Switch navigation mesh to be based on collision only, not collision and texture meshes
Will need to finetune enemy navigation agent placement depending on if they're now too high/low to sit in the navigation region
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@@ -482,9 +482,27 @@ public partial class Game : Node3D, IGame
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_effectService.GetBasicItem<IBaseInventoryItem>();
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break;
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case ItemTag.UnequipAllItems:
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_player.EquipmentComponent.Unequip(_player.EquipmentComponent.EquippedWeapon.Value);
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_player.EquipmentComponent.Unequip(_player.EquipmentComponent.EquippedArmor.Value);
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_player.EquipmentComponent.Unequip(_player.EquipmentComponent.EquippedAccessory.Value);
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_player.Unequip(_player.EquipmentComponent.EquippedWeapon.Value);
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_player.Unequip(_player.EquipmentComponent.EquippedArmor.Value);
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_player.Unequip(_player.EquipmentComponent.EquippedAccessory.Value);
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break;
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case ItemTag.RestrictUnequip:
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_effectService.GlueAllEquipment(_player);
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break;
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case ItemTag.EjectAllItems:
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_player.EquipmentComponent.EquippedWeapon.Value.Glued = false;
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_player.EquipmentComponent.EquippedArmor.Value.Glued = false;
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_player.EquipmentComponent.EquippedAccessory.Value.Glued = false;
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_player.Unequip(_player.EquipmentComponent.EquippedWeapon.Value);
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_player.Unequip(_player.EquipmentComponent.EquippedArmor.Value);
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_player.Unequip(_player.EquipmentComponent.EquippedAccessory.Value);
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_player.Inventory.Items.Remove(boxItem);
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foreach (var item in _player.Inventory.Items.ToList())
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ThrowItem(item);
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_player.Inventory.Items.Clear();
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GameRepo.CloseInventory();
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break;
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}
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}
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@@ -611,10 +629,18 @@ public partial class Game : Node3D, IGame
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_effectService.MeltAllEquipment(_player);
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SfxDatabase.Instance.Play(SoundEffect.DecreaseStat);
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break;
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case UsableItemTag.GlueAllEquipment:
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_effectService.GlueAllEquipment(_player);
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SfxDatabase.Instance.Play(SoundEffect.DecreaseStat);
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break;
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case UsableItemTag.RestoreStats:
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_effectService.RestoreParameters(_player);
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SfxDatabase.Instance.Play(SoundEffect.IncreaseStat);
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break;
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case UsableItemTag.LowerTargetTo1HP:
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_player.HealthComponent.SetCurrentHealth(1);
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SfxDatabase.Instance.Play(SoundEffect.DecreaseStat);
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break;
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}
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}
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@@ -633,6 +659,7 @@ public partial class Game : Node3D, IGame
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GameRepo.AnnounceMessageOnMainScreen("Experience points effect wore off.");
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SfxDatabase.Instance.Play(SoundEffect.MoveUI);
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_player.ExperiencePointsComponent.ModifyExpGainRate(_player.ExperiencePointsComponent.ExpGainRate.Value / 2);
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_doubleExpTimer.Stop();
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}
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private void GameRepo_EnemyDied(IEnemy obj)
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