Finish refactoring other than making sure bonuses appear on player stat side

This commit is contained in:
2024-09-12 04:26:29 -07:00
parent b4662a0c7b
commit af384d3ddb
11 changed files with 204 additions and 127 deletions

View File

@@ -140,7 +140,7 @@ public partial class Enemy : CharacterBody3D, IEnemy, IProvide<IEnemyLogic>
.Handle((in EnemyLogic.Output.HitByPlayer output) =>
{
if (GameRepo.PlayerData.Inventory.EquippedWeapon.Value.WeaponStats.WeaponTags.Contains(WeaponTag.SelfDamage))
GameRepo.PlayerData.CurrentHP.OnNext(GameRepo.PlayerData.CurrentHP.Value - 5);
GameRepo.PlayerData.SetCurrentHP(GameRepo.PlayerData.CurrentHP.Value - 5);
});
this.Provide();
@@ -185,7 +185,7 @@ public partial class Enemy : CharacterBody3D, IEnemy, IProvide<IEnemyLogic>
var roll = rng.Randf();
if (roll <= GameRepo.PlayerData.Inventory.EquippedWeapon.Value.WeaponStats.Luck)
isCriticalHit = true;
var damage = DamageCalculator.CalculatePlayerDamage(GameRepo.PlayerData.CurrentAttack.Value + GameRepo.PlayerData.BonusAttack.Value, EnemyStatResource, GameRepo.PlayerData.Inventory.EquippedWeapon.Value.WeaponStats, isCriticalHit);
var damage = DamageCalculator.CalculatePlayerDamage(GameRepo.PlayerData.CurrentAttack.Value + GameRepo.PlayerData.BonusAttack, EnemyStatResource, GameRepo.PlayerData.Inventory.EquippedWeapon.Value.WeaponStats, isCriticalHit);
GD.Print($"Enemy Hit for {damage} damage.");
EnemyLogic.Input(new EnemyLogic.Input.HitByPlayer(damage));
}

