Move save logic out of Game
This commit is contained in:
14
Ma.sln
14
Ma.sln
@@ -3,15 +3,17 @@ Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Version 17
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VisualStudioVersion = 17.11.35222.181
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Zennysoft.Game.Ma", "Zennysoft.Game.Ma\Zennysoft.Game.Ma.csproj", "{B685AA99-B971-46A7-A708-00546BA0EF55}"
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Zennysoft.Game.Ma", "Zennysoft.Game.Ma\Ma.csproj", "{B685AA99-B971-46A7-A708-00546BA0EF55}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Zennysoft.Game.Ma.Implementation", "Zennysoft.Game.Ma.Implementation\Zennysoft.Game.Ma.Implementation.csproj", "{3C934960-1375-4971-BF3F-C21F5241573A}"
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Zennysoft.Game.Ma.Implementation", "Zennysoft.Game.Ma.Implementation\Zennysoft.Game.Ma.Implementation.csproj", "{3C934960-1375-4971-BF3F-C21F5241573A}"
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EndProject
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Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Solution Items", "Solution Items", "{E4C0167B-02AB-49E0-B36D-30D0A2479C25}"
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ProjectSection(SolutionItems) = preProject
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.editorconfig = .editorconfig
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EndProjectSection
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Zennysoft.Game.Abstractions", "Zennysoft.Game.Abstractions\Zennysoft.Game.Abstractions.csproj", "{EB9A8B79-82E1-4254-B4FB-7F4BCB57BDBF}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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@@ -36,6 +38,14 @@ Global
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{3C934960-1375-4971-BF3F-C21F5241573A}.ExportRelease|Any CPU.Build.0 = Release|Any CPU
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{3C934960-1375-4971-BF3F-C21F5241573A}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{3C934960-1375-4971-BF3F-C21F5241573A}.Release|Any CPU.Build.0 = Release|Any CPU
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{EB9A8B79-82E1-4254-B4FB-7F4BCB57BDBF}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{EB9A8B79-82E1-4254-B4FB-7F4BCB57BDBF}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{EB9A8B79-82E1-4254-B4FB-7F4BCB57BDBF}.ExportDebug|Any CPU.ActiveCfg = Debug|Any CPU
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{EB9A8B79-82E1-4254-B4FB-7F4BCB57BDBF}.ExportDebug|Any CPU.Build.0 = Debug|Any CPU
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{EB9A8B79-82E1-4254-B4FB-7F4BCB57BDBF}.ExportRelease|Any CPU.ActiveCfg = Release|Any CPU
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{EB9A8B79-82E1-4254-B4FB-7F4BCB57BDBF}.ExportRelease|Any CPU.Build.0 = Release|Any CPU
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{EB9A8B79-82E1-4254-B4FB-7F4BCB57BDBF}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{EB9A8B79-82E1-4254-B4FB-7F4BCB57BDBF}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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10
Zennysoft.Game.Abstractions/Save/ISaveFileManager.cs
Normal file
10
Zennysoft.Game.Abstractions/Save/ISaveFileManager.cs
Normal file
@@ -0,0 +1,10 @@
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using System.Text.Json;
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namespace Zennysoft.Game.Abstractions;
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public interface ISaveFileManager<T>
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{
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public Task WriteToFile(T gameData);
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public Task<T> ReadFromFile();
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}
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@@ -0,0 +1,9 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net8.0</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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</PropertyGroup>
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</Project>
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@@ -1,6 +0,0 @@
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namespace Zennysoft.Game.Ma.Implementation;
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public class Class1
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{
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}
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@@ -1,6 +1,36 @@
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using System.Text.Json.Serialization;
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namespace Zennysoft.Game.Ma;
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namespace Zennysoft.Game.Ma.Implementation;
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public enum WeaponTag
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{
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None,
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SelfDamage,
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IgnoreAffinity,
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Knockback,
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}
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[JsonSerializable(typeof(WeaponTag))]
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public partial class WeaponTagEnumContext : JsonSerializerContext;
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public enum ItemTag
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{
