More inventory fixes
This commit is contained in:
@@ -2,16 +2,13 @@ using Chickensoft.AutoInject;
|
||||
using Chickensoft.Introspection;
|
||||
using GameJamDungeon;
|
||||
using Godot;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
[Meta(typeof(IAutoNode))]
|
||||
public partial class Weapon : Node3D, IInventoryItem, IEquipable
|
||||
public partial class Weapon : Node3D, IInventoryItem, IEquipable, IEquatable<Weapon>
|
||||
{
|
||||
public Weapon()
|
||||
{
|
||||
WeaponInfo = new WeaponInfo() { Damage = 1, WeaponTags = new Godot.Collections.Array<WeaponTag>(), Texture = new Texture2D() };
|
||||
}
|
||||
|
||||
public override void _Notification(int what) => this.Notify(what);
|
||||
|
||||
[Dependency] public IGameRepo GameRepo => this.DependOn<IGameRepo>();
|
||||
@@ -19,7 +16,7 @@ public partial class Weapon : Node3D, IInventoryItem, IEquipable
|
||||
public InventoryItemInfo Info => WeaponInfo;
|
||||
|
||||
[Export]
|
||||
public WeaponInfo WeaponInfo { get; set; }
|
||||
public WeaponInfo WeaponInfo { get; set; } = new WeaponInfo() { Damage = 1 };
|
||||
|
||||
[Node] public Sprite3D Sprite { get; set; } = default!;
|
||||
|
||||
@@ -40,4 +37,100 @@ public partial class Weapon : Node3D, IInventoryItem, IEquipable
|
||||
GameRepo.InventoryItems.OnNext(inventoryList);
|
||||
QueueFree();
|
||||
}
|
||||
|
||||
public override bool Equals(object obj)
|
||||
{
|
||||
return Equals(obj as Weapon);
|
||||
}
|
||||
|
||||
public bool Equals(Weapon other)
|
||||
{
|
||||
return other is not null &&
|
||||
NativeInstance.Equals(other.NativeInstance) &&
|
||||
EqualityComparer<NodePath>.Default.Equals(_ImportPath, other._ImportPath) &&
|
||||
EqualityComparer<StringName>.Default.Equals(Name, other.Name) &&
|
||||
UniqueNameInOwner == other.UniqueNameInOwner &&
|
||||
SceneFilePath == other.SceneFilePath &&
|
||||
EqualityComparer<Node>.Default.Equals(Owner, other.Owner) &&
|
||||
EqualityComparer<MultiplayerApi>.Default.Equals(Multiplayer, other.Multiplayer) &&
|
||||
ProcessMode == other.ProcessMode &&
|
||||
ProcessPriority == other.ProcessPriority &&
|
||||
ProcessPhysicsPriority == other.ProcessPhysicsPriority &&
|
||||
ProcessThreadGroup == other.ProcessThreadGroup &&
|
||||
ProcessThreadGroupOrder == other.ProcessThreadGroupOrder &&
|
||||
ProcessThreadMessages == other.ProcessThreadMessages &&
|
||||
PhysicsInterpolationMode == other.PhysicsInterpolationMode &&
|
||||
AutoTranslateMode == other.AutoTranslateMode &&
|
||||
EditorDescription == other.EditorDescription &&
|
||||
Transform.Equals(other.Transform) &&
|
||||
GlobalTransform.Equals(other.GlobalTransform) &&
|
||||
Position.Equals(other.Position) &&
|
||||
Rotation.Equals(other.Rotation) &&
|
||||
RotationDegrees.Equals(other.RotationDegrees) &&
|
||||
Quaternion.Equals(other.Quaternion) &&
|
||||
Basis.Equals(other.Basis) &&
|
||||
Scale.Equals(other.Scale) &&
|
||||
RotationEditMode == other.RotationEditMode &&
|
||||
RotationOrder == other.RotationOrder &&
|
||||
TopLevel == other.TopLevel &&
|
||||
GlobalPosition.Equals(other.GlobalPosition) &&
|
||||
GlobalBasis.Equals(other.GlobalBasis) &&
|
||||
GlobalRotation.Equals(other.GlobalRotation) &&
|
||||
GlobalRotationDegrees.Equals(other.GlobalRotationDegrees) &&
|
||||
Visible == other.Visible &&
|
||||
EqualityComparer<NodePath>.Default.Equals(VisibilityParent, other.VisibilityParent) &&
|
||||
EqualityComparer<IGameRepo>.Default.Equals(GameRepo, other.GameRepo) &&
|
||||
EqualityComparer<InventoryItemInfo>.Default.Equals(Info, other.Info) &&
|
||||
EqualityComparer<WeaponInfo>.Default.Equals(WeaponInfo, other.WeaponInfo) &&
|
||||
EqualityComparer<Sprite3D>.Default.Equals(Sprite, other.Sprite) &&
|
||||
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