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@@ -68,6 +68,65 @@ public partial class InventoryMenu : Control, IInventoryMenu
DropButton.Pressed += DropButtonPressed;
}
public void OnResolved()
{
GameRepo.PlayerData.CurrentHP.Sync += CurrentHP_Sync;
GameRepo.PlayerData.MaximumHP.Sync += MaximumHP_Sync;
GameRepo.PlayerData.CurrentVT.Sync += CurrentVT_Sync;
GameRepo.PlayerData.MaximumVT.Sync += MaximumVT_Sync;
GameRepo.PlayerData.CurrentAttack.Sync += CurrentAttack_Sync;
GameRepo.PlayerData.MaxAttack.Sync += MaxAttack_Sync;
GameRepo.PlayerData.CurrentDefense.Sync += CurrentDefense_Sync;
GameRepo.PlayerData.MaxDefense.Sync += MaxDefense_Sync;
GameRepo.PlayerData.CurrentExp.Sync += CurrentExp_Sync;
GameRepo.PlayerData.ExpToNextLevel.Sync += ExpToNextLevel_Sync;
GameRepo.PlayerData.CurrentLevel.Sync += CurrentLevel_Sync;
GameRepo.PlayerData.Inventory.EquippedWeapon.Sync += EquippedWeapon_Sync;
GameRepo.PlayerData.Inventory.EquippedArmor.Sync += EquippedArmor_Sync;
GameRepo.PlayerData.Inventory.EquippedAccessory.Sync += EquippedAccessory_Sync;
}
private void EquippedAccessory_Sync(Accessory obj)
{
ATKBonusLabel.Text = GameRepo.PlayerData.BonusAttack != 0 ? $"{GameRepo.PlayerData.BonusAttack:+0;-#}" : "...";
DEFBonusLabel.Text = GameRepo.PlayerData.BonusDefense != 0 ? $"{GameRepo.PlayerData.BonusDefense:+0;-#}" : "...";
}
private void EquippedArmor_Sync(Armor obj)
{
ATKBonusLabel.Text = GameRepo.PlayerData.BonusAttack != 0 ? $"{GameRepo.PlayerData.BonusAttack:+0;-#}" : "...";
DEFBonusLabel.Text = GameRepo.PlayerData.BonusDefense != 0 ? $"{GameRepo.PlayerData.BonusDefense:+0;-#}" : "...";
}
private void EquippedWeapon_Sync(Weapon obj)
{
ATKBonusLabel.Text = GameRepo.PlayerData.BonusAttack != 0 ? $"{GameRepo.PlayerData.BonusAttack:+0;-#}" : "...";
DEFBonusLabel.Text = GameRepo.PlayerData.BonusDefense != 0 ? $"{GameRepo.PlayerData.BonusDefense:+0;-#}" : "...";
}
private void CurrentLevel_Sync(int obj) => CurrentLevelLabel.Text = $"Level {obj:D2}";
private void ExpToNextLevel_Sync(int obj) => EXPValue.Text = $"{GameRepo.PlayerData.CurrentExp.Value}/{obj}";
// TODO: Change font style when EXP Bonus effect is active
private void CurrentExp_Sync(int obj) => EXPValue.Text = $"{obj}/{GameRepo.PlayerData.ExpToNextLevel.Value}";
private void MaxDefense_Sync(int obj) => DEFValue.Text = $"{GameRepo.PlayerData.CurrentDefense.Value}/{obj}";
private void CurrentDefense_Sync(int obj) => DEFValue.Text = $"{obj}/{GameRepo.PlayerData.MaxDefense.Value}";
private void MaxAttack_Sync(int obj) => ATKValue.Text = $"{GameRepo.PlayerData.CurrentAttack.Value}/{obj}";
private void CurrentAttack_Sync(int obj) => ATKValue.Text = $"{obj}/{GameRepo.PlayerData.MaxAttack.Value}";
private void MaximumVT_Sync(int obj) => VTValue.Text = $"{GameRepo.PlayerData.CurrentVT.Value}/{obj}";
private void CurrentVT_Sync(int obj) => VTValue.Text = $"{obj}/{GameRepo.PlayerData.MaximumVT.Value}";
private void MaximumHP_Sync(int obj) => HPValue.Text = $"{GameRepo.PlayerData.CurrentHP.Value}/{obj}";
private void CurrentHP_Sync(int obj) => HPValue.Text = $"{obj}/{GameRepo.PlayerData.MaximumHP.Value}";
public async Task RedrawInventory()
{
await HideUserActionPrompt();
@@ -131,39 +190,6 @@ public partial class InventoryMenu : Control, IInventoryMenu
{
FloorLabel.Text = $"Level {GameRepo.CurrentFloor:D2}";
var currentLevel = GameRepo.PlayerData.CurrentLevel.Value;
CurrentLevelLabel.Text = $"Level {currentLevel:D2}";
var currentHP = GameRepo.PlayerData.CurrentHP.Value;
var maxHP = GameRepo.PlayerData.MaximumHP.Value;
HPValue.Text = $"{currentHP}/{maxHP}";
var currentVT = GameRepo.PlayerData.CurrentVT.Value;
var maxVT = GameRepo.PlayerData.MaximumVT.Value;
VTValue.Text = $"{currentVT}/{maxVT}";
var currentAttack = GameRepo.PlayerData.CurrentAttack.Value;
var maxAttack = GameRepo.PlayerData.MaxAttack.Value;
ATKValue.Text = $"{currentAttack}/{maxAttack}";
var currentDefense = GameRepo.PlayerData.CurrentDefense.Value;
var maxDefense = GameRepo.PlayerData.MaxDefense.Value;
DEFValue.Text = $"{currentDefense}/{maxDefense}";
var atkBonus = GameRepo.PlayerData.BonusAttack.Value;
var defBonus = GameRepo.PlayerData.BonusDefense.Value;
ATKBonusLabel.Text = atkBonus != 0 ? $"{atkBonus:+0;-#}" : "...";
DEFBonusLabel.Text = defBonus != 0 ? $"{defBonus:+0;-#}" : "...";
// TODO: Change font style when EXP Bonus effect is active
var currentExp = GameRepo.PlayerData.CurrentExp.Value;
var expToNextLevel = GameRepo.PlayerData.ExpToNextLevel.Value;
EXPValue.Text = $"{currentExp}/{expToNextLevel}";
if (ItemSlots.Any())
{
var item = ItemSlots.ElementAt(_currentIndex).Item;
@@ -223,7 +249,7 @@ public partial class InventoryMenu : Control, IInventoryMenu
{
var inventory = GameRepo.PlayerData.Inventory;
var numberOfItemsToDisplay = _currentPageNumber == InventoryPageNumber.FirstPage ? Mathf.Min(inventory.Items.Count, _itemsPerPage) : Mathf.Min(inventory.Items.Count - _itemsPerPage, _itemsPerPage);
var indexToStart = _currentPageNumber == InventoryPageNumber.FirstPage ? 0 : _itemsPerPage - 1;
var indexToStart = _currentPageNumber == InventoryPageNumber.FirstPage ? 0 : _itemsPerPage;
ForwardArrow.Text = "";
BackArrow.Text = "";
@@ -294,38 +320,24 @@ public partial class InventoryMenu : Control, IInventoryMenu
GameRepo.PlayerData.Inventory.Equip(equipableItem);
itemSlot.SetEquippedSelectedItemStyle();
}
UpdateStatBonusInfo();
}
}
private void UpdateStatBonusInfo()
{
var atkBonus = GameRepo.PlayerData.BonusAttack.Value;
ATKBonusLabel.Text = atkBonus != 0 ? $"{atkBonus:+0;-#}" : "...";
var defBonus = GameRepo.PlayerData.BonusDefense.Value;
DEFBonusLabel.Text = defBonus != 0 ? $"{defBonus:+0;-#}" : "...";
HPValue.Text = $"{GameRepo.PlayerData.CurrentHP.Value}/{GameRepo.PlayerData.MaximumHP.Value}";
VTValue.Text = $"{GameRepo.PlayerData.CurrentVT.Value}/{GameRepo.PlayerData.MaximumVT.Value}";
}
private async void UseButtonPressed()
{
var currentItem = ItemSlots[_currentIndex].Item;
if (currentItem is IEquipable)
await EquipOrUnequipItem();
if (currentItem is ConsumableItem consumable)
else if (currentItem is ConsumableItem consumable)
{
EmitSignal(SignalName.ClosedMenu);
consumable.Use();
if (_currentIndex >= ItemSlots.Length - 1)
_currentIndex--;
if (_currentIndex <= 0)
_currentIndex = 0;
EmitSignal(SignalName.ClosedMenu);
}
if (_currentIndex >= ItemSlots.Length - 1)
_currentIndex--;
if (_currentIndex <= 0)
_currentIndex = 0;
// TODO: Replace with animation player (for visual effects/sound effects?)
await ToSignal(GetTree().CreateTimer(0.25f), "timeout");
await RedrawInventory();

