Overhaul item and inventory and clean up bits and pieces
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@@ -7,7 +7,7 @@ using Zennysoft.Ma.Adapter;
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namespace Zennysoft.Game.Ma;
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[Meta(typeof(IAutoNode)), Id("consumable_item")]
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public partial class ConsumableItem : InventoryItem
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public partial class ConsumableItem : Node3D, IBaseInventoryItem
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{
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public override void _Notification(int what) => this.Notify(what);
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@@ -15,15 +15,15 @@ public partial class ConsumableItem : InventoryItem
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public override void _Ready() => _sprite.Texture = Stats.Texture;
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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("consumable_heal_hp")]
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public int HealHPAmount => Stats.HealHPAmount;
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@@ -34,10 +34,10 @@ public partial class ConsumableItem : InventoryItem
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[Save("consumable_increase_vt")]
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public int RaiseVTAmount => Stats.PermanentRaiseVTAmount;
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public override ItemTag ItemTag => Stats.ItemTag;
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public ItemTag ItemTag => Stats.ItemTag;
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[Export]
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[Save("consumable_item_stats")]
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public ConsumableItemStats Stats { get; set; } = new ConsumableItemStats();
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public override Texture2D GetTexture() => Stats.Texture;
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public Texture2D GetTexture() => Stats.Texture;
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}
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