Overhaul item and inventory and clean up bits and pieces

This commit is contained in:
2026-02-15 01:19:27 -08:00
parent a1f4a29eb3
commit 69b25aacb9
219 changed files with 4378 additions and 2355 deletions
@@ -5,7 +5,6 @@ using Chickensoft.Introspection;
using Godot;
using System;
using System.Linq;
using Zennysoft.Game.Abstractions;
using Zennysoft.Game.Ma;
using Zennysoft.Ma.Adapter;
@@ -66,7 +65,7 @@ public partial class LoadNextLevel : Control, IFloorClearMenu
private void CurrentFloorNumber_Sync(int _) => FloorNumber.Text = _map.CurrentFloorNumber.Value.ToString("D2");
private void EquipmentComponent_EquipmentChanged(EquipableItem obj)
private void EquipmentComponent_EquipmentChanged(IEquipableItem obj)
{
Attack_Sync(0);
Defense_Sync(0);
@@ -82,16 +81,16 @@ public partial class LoadNextLevel : Control, IFloorClearMenu
private void ExitButton_Pressed()
{
ContinueButton.Disabled = true;
ExitButton.Disabled = true;
ContinueButton.FocusMode = FocusModeEnum.None;
ExitButton.FocusMode = FocusModeEnum.None;
FadeOut();
Exit?.Invoke();
}
private void ContinueButton_Pressed()
{
ContinueButton.Disabled = true;
ExitButton.Disabled = true;
ContinueButton.FocusMode = FocusModeEnum.None;
ExitButton.FocusMode = FocusModeEnum.None;
GoToNextFloor?.Invoke();
}
@@ -101,14 +100,13 @@ public partial class LoadNextLevel : Control, IFloorClearMenu
{
_fadingIn = true;
_map.CurrentFloor.FadeOutAudio();
ContinueButton.Disabled = true;
ExitButton.Disabled = true;
ContinueButton.CallDeferred(MethodName.GrabFocus);
ContinueButton.FocusMode = FocusModeEnum.None;
ExitButton.FocusMode = FocusModeEnum.None;
}
if (animName == "fade_out")
{
_fadingIn = false;
CallDeferred(MethodName.ReleaseFocus);
ContinueButton.CallDeferred(MethodName.ReleaseFocus);
}
}
@@ -116,9 +114,10 @@ public partial class LoadNextLevel : Control, IFloorClearMenu
{
if (animName == "fade_in")
{
ContinueButton.CallDeferred(MethodName.GrabFocus);
_fadingIn = false;
ContinueButton.Disabled = false;
ExitButton.Disabled = false;
ContinueButton.FocusMode = FocusModeEnum.All;
ExitButton.FocusMode = FocusModeEnum.All;
}
if (animName == "fade_out")
TransitionCompleted?.Invoke();