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@@ -5,6 +5,7 @@ namespace GameJamDungeon
{
public interface IInventoryItem : INode3D
{
public Guid ID { get; }
public IGameRepo GameRepo { get; }
public InventoryItemStats Info { get; }

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@@ -22,6 +22,8 @@ public partial class Accessory : Node3D, IInventoryItem, IEquipable
[Node] public Area3D Pickup { get; set; } = default!;
public Guid ID => Guid.NewGuid();
public void OnReady()
{
Sprite.Texture = AccessoryInfo.Texture;

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@@ -20,6 +20,8 @@ public partial class Armor : Node3D, IInventoryItem, IEquipable
[Node] public Area3D Pickup { get; set; } = default!;
public Guid ID => Guid.NewGuid();
public void OnReady()
{
Sprite.Texture = ArmorStats.Texture;

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@@ -21,6 +21,8 @@ public partial class ConsumableItem : Node3D, IInventoryItem
[Node] public Area3D Pickup { get; set; } = default!;
public Guid ID => Guid.NewGuid();
public void OnReady()
{
Sprite.Texture = ConsumableItemInfo.Texture;
@@ -45,28 +47,28 @@ public partial class ConsumableItem : Node3D, IInventoryItem
{
if (GameRepo.PlayerData.CurrentHP == GameRepo.PlayerData.MaximumHP)
{
GameRepo.PlayerData.MaximumHP.OnNext(GameRepo.PlayerData.MaximumHP.Value + ConsumableItemInfo.RaiseHPAmount);
GameRepo.PlayerData.CurrentHP.OnNext(GameRepo.PlayerData.MaximumHP.Value);
GameRepo.PlayerData.SetMaximumHP(GameRepo.PlayerData.MaximumHP.Value + ConsumableItemInfo.RaiseHPAmount);
GameRepo.PlayerData.SetCurrentHP(GameRepo.PlayerData.MaximumHP.Value);
}
}
private void HealHP()
{
GameRepo.PlayerData.CurrentHP.OnNext(GameRepo.PlayerData.CurrentHP.Value + ConsumableItemInfo.HealHPAmount);
GameRepo.PlayerData.SetCurrentHP(GameRepo.PlayerData.CurrentHP.Value + ConsumableItemInfo.HealHPAmount);
}
private void RaiseVT()
{
if (GameRepo.PlayerData.CurrentVT == GameRepo.PlayerData.MaximumVT)
{
GameRepo.PlayerData.MaximumVT.OnNext(GameRepo.PlayerData.MaximumVT.Value + ConsumableItemInfo.RaiseVTAmount);
GameRepo.PlayerData.CurrentVT.OnNext(GameRepo.PlayerData.MaximumVT.Value);
GameRepo.PlayerData.SetMaximumVT(GameRepo.PlayerData.MaximumVT.Value + ConsumableItemInfo.RaiseVTAmount);
GameRepo.PlayerData.SetCurrentVT(GameRepo.PlayerData.MaximumVT.Value);
}
}
private void HealVT()
{
GameRepo.PlayerData.CurrentVT.OnNext(GameRepo.PlayerData.CurrentVT.Value + ConsumableItemInfo.HealVTAmount);
GameRepo.PlayerData.SetCurrentVT(GameRepo.PlayerData.CurrentVT.Value + ConsumableItemInfo.HealVTAmount);
}
public void Throw()