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None,
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BreaksOnChange
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}
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[JsonSerializable(typeof(ItemTag))]
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public partial class ItemTagEnumContext : JsonSerializerContext;
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public enum AccessoryTag
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{
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None,
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HalfVTConsumption,
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StatusEffectImmunity
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}
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[JsonSerializable(typeof(AccessoryTag))]
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public partial class AccessoryTagEnumContext : JsonSerializerContext;
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public enum ThrowableItemTag
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{
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@@ -43,3 +73,16 @@ public enum BoxItemTag
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[JsonSerializable(typeof(BoxItemTag))]
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public partial class BoxItemTagEnumContext : JsonSerializerContext;
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public enum ElementType
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{
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None,
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Aeolic,
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Telluric,
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Hydric,
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Igneous,
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Ferrum
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}
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[JsonSerializable(typeof(ElementType))]
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public partial class ElementTypeEnumContext : JsonSerializerContext;
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56
Zennysoft.Game.Ma.Implementation/Save/SaveFileManager.cs
Normal file
56
Zennysoft.Game.Ma.Implementation/Save/SaveFileManager.cs
Normal file
@@ -0,0 +1,56 @@
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using Chickensoft.Collections;
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using Chickensoft.Serialization.Godot;
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using Chickensoft.Serialization;
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using Godot;
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using System.IO.Abstractions;
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using System.Text.Json;
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using System.Text.Json.Serialization.Metadata;
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using Zennysoft.Game.Abstractions;
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namespace Zennysoft.Game.Ma.Implementation;
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public class SaveFileManager<T> : ISaveFileManager<T>
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{
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private readonly IFileSystem _fileSystem;
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public const string SAVE_FILE_NAME = "game.json";
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public JsonSerializerOptions JsonOptions { get; set; } = default!;
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public string SaveFilePath { get; set; } = default!;
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public SaveFileManager(IFileSystem fileSystem)
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{
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_fileSystem = fileSystem;
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SaveFilePath = _fileSystem.Path.Join(OS.GetUserDataDir(), SAVE_FILE_NAME);
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var resolver = new SerializableTypeResolver();
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GodotSerialization.Setup();
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Serializer.AddConverter(new Texture2DConverter());
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var upgradeDependencies = new Blackboard();
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JsonOptions = new JsonSerializerOptions
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{
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Converters = {
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new SerializableTypeConverter(upgradeDependencies)
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},
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TypeInfoResolver = JsonTypeInfoResolver.Combine(resolver, WeaponTagEnumContext.Default, ItemTagEnumContext.Default, ElementTypeEnumContext.Default, AccessoryTagEnumContext.Default, ThrowableItemTagEnumContext.Default, UsableItemTagEnumContext.Default, BoxItemTagEnumContext.Default),
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WriteIndented = true
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};
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}
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public async Task<T> ReadFromFile()
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{
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if (!_fileSystem.File.Exists(SaveFilePath))
