Show inventory alert when equipping/unequipping/augmenting items

This commit is contained in:
2026-03-02 10:33:58 -08:00
parent bc010a7d82
commit 28f38d236e
5 changed files with 26 additions and 6 deletions

View File

@@ -361,6 +361,7 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
if (accessory.AccessoryTag == AccessoryTag.BoostEXPGainRate)
ExperiencePointsComponent.ModifyExpGainRate(ExperiencePointsComponent.ExpGainRate.Value + 0.2f);
}
_game.NotifyInventory($"{equipable.ItemName} equipped.");
}
public void Unequip(IEquipableItem equipable)
@@ -384,6 +385,7 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
if (accessory.AccessoryTag == AccessoryTag.BoostEXPGainRate)
ExperiencePointsComponent.ModifyExpGainRate(ExperiencePointsComponent.ExpGainRate.Value - 0.2f);
}
_game.NotifyInventory($"{equipable.ItemName} unequipped.");
}
public void ApplyNewAugment(IAugmentItem jewel, IAugmentableItem augmentableItem)
@@ -394,6 +396,8 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
if (augmentableItem.Augment != null && augmentableItem is IEquipableItem equipable && EquipmentComponent.IsItemEquipped(equipable))
augmentableItem.Augment.AugmentType.Apply();
_game.NotifyInventory($"{((IBaseInventoryItem)augmentableItem).ItemName} augmented with {jewel.ItemName}.");
}
private void ApplyNewAugment(Weapon weapon, Jewel jewel)