Implementation of saving inventory items (had to resturcture texture loading)

This commit is contained in:
2025-03-04 22:21:18 -08:00
parent d35e81a9a8
commit 8cc6d85265
55 changed files with 797 additions and 727 deletions

View File

@@ -1,31 +1,44 @@
using Godot;
using Chickensoft.Introspection;
using Chickensoft.Serialization;
using Godot;
using System.Text.Json.Serialization;
namespace GameJamDungeon;
[GlobalClass]
[Meta, Id("accessory_stat_type")]
public partial class AccessoryStats : InventoryItemStats
{
[Export]
[Save("accessory_atk_up")]
public int ATKUp { get; set; } = 0;
[Export]
[Save("accessory_def_up")]
public int DEFUp { get; set; } = 0;
[Export]
[Save("accessory_luck_up")]
public double LuckUp { get; set; } = 0;
[Export]
[Save("accessory_max_hp_up")]
public int MaxHPUp { get; set; } = 0;
[Export]
[Save("accessory_max_vt_up")]
public int MaxVTUp { get; set; } = 0;
[Export]
public Godot.Collections.Array<AccessoryTag> AccessoryTags { get; set; } = new Godot.Collections.Array<AccessoryTag>();
[Save("accessory_tag")]
public AccessoryTag AccessoryTag { get; set; } = AccessoryTag.None;
}
public enum AccessoryTag
{
None,
HalfVTConsumption,
StatusEffectImmunity
}
[JsonSerializable(typeof(AccessoryTag))]
public partial class AccessoryTagEnumContext : JsonSerializerContext;