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throw new FileNotFoundException();
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var json = await _fileSystem.File.ReadAllTextAsync(SaveFilePath);
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return JsonSerializer.Deserialize<T>(json, JsonOptions);
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}
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public async Task WriteToFile(T gameData)
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{
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var json = JsonSerializer.Serialize(gameData, JsonOptions);
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await _fileSystem.File.WriteAllTextAsync(SaveFilePath, json);
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}
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}
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@@ -1,8 +1,7 @@
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using Godot;
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using Godot;
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using System.Text.Json.Serialization;
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using System.Text.Json;
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using System;
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/// <summary>Basis JSON converter.</summary>
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public class Texture2DConverter : JsonConverter<Texture2D>
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@@ -1,9 +1,26 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net8.0</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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</PropertyGroup>
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<PropertyGroup>
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<TargetFramework>net8.0</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="Chickensoft.GodotNodeInterfaces" Version="2.4.0" />
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<PackageReference Include="Chickensoft.Introspection" Version="2.2.0" />
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<PackageReference Include="Chickensoft.Introspection.Generator" Version="2.2.0" />
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<PackageReference Include="Chickensoft.Serialization.Godot" Version="0.7.6" />
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<PackageReference Include="GodotSharp.SourceGenerators" Version="2.5.0" />
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<PackageReference Include="System.IO.Abstractions" Version="21.2.1" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\Zennysoft.Game.Abstractions\Zennysoft.Game.Abstractions.csproj" />
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</ItemGroup>
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<ItemGroup>
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<Folder Include="Enums\" />
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</ItemGroup>
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</Project>
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@@ -5,6 +5,10 @@
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<!-- Use NativeAOT. -->
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<PublishAot>true</PublishAot>
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</PropertyGroup>
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<ItemGroup>
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<Compile Remove="src\items\weapons\models\**" />
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<EmbeddedResource Remove="src\items\weapons\models\**" />
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</ItemGroup>
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<ItemGroup>
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<!-- Root the assemblies to avoid trimming. -->
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<TrimmerRootAssembly Include="GodotSharp" />
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@@ -20,17 +24,21 @@
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<PackageReference Include="Chickensoft.SaveFileBuilder" Version="1.1.0" />
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<PackageReference Include="Chickensoft.Serialization.Godot" Version="0.7.6" />
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<PackageReference Include="GodotSharp.SourceGenerators" Version="2.5.0" />
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<PackageReference Include="SimpleInjector" Version="5.5.0" />
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<PackageReference Include="SSH.NET" Version="2024.2.0" />
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<PackageReference Include="System.IO.Abstractions" Version="21.2.1" />
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<PackageReference Include="Zeroconf" Version="3.7.16" />
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</ItemGroup>
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<ItemGroup>
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<Folder Include="src\items\weapons\models\" />
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<Folder Include="src\ui\dialogue\" />
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</ItemGroup>
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<ItemGroup>
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<None Include=".editorconfig" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\Zennysoft.Game.Abstractions\Zennysoft.Game.Abstractions.csproj" />
