Add projectiles

This commit is contained in:
2026-02-10 18:03:53 -08:00
parent 2f377d2d7a
commit 92b4e8662f
41 changed files with 2170 additions and 42 deletions

View File

@@ -1,5 +1,4 @@
using Chickensoft.Collections;
using Godot;
using System;
using Zennysoft.Ma.Adapter;
using Zennysoft.Ma.Adapter.Entity;
@@ -13,12 +12,16 @@ public class EquipmentComponent : IEquipmentComponent
public IAutoProp<EquipableItem> EquippedAccessory => _equippedAccessory;
public IAutoProp<EquipableItem> EquippedAmmo => _equippedAmmo;
public AutoProp<EquipableItem> _equippedWeapon;
public AutoProp<EquipableItem> _equippedArmor;
public AutoProp<EquipableItem> _equippedAccessory;
public AutoProp<EquipableItem> _equippedAmmo;
public event Action<EquipableItem> EquipmentChanged;
public int BonusAttack => _equippedWeapon.Value.BonusAttack + _equippedArmor.Value.BonusAttack + _equippedAccessory.Value.BonusAttack;
@@ -38,6 +41,7 @@ public class EquipmentComponent : IEquipmentComponent
_equippedWeapon = new AutoProp<EquipableItem>(new Weapon());
_equippedArmor = new AutoProp<EquipableItem>(new Armor());
_equippedAccessory = new AutoProp<EquipableItem>(new Accessory());
_equippedAmmo = new AutoProp<EquipableItem>(new Ammo());
}
public void Reset()
@@ -45,6 +49,7 @@ public class EquipmentComponent : IEquipmentComponent
_equippedWeapon.OnNext(new Weapon());
_equippedArmor.OnNext(new Armor());
_equippedAccessory.OnNext(new Accessory());
_equippedAmmo.OnNext(new Ammo());
}
public void Equip(EquipableItem equipable)
@@ -55,6 +60,8 @@ public class EquipmentComponent : IEquipmentComponent
_equippedArmor.OnNext(armor);
if (equipable is Accessory accessory)
_equippedAccessory.OnNext(accessory);
if (equipable is Ammo ammo)
_equippedAmmo.OnNext(ammo);
EquipmentChanged?.Invoke(equipable);
}
@@ -66,6 +73,8 @@ public class EquipmentComponent : IEquipmentComponent
_equippedArmor.OnNext(new Armor());
if (equipable is Accessory accessory)
_equippedAccessory.OnNext(new Accessory());
if (equipable is Ammo ammo)
_equippedAmmo.OnNext(new Ammo());
EquipmentChanged?.Invoke(equipable);
}
@@ -74,7 +83,7 @@ public class EquipmentComponent : IEquipmentComponent
if (item is not EquipableItem)
return false;
return item == _equippedWeapon.Value || item == _equippedArmor.Value || item == _equippedAccessory.Value;
return item == _equippedWeapon.Value || item == _equippedArmor.Value || item == _equippedAccessory.Value || item == _equippedAmmo.Value;
}
public void UpdateEquipment(EquipableItem equipable) => EquipmentChanged?.Invoke(equipable);