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@@ -21,6 +21,8 @@ public partial class ThrowableItem : Node3D, IInventoryItem
public int Count { get; }
public Guid ID => Guid.NewGuid();
[Export]
public ThrowableItemStats ThrowableItemInfo { get; set; }

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@@ -20,6 +20,8 @@ public partial class Weapon : Node3D, IInventoryItem, IEquipable
[Node] public Area3D Pickup { get; set; } = default!;
public Guid ID => Guid.NewGuid();
public void OnReady()
{
Sprite.Texture = WeaponStats.Texture;

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@@ -2,6 +2,7 @@
using Chickensoft.Collections;
using Chickensoft.GodotNodeInterfaces;
using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
using Chickensoft.SaveFileBuilder;
using Godot;
@@ -70,22 +71,21 @@ namespace GameJamDungeon
StateMachine = PlayerLogic,
Velocity = Velocity,
Inventory = new Inventory(),
CurrentHP = new AutoProp<int>(PlayerStatResource.CurrentHP),
MaximumHP = new AutoProp<int>(PlayerStatResource.MaximumHP),
CurrentVT = new AutoProp<int>(PlayerStatResource.CurrentVT),
MaximumVT = new AutoProp<int>(PlayerStatResource.MaximumVT),
CurrentAttack = new AutoProp<int>(PlayerStatResource.CurrentAttack),
MaxAttack = new AutoProp<int>(PlayerStatResource.MaxAttack),
CurrentDefense = new AutoProp<int>(PlayerStatResource.CurrentDefense),
MaxDefense = new AutoProp<int>(PlayerStatResource.MaxDefense),
CurrentExp = new AutoProp<int>(PlayerStatResource.CurrentExp),
ExpToNextLevel = new AutoProp<int>(PlayerStatResource.ExpToNextLevel),
CurrentLevel = new AutoProp<int>(PlayerStatResource.CurrentLevel),
BonusAttack = new AutoProp<int>(PlayerStatResource.BonusAttack),
BonusDefense = new AutoProp<int>(PlayerStatResource.BonusDefense),
Luck = new AutoProp<double>(PlayerStatResource.Luck)
};
PlayerData.SetCurrentHP(PlayerStatResource.CurrentHP);
PlayerData.SetMaximumHP(PlayerStatResource.MaximumHP);
PlayerData.SetCurrentVT(PlayerStatResource.CurrentVT);
PlayerData.SetMaximumVT(PlayerStatResource.MaximumVT);
PlayerData.SetCurrentAttack(PlayerStatResource.CurrentAttack);
PlayerData.SetMaxAttack(PlayerStatResource.MaxAttack);
PlayerData.SetCurrentDefense(PlayerStatResource.CurrentDefense);
PlayerData.SetMaxDefense(PlayerStatResource.MaxDefense);
PlayerData.SetCurrentExp(PlayerStatResource.CurrentExp);
PlayerData.SetCurrentLevel(PlayerStatResource.CurrentLevel);
PlayerData.SetExpToNextLevel(PlayerStatResource.ExpToNextLevel);
PlayerData.SetLuck(PlayerStatResource.Luck);
PlayerLogic = new PlayerLogic();
PlayerLogic.Set(this as IPlayer);
PlayerLogic.Set(Settings);
@@ -93,10 +93,7 @@ namespace GameJamDungeon
PlayerLogic.Set(GameRepo);
PlayerLogic.Set(PlayerData);
PlayerData.Inventory.EquippedWeapon.Sync += EquippedWeapon_Sync;
PlayerData.Inventory.EquippedArmor.Sync += EquippedArmor_Sync;
PlayerData.Inventory.EquippedAccessory.Sync += EquippedAccessory_Sync;
PlayerData.CurrentHP.Sync += CurrentHP_Sync;
}
@@ -130,6 +127,13 @@ namespace GameJamDungeon
CollisionDetector.AreaEntered += OnEnemyHitBoxEntered;
}
private void Inventory_AccessoryUnequipped(Accessory unequippedAccessory)
{
PlayerData.SetMaximumHP(PlayerData.MaximumHP.Value - unequippedAccessory.AccessoryInfo.MaxHPUp);
PlayerData.SetMaximumVT(PlayerData.MaximumVT.Value - unequippedAccessory.AccessoryInfo.MaxVTUp);
PlayerData.SetLuck(PlayerData.Luck.Value - unequippedAccessory.AccessoryInfo.LUCKUp);