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<ProjectReference Include="..\Zennysoft.Game.Ma.Implementation\Zennysoft.Game.Ma.Implementation.csproj" />
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</ItemGroup>
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<ItemGroup>
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<PackageReference Update="Godot.SourceGenerators" Version="4.4.0-dev.2" />
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</ItemGroup>
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@@ -6,14 +6,8 @@ using Godot;
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using System.Reflection;
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#endif
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// This entry-point file is responsible for determining if we should run tests.
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//
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// If you want to edit your game's main entry-point, please see Game.tscn and
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// Game.cs instead.
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public partial class Main : Node
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{
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public override void _Ready()
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{
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// If we don't need to run tests, we can just switch to the game scene.
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@@ -3,6 +3,7 @@ using Chickensoft.Collections;
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using Chickensoft.GodotNodeInterfaces;
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using Chickensoft.Introspection;
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using Godot;
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using Zennysoft.Game.Ma.Implementation;
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namespace Zennysoft.Game.Ma;
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@@ -3,6 +3,7 @@ using Chickensoft.Collections;
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using Chickensoft.Introspection;
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using Godot;
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using System.Linq;
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using Zennysoft.Game.Ma.Implementation;
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namespace Zennysoft.Game.Ma;
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@@ -1,4 +1,5 @@
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using Godot;
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using Zennysoft.Game.Ma.Implementation;
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namespace Zennysoft.Game.Ma;
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@@ -1,23 +0,0 @@
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using System.Text.Json.Serialization;
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namespace Zennysoft.Game.Ma;
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public enum WeaponTag
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{
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None,
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SelfDamage,
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IgnoreAffinity,
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Knockback,
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}
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[JsonSerializable(typeof(WeaponTag))]
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public partial class WeaponTagEnumContext : JsonSerializerContext;
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public enum ItemTag
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{
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None,
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BreaksOnChange
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}
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[JsonSerializable(typeof(ItemTag))]
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public partial class ItemTagEnumContext : JsonSerializerContext;
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@@ -2,6 +2,7 @@ using Chickensoft.AutoInject;
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using Chickensoft.Introspection;
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using Zennysoft.Game.Ma.src.enemy;
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using Godot;
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using Zennysoft.Game.Ma.Implementation;
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namespace Zennysoft.Game.Ma;
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@@ -2,6 +2,7 @@ using Chickensoft.AutoInject;
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using Chickensoft.Introspection;
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using Zennysoft.Game.Ma.src.enemy;
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using Godot;
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using Zennysoft.Game.Ma.Implementation;
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namespace Zennysoft.Game.Ma;
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@@ -3,6 +3,7 @@ using Chickensoft.Introspection;
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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 Zennysoft.Game.Ma.Implementation;
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namespace Zennysoft.Game.Ma;
