] public Sprite3D Sprite { get; set; } = default!;
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@@ -40,4 +37,100 @@ public partial class Weapon : Node3D, IInventoryItem, IEquipable
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GameRepo.InventoryItems.OnNext(inventoryList);
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QueueFree();
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}
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public override bool Equals(object obj)
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{
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return Equals(obj as Weapon);
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}
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public bool Equals(Weapon other)
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{
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return other is not null &&
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NativeInstance.Equals(other.NativeInstance) &&
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EqualityComparer<NodePath>.Default.Equals(_ImportPath, other._ImportPath) &&
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EqualityComparer<StringName>.Default.Equals(Name, other.Name) &&
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UniqueNameInOwner == other.UniqueNameInOwner &&
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SceneFilePath == other.SceneFilePath &&
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EqualityComparer<Node>.Default.Equals(Owner, other.Owner) &&
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EqualityComparer<MultiplayerApi>.Default.Equals(Multiplayer, other.Multiplayer) &&
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ProcessMode == other.ProcessMode &&
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ProcessPriority == other.ProcessPriority &&
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ProcessPhysicsPriority == other.ProcessPhysicsPriority &&
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ProcessThreadGroup == other.ProcessThreadGroup &&
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ProcessThreadGroupOrder == other.ProcessThreadGroupOrder &&
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ProcessThreadMessages == other.ProcessThreadMessages &&
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PhysicsInterpolationMode == other.PhysicsInterpolationMode &&
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AutoTranslateMode == other.AutoTranslateMode &&
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EditorDescription == other.EditorDescription &&
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Transform.Equals(other.Transform) &&
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GlobalTransform.Equals(other.GlobalTransform) &&
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Position.Equals(other.Position) &&
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Rotation.Equals(other.Rotation) &&
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RotationDegrees.Equals(other.RotationDegrees) &&
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Quaternion.Equals(other.Quaternion) &&
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Basis.Equals(other.Basis) &&
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Scale.Equals(other.Scale) &&
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RotationEditMode == other.RotationEditMode &&
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RotationOrder == other.RotationOrder &&
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TopLevel == other.TopLevel &&
|
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GlobalPosition.Equals(other.GlobalPosition) &&
|
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GlobalBasis.Equals(other.GlobalBasis) &&
|
||||
GlobalRotation.Equals(other.GlobalRotation) &&
|
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GlobalRotationDegrees.Equals(other.GlobalRotationDegrees) &&
|
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Visible == other.Visible &&
|
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EqualityComparer<NodePath>.Default.Equals(VisibilityParent, other.VisibilityParent) &&
|
||||
EqualityComparer<IGameRepo>.Default.Equals(GameRepo, other.GameRepo) &&
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EqualityComparer<InventoryItemInfo>.Default.Equals(Info, other.Info) &&
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EqualityComparer<WeaponInfo>.Default.Equals(WeaponInfo, other.WeaponInfo) &&
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||||
EqualityComparer<Sprite3D>.Default.Equals(Sprite, other.Sprite) &&
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EqualityComparer<Area3D>.Default.Equals(Pickup, other.Pickup) &&
|
||||
EqualityComparer<MixinBlackboard>.Default.Equals(MixinState, other.MixinState) &&
|
||||
EqualityComparer<IMetatype>.Default.Equals(Metatype, other.Metatype);
|
||||
}
|
||||
|
||||
public override int GetHashCode()
|
||||
{
|
||||
HashCode hash = new HashCode();
|
||||
hash.Add(NativeInstance);
|
||||
hash.Add(_ImportPath);
|
||||
hash.Add(Name);
|
||||
hash.Add(UniqueNameInOwner);
|
||||
hash.Add(SceneFilePath);
|
||||
hash.Add(Owner);
|
||||
hash.Add(Multiplayer);
|
||||
hash.Add(ProcessMode);
|
||||
hash.Add(ProcessPriority);
|
||||
hash.Add(ProcessPhysicsPriority);
|
||||
hash.Add(ProcessThreadGroup);
|
||||
hash.Add(ProcessThreadGroupOrder);
|
||||
hash.Add(ProcessThreadMessages);
|
||||
hash.Add(PhysicsInterpolationMode);
|
||||
hash.Add(AutoTranslateMode);
|
||||
hash.Add(EditorDescription);
|
||||
hash.Add(Transform);
|
||||
hash.Add(GlobalTransform);
|
||||
hash.Add(Position);
|
||||
hash.Add(Rotation);
|
||||
hash.Add(RotationDegrees);
|
||||
hash.Add(Quaternion);
|
||||
hash.Add(Basis);
|
||||
hash.Add(Scale);
|
||||
hash.Add(RotationEditMode);
|
||||
hash.Add(RotationOrder);
|
||||
hash.Add(TopLevel);
|
||||
hash.Add(GlobalPosition);
|
||||
hash.Add(GlobalBasis);
|
||||
hash.Add(GlobalRotation);
|
||||
hash.Add(GlobalRotationDegrees);
|
||||
hash.Add(Visible);
|
||||
hash.Add(VisibilityParent);
|
||||
hash.Add(GameRepo);
|
||||
hash.Add(Info);
|
||||
hash.Add(WeaponInfo);
|
||||
hash.Add(Sprite);
|
||||
hash.Add(Pickup);
|
||||
hash.Add(MixinState);
|
||||
hash.Add(Metatype);
|
||||
return hash.ToHashCode();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4,14 +4,8 @@ using Godot;
|
||||
[GlobalClass]
|
||||
public partial class WeaponInfo : InventoryItemInfo
|
||||
{
|
||||
public WeaponInfo()
|
||||
{
|
||||
Damage = 1;
|
||||
WeaponTags = new Godot.Collections.Array<WeaponTag>();
|
||||
}
|
||||
|
||||
[Export]
|
||||
public int Damage { get; set; }
|
||||
public int Damage { get; set; } = 1;
|
||||
|
||||
[Export]
|
||||
public double Luck { get; set; } = 0.05;
|
||||
@@ -20,19 +14,19 @@ public partial class WeaponInfo : InventoryItemInfo
|
||||
public double AttackSpeed { get; set; } = 1;
|
||||
|
||||
[Export]
|
||||
public double TelluricDamageBonus { get; set; }
|
||||
public double TelluricDamageBonus { get; set; } = 0;
|
||||
|
||||
[Export]
|
||||
public double AeolicDamageBonus { get; set; }
|
||||
public double AeolicDamageBonus { get; set; } = 0;
|
||||
|
||||
[Export]
|
||||
public double BaseHydricDamageBonus { get; set; }
|
||||
public double BaseHydricDamageBonus { get; set; } = 0;
|
||||
|
||||
[Export]
|
||||
public double IgneousDamageBonus { get; set; }
|
||||
public double IgneousDamageBonus { get; set; } = 0;
|
||||
|
||||
[Export]
|
||||
public double FerrumDamageBonus { get; set; }
|
||||
public double FerrumDamageBonus { get; set; } = 0;
|
||||
|
||||
[Export]
|
||||
public Godot.Collections.Array<WeaponTag> WeaponTags { get; set; } = new Godot.Collections.Array<WeaponTag>();
|
||||
|
||||
Reference in New Issue
Block a user