}
public void OnReady()
{
SetPhysicsProcess(true);
@@ -213,39 +217,16 @@ namespace GameJamDungeon
private void OnHealthTimerTimeout()
{
if (PlayerData.CurrentVT.Value > 0)
PlayerData.CurrentVT.OnNext(PlayerData.CurrentVT.Value - 1);
PlayerData.SetCurrentVT(PlayerData.CurrentVT.Value - 1);
else
PlayerData.CurrentHP.OnNext(PlayerData.CurrentHP.Value - 1);
PlayerData.SetCurrentHP(PlayerData.CurrentHP.Value - 1);
}
private void EquippedAccessory_Sync(Accessory equippedItem)
{
PlayerData.BonusAttack.OnNext(PlayerData.BonusAttack.Value - PlayerData.Inventory.EquippedAccessory.Value.AccessoryInfo.ATKUp);
PlayerData.BonusDefense.OnNext(PlayerData.BonusDefense.Value - PlayerData.Inventory.EquippedAccessory.Value.AccessoryInfo.DEFUp);
PlayerData.MaximumHP.OnNext(PlayerData.MaximumHP.Value - PlayerData.Inventory.EquippedAccessory.Value.AccessoryInfo.MaxHPUp);
PlayerData.MaximumVT.OnNext(PlayerData.MaximumVT.Value - PlayerData.Inventory.EquippedAccessory.Value.AccessoryInfo.MaxVTUp);
PlayerData.Luck.OnNext(PlayerData.Luck.Value - PlayerData.Inventory.EquippedAccessory.Value.AccessoryInfo.LUCKUp);
PlayerData.BonusAttack.OnNext(PlayerData.BonusAttack.Value + equippedItem.AccessoryInfo.ATKUp);
PlayerData.BonusDefense.OnNext(PlayerData.BonusDefense.Value + equippedItem.AccessoryInfo.DEFUp);
PlayerData.MaximumHP.OnNext(PlayerData.MaximumHP.Value + equippedItem.AccessoryInfo.MaxHPUp);
PlayerData.MaximumVT.OnNext(PlayerData.MaximumVT.Value + equippedItem.AccessoryInfo.MaxVTUp);
PlayerData.Luck.OnNext(PlayerData.Luck.Value + equippedItem.AccessoryInfo.LUCKUp);
PlayerData.Inventory.Equip(equippedItem);
}
private void EquippedArmor_Sync(Armor equippedItem)
{
PlayerData.BonusDefense.OnNext(PlayerData.BonusDefense.Value - PlayerData.Inventory.EquippedArmor.Value.ArmorStats.Defense);
PlayerData.BonusDefense.OnNext(PlayerData.BonusDefense.Value + equippedItem.ArmorStats.Defense);
PlayerData.Inventory.Equip(equippedItem);
}
private void EquippedWeapon_Sync(Weapon equippedItem)
{
PlayerData.BonusAttack.OnNext(PlayerData.BonusAttack.Value - PlayerData.Inventory.EquippedWeapon.Value.WeaponStats.Damage);
PlayerData.BonusAttack.OnNext(PlayerData.BonusAttack.Value + equippedItem.WeaponStats.Damage);
PlayerData.Inventory.Equip(equippedItem);
PlayerData.SetMaximumHP(PlayerData.MaximumHP.Value + equippedItem.AccessoryInfo.MaxHPUp);
PlayerData.SetMaximumVT(PlayerData.MaximumVT.Value + equippedItem.AccessoryInfo.MaxVTUp);
PlayerData.SetLuck(PlayerData.Luck.Value + equippedItem.AccessoryInfo.LUCKUp);
}
private void OnEnemyHitBoxEntered(Area3D area)
@@ -259,8 +240,8 @@ namespace GameJamDungeon
var roll = rng.Randf();
if (roll <= enemy.EnemyStatResource.Luck)
isCriticalHit = true;
var damage = DamageCalculator.CalculateEnemyDamage(PlayerData.CurrentDefense.Value + PlayerData.BonusDefense.Value, enemy.EnemyStatResource, GameRepo.PlayerData.Inventory.EquippedArmor.Value.ArmorStats, isCriticalHit);
PlayerData.CurrentHP.OnNext(PlayerData.CurrentHP.Value - Mathf.RoundToInt(damage));
var damage = DamageCalculator.CalculateEnemyDamage(PlayerData.CurrentDefense.Value + PlayerData.BonusDefense, enemy.EnemyStatResource, GameRepo.PlayerData.Inventory.EquippedArmor.Value.ArmorStats, isCriticalHit);
PlayerData.SetCurrentHP(PlayerData.CurrentHP.Value - Mathf.RoundToInt(damage));
GD.Print($"Player hit for {damage} damage.");
}
}