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@@ -3,6 +3,7 @@ using Chickensoft.Introspection;
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using Godot;
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using System.Collections.Generic;
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using System;
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using Zennysoft.Game.Ma.Implementation;
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namespace Zennysoft.Game.Ma;
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@@ -1,6 +1,7 @@
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using Chickensoft.AutoInject;
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using Chickensoft.Introspection;
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using Godot;
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using Zennysoft.Game.Ma.Implementation;
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namespace Zennysoft.Game.Ma;
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@@ -2,6 +2,7 @@ using Chickensoft.AutoInject;
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using Chickensoft.Introspection;
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using Zennysoft.Game.Ma.src.enemy;
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using Godot;
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using Zennysoft.Game.Ma.Implementation;
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namespace Zennysoft.Game.Ma;
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@@ -3,6 +3,7 @@ using Chickensoft.Introspection;
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using Godot;
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using System.Collections.Generic;
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using System;
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using Zennysoft.Game.Ma.Implementation;
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namespace Zennysoft.Game.Ma;
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||||
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||||
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||||
@@ -1,16 +0,0 @@
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||||
using System.Text.Json.Serialization;
|
||||
|
||||
namespace Zennysoft.Game.Ma;
|
||||
|
||||
public enum ElementType
|
||||
{
|
||||
None,
|
||||
Aeolic,
|
||||
Telluric,
|
||||
Hydric,
|
||||
Igneous,
|
||||
Ferrum
|
||||
}
|
||||
|
||||
[JsonSerializable(typeof(ElementType))]
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||||
public partial class ElementTypeEnumContext : JsonSerializerContext;
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||||
@@ -14,6 +14,10 @@ using System.IO.Abstractions;
|
||||
using System.Text.Json;
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||||
using System.Text.Json.Serialization.Metadata;
|
||||
using static Zennysoft.Game.Ma.GameLogic.State;
|
||||
using Zennysoft.Game.Abstractions;
|
||||
using Zennysoft.Game.Ma.Implementation;
|
||||
using System.Threading.Tasks;
|
||||
using System.IO;
|
||||
|
||||
[Meta(typeof(IAutoNode))]
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||||
public partial class Game : Node3D, IGame
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||||
@@ -28,6 +32,8 @@ public partial class Game : Node3D, IGame
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||||
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||||
IGameEventDepot IProvide<IGameEventDepot>.Value() => GameEventDepot;
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||||
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||||
private static SimpleInjector.Container _container;
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||||
|
||||
public IInstantiator Instantiator { get; set; } = default!;
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||||
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||||
public IGameLogic GameLogic { get; set; } = default!;
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||||
@@ -64,12 +70,6 @@ public partial class Game : Node3D, IGame
|
||||
#region Save
|
||||
public JsonSerializerOptions JsonOptions { get; set; } = default!;
|
||||
|
||||
public const string SAVE_FILE_NAME = "game.json";
|
||||
|
||||
public IFileSystem FileSystem { get; set; } = default!;
|
||||
|
||||
public string SaveFilePath { get; set; } = default!;
|
||||
|
||||
public ISaveFile<GameData> SaveFile { get; set; } = default!;
|
||||
|
||||
public ISaveChunk<GameData> GameChunk { get; set; } = default!;
|
||||
@@ -86,9 +86,10 @@ public partial class Game : Node3D, IGame
|
||||
|
||||
public void Setup()
|
||||
{
|
||||
FileSystem = new FileSystem();
|
||||
|
||||
SaveFilePath = FileSystem.Path.Join(OS.GetUserDataDir(), SAVE_FILE_NAME);
|
||||
_container = new SimpleInjector.Container();
|
||||
_container.Register<IFileSystem, FileSystem>();
|
||||
_container.Register<ISaveFileManager<GameData>, SaveFileManager<GameData>>();
|
||||
_container.Verify();
|
||||
|
||||
GameRepo = new GameRepo();
|
||||
GameLogic = new GameLogic();
|
||||
@@ -101,21 +102,6 @@ public partial class Game : Node3D, IGame
|
||||
Instantiator = new Instantiator(GetTree());
|
||||
RescuedItems = new RescuedItemDatabase();
|
||||
|
||||
var resolver = new SerializableTypeResolver();
|
||||
GodotSerialization.Setup();
|
||||
Serializer.AddConverter(new Texture2DConverter());
|
||||
|
||||
var upgradeDependencies = new Blackboard();
|
||||
|
||||
JsonOptions = new JsonSerializerOptions
|
||||
{
|
||||
Converters = {
|
||||
new SerializableTypeConverter(upgradeDependencies)
|
||||
},
|
||||
