Split equipment status from Inventory, fix equip/unequip bonuses being reflected correctly in code and inventory menu

This commit is contained in:
2025-02-19 16:04:40 -08:00
parent f71412d946
commit 5404f8e7b0
16 changed files with 200 additions and 170 deletions

View File

@@ -223,12 +223,12 @@ public partial class Game : Node3D, IGame
private void FloorClearMenu_TransitionCompleted()
{
GameRepo.Resume();
if (Player.Inventory.EquippedWeapon.Value.ItemTags.Contains(ItemTag.BreaksOnChange))
Player.Inventory.Unequip(Player.Inventory.EquippedWeapon.Value);
if (Player.Inventory.EquippedArmor.Value.ItemTags.Contains(ItemTag.BreaksOnChange))
Player.Inventory.Unequip(Player.Inventory.EquippedArmor.Value);
if (Player.Inventory.EquippedAccessory.Value.ItemTags.Contains(ItemTag.BreaksOnChange))
Player.Inventory.Unequip(Player.Inventory.EquippedAccessory.Value);
if (Player.EquippedWeapon.Value.ItemTags.Contains(ItemTag.BreaksOnChange))
Player.Unequip(Player.EquippedWeapon.Value);
if (Player.EquippedArmor.Value.ItemTags.Contains(ItemTag.BreaksOnChange))
Player.Unequip(Player.EquippedArmor.Value);
if (Player.EquippedAccessory.Value.ItemTags.Contains(ItemTag.BreaksOnChange))
Player.Unequip(Player.EquippedAccessory.Value);
}
private void FloorClearMenu_GoToNextFloor()