In progress item changes
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@@ -9,7 +9,7 @@ using Zennysoft.Ma.Adapter;
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namespace Zennysoft.Game.Ma;
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[Meta(typeof(IAutoNode)), Id("throwable_item")]
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public partial class ThrowableItem : InventoryItem, IStackable
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public partial class ThrowableItem : Node3D, IBaseInventoryItem, IStackable
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{
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public override void _Notification(int what) => this.Notify(what);
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@@ -23,15 +23,15 @@ public partial class ThrowableItem : InventoryItem, IStackable
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Count = new AutoProp<int>(rng.RandiRange(Stats.MinimumCount, Stats.MaximumCount));
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}
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public override string ItemName => Stats.Name;
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public string ItemName => Stats.Name;
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public override string Description => Stats.Description;
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public string Description => Stats.Description;
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public override float SpawnRate => Stats.SpawnRate;
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public float SpawnRate => Stats.SpawnRate;
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public override int ThrowDamage => Stats.ThrowDamage;
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public int ThrowDamage => Stats.ThrowDamage;
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public override float ThrowSpeed => Stats.ThrowSpeed;
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public float ThrowSpeed => Stats.ThrowSpeed;
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[Save("throwable_item_element")]
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public ElementType ElementType => Stats.ElementType;
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@@ -40,7 +40,7 @@ public partial class ThrowableItem : InventoryItem, IStackable
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[Save("throwable_item_heal_vt")]
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public int HealVTAmount => Stats.HealVTAmount;
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public override ItemTag ItemTag => Stats.ItemTag;
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public ItemTag ItemTag => Stats.ItemTag;
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public void SetElementType(ElementType elementType) => Stats.ElementType = elementType;
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@@ -53,7 +53,7 @@ public partial class ThrowableItem : InventoryItem, IStackable
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[Save("throwable_item_stats")]
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public ThrowableItemStats Stats { get; set; }
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public override Texture2D GetTexture() => Stats.Texture;
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public Texture2D GetTexture() => Stats.Texture;
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public void SetCount(int count) => Count.OnNext(count);
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}
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