TypeInfoResolver = JsonTypeInfoResolver.Combine(resolver, WeaponTagEnumContext.Default, ItemTagEnumContext.Default, ElementTypeEnumContext.Default, AccessoryTagEnumContext.Default, ThrowableItemTagEnumContext.Default, UsableItemTagEnumContext.Default, BoxItemTagEnumContext.Default),
|
||||
WriteIndented = true
|
||||
};
|
||||
|
||||
GameChunk = new SaveChunk<GameData>(
|
||||
(chunk) =>
|
||||
{
|
||||
@@ -162,25 +148,23 @@ public partial class Game : Node3D, IGame
|
||||
|
||||
public void OnResolved()
|
||||
{
|
||||
var saveFileManager = _container.GetInstance<ISaveFileManager<GameData>>();
|
||||
SaveFile = new SaveFile<GameData>(
|
||||
root: GameChunk,
|
||||
onSave: async (GameData data) =>
|
||||
{
|
||||
// Save the game data to disk.
|
||||
var json = JsonSerializer.Serialize(data, JsonOptions);
|
||||
await FileSystem.File.WriteAllTextAsync(SaveFilePath, json);
|
||||
},
|
||||
onSave: saveFileManager.WriteToFile,
|
||||
onLoad: async () =>
|
||||
{
|
||||
// Load the game data from disk.
|
||||
if (!FileSystem.File.Exists(SaveFilePath))
|
||||
try
|
||||
{
|
||||
GD.Print("No save file to load");
|
||||
return null;
|
||||
var gameData = await saveFileManager.ReadFromFile();
|
||||
return gameData;
|
||||
}
|
||||
catch (FileNotFoundException)
|
||||
{
|
||||
GD.Print("No save file found.");
|
||||
}
|
||||
|
||||
var json = await FileSystem.File.ReadAllTextAsync(SaveFilePath);
|
||||
return JsonSerializer.Deserialize<GameData>(json, JsonOptions);
|
||||
return null;
|
||||
}
|
||||
);
|
||||
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
using Godot;
|
||||
using System.Linq;
|
||||
using System;
|
||||
using Zennysoft.Game.Ma.Implementation;
|
||||
|
||||
namespace Zennysoft.Game.Ma.src.items;
|
||||
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using Chickensoft.Introspection;
|
||||
using Chickensoft.Serialization;
|
||||
using Zennysoft.Game.Ma.Implementation;
|
||||
|
||||
namespace Zennysoft.Game.Ma;
|
||||
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
using Chickensoft.Introspection;
|
||||
using Chickensoft.Serialization;
|
||||
using Godot;
|
||||
using Zennysoft.Game.Ma.Implementation;
|
||||
|
||||
namespace Zennysoft.Game.Ma;
|
||||
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using Chickensoft.Introspection;
|
||||
using Godot;
|
||||
using Zennysoft.Game.Ma.Implementation;
|
||||
|
||||
namespace Zennysoft.Game.Ma;
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using Chickensoft.Introspection;
|
||||
using Chickensoft.Serialization;
|
||||
using Godot;
|
||||
using System.Text.Json.Serialization;
|
||||
using Zennysoft.Game.Ma.Implementation;
|
||||
|
||||
namespace Zennysoft.Game.Ma;
|
||||
|
||||
@@ -32,13 +32,4 @@ public partial class AccessoryStats : InventoryItemStats
|
||||
[Export]
|
||||
[Save("accessory_tag")]
|
||||
public AccessoryTag AccessoryTag { get; set; } = AccessoryTag.None;
|
||||
}
|
||||
public enum AccessoryTag
|
||||
{
|
||||
None,
|
||||
HalfVTConsumption,
|
||||
StatusEffectImmunity
|
||||
}
|
||||
|
||||
[JsonSerializable(typeof(AccessoryTag))]
|
||||
public partial class AccessoryTagEnumContext : JsonSerializerContext;
|
||||
}
|
||||
@@ -1,5 +1,6 @@
|
||||
using Chickensoft.Introspection;
|
||||
using Godot;
|
||||
using Zennysoft.Game.Ma.Implementation;
|
||||
|
||||
namespace Zennysoft.Game.Ma;
|
||||
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using Chickensoft.Introspection;
|
||||
using Godot;
|
||||
using Zennysoft.Game.Ma.Implementation;
|
||||
|
||||
namespace Zennysoft.Game.Ma;
|
||||
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
using Chickensoft.Introspection;
|
||||
using Chickensoft.Serialization;
|
||||
using Godot;
|
||||
using Zennysoft.Game.Ma.Implementation;
|
||||
|
||||
namespace Zennysoft.Game.Ma;
|
||||
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using Chickensoft.Introspection;
|
||||
using Godot;
|
||||
using Zennysoft.Game.Ma.Implementation;
|
||||
|
||||
namespace Zennysoft.Game.Ma;
|
||||
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
using Chickensoft.Introspection;
|
||||
using Chickensoft.Serialization;
|
||||
using Godot;
|
||||
using Zennysoft.Game.Ma.Implementation;
|
||||
|
||||
namespace Zennysoft.Game.Ma;
|
||||
|
||||
|
||||
@@ -2,6 +2,7 @@ using Chickensoft.AutoInject;
|
||||
using Chickensoft.Introspection;
|
||||
using Zennysoft.Game.Ma.src.items;
|
||||
using Godot;
|
||||
using Zennysoft.Game.Ma.Implementation;
|
||||
|
||||
namespace Zennysoft.Game.Ma;
|
||||
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using Chickensoft.Introspection;
|
||||
using Godot;
|
||||
using Zennysoft.Game.Ma.Implementation;
|
||||
|
||||
namespace Zennysoft.Game.Ma;
|
||||
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
using Chickensoft.Introspection;
|
||||
using Chickensoft.Serialization;
|
||||
using Godot;
|
||||
using Zennysoft.Game.Ma.Implementation;
|
||||
|
||||
namespace Zennysoft.Game.Ma;
|
||||
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
using Chickensoft.Collections;
|
||||
using Chickensoft.SaveFileBuilder;
|
||||
using Godot;
|
||||
using Zennysoft.Game.Ma.Implementation;
|
||||
|
||||
namespace Zennysoft.Game.Ma;
|
||||
|
||||
|
||||
@@ -7,6 +7,7 @@ using Godot;
|
||||
using Godot.Collections;
|
||||
using System;
|
||||
using System.Linq;
|
||||
using Zennysoft.Game.Ma.Implementation;
|
||||
|
||||
namespace Zennysoft.Game.Ma;
|
||||
|
||||
|
||||
@@ -1,4 +1,6 @@
|
||||
namespace Zennysoft.Game.Ma;
|
||||
using Zennysoft.Game.Ma.Implementation;
|
||||
|
||||
namespace Zennysoft.Game.Ma;
|
||||
|
||||
public interface IHasPrimaryAttack
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user