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