Big fix of inventory system, add accessory item type

This commit is contained in:
2024-09-07 02:22:14 -07:00
parent 33d282ebfb
commit 98d096303c
22 changed files with 229 additions and 100 deletions

View File

@@ -75,7 +75,7 @@ namespace GameJamDungeon
[Node] public IArea3D CollisionDetector { get; set; } = default!;
private IAutoProp<WeaponInfo> EquippedWeapon { get; set; } = default!;
private IAutoProp<Weapon> EquippedWeapon { get; set; } = default!;
private AutoProp<double> _currentHP { get; set; } = default!;
@@ -100,7 +100,7 @@ namespace GameJamDungeon
GameRepo.SetPlayerGlobalPosition(GlobalPosition);
GameRepo.PlayerGlobalPosition.Sync += OnPlayerPositionUpdated;
EquippedWeapon = new AutoProp<WeaponInfo>(WeaponInfo.Default);
EquippedWeapon = new AutoProp<Weapon>(new Weapon());
EquippedWeapon.Sync += OnEquippedWeaponChanged;
_currentHP = new AutoProp<double>(PlayerStatInfo.MaximumHP);
@@ -209,7 +209,7 @@ namespace GameJamDungeon
AnimationPlayer.AnimationFinished -= OnAnimationFinished;
}
private void OnEquippedWeaponChanged(WeaponInfo info) => Hitbox.Damage = info.Damage;
private void OnEquippedWeaponChanged(Weapon info) => Hitbox.Damage = info.WeaponInfo.Damage;
private void OnHPChanged(double newHP)
{