Redesign and reimplement inventory menu

Add jewels but no implementation yet (needed redesign of inventory menu to function correctly)
This commit is contained in:
2026-02-11 04:08:42 -08:00
parent 5451f0b31f
commit 8ce38c3c13
51 changed files with 1695 additions and 256 deletions

View File

@@ -1,8 +1,9 @@
using Chickensoft.AutoInject;
using Chickensoft.Collections;
using Chickensoft.Introspection;
using Chickensoft.Serialization;
using Godot;
using Zennysoft.Game.Abstractions;
using Zennysoft.Game.Implementation;
using Zennysoft.Game.Ma;
using Zennysoft.Ma.Adapter;
@@ -11,13 +12,11 @@ public partial class Ammo : EquipableItem, IStackable
{
public override void _Notification(int what) => this.Notify(what);
private int _count;
[Node] private Sprite3D _sprite { get; set; }
public void OnReady()
{
_count = Stats.InitialCount;
Count = new AutoProp<int>(Stats.InitialCount);
_sprite.Texture = Stats.Texture;
}
@@ -37,8 +36,9 @@ public partial class Ammo : EquipableItem, IStackable
public override Texture2D GetTexture() => Stats.Texture;
[Save("ammo_item_count")]
public int Count { get => _count; }
public void SetCount(int count) => _count = count;
public AutoProp<int> Count { get; private set; }
public void SetCount(int count) => Count.OnNext(count);
[Save("ammo_element")]
public ElementType AmmoElement => Stats.AmmoElement;