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@@ -17,32 +17,100 @@ namespace GameJamDungeon
[Save("inventory")]
public required Inventory Inventory { get; init; }
[Save("currentHP")]
public required AutoProp<int> CurrentHP { get; init; }
public IAutoProp<int> CurrentHP => _currentHP;
[Save("maximumHP")]
public required AutoProp<int> MaximumHP { get; init; }
public IAutoProp<int> MaximumHP => _maximumHP;
[Save("currentVT")]
public required AutoProp<int> CurrentVT { get; init; }
public IAutoProp<int> CurrentVT => _currentVT;
[Save("maximumVT")]
public required AutoProp<int> MaximumVT { get; init; }
public IAutoProp<int> MaximumVT => _maximumVT;
[Save("currentExp")]
public required AutoProp<int> CurrentExp { get; init; }
[Save("expToNextLevel")]
public required AutoProp<int> ExpToNextLevel { get; init; }
public IAutoProp<int> CurrentExp => _currentExp;
[Save("currentLevel")]
public required AutoProp<int> CurrentLevel { get; init; }
public IAutoProp<int> CurrentLevel => _currentLevel;
[Save("currentAttack")]
public required AutoProp<int> CurrentAttack { get; init; }
public IAutoProp<int> CurrentAttack => _currentAttack;
[Save("currentDefense")]
public required AutoProp<int> CurrentDefense { get; init; }
public IAutoProp<int> CurrentDefense => _currentDefense;
[Save("maxAttack")]
public required AutoProp<int> MaxAttack { get; init; }
public IAutoProp<int> MaxAttack => _maxAttack;
[Save("maxDefense")]
public required AutoProp<int> MaxDefense { get; init; }
[Save("bonusAttack")]
public required AutoProp<int> BonusAttack { get; init; }
[Save("bonusDefense")]
public required AutoProp<int> BonusDefense { get; init; }
public IAutoProp<int> MaxDefense => _maxDefense;
public int BonusAttack => Inventory.EquippedWeapon.Value.WeaponStats.Damage + Inventory.EquippedAccessory.Value.AccessoryInfo.ATKUp;
public int BonusDefense => Inventory.EquippedArmor.Value.ArmorStats.Defense + Inventory.EquippedAccessory.Value.AccessoryInfo.DEFUp;
[Save("expToNextLevel")]
public IAutoProp<int> ExpToNextLevel => _expToNextLevel;
[Save("luck")]
public required AutoProp<double> Luck { get; init; }
public IAutoProp<double> Luck => _luck;
public void SetCurrentHP(int newValue)
{
var clampedValue = Mathf.Clamp(newValue, 0, MaximumHP.Value);
_currentHP.OnNext(clampedValue);
}
public void SetMaximumHP(int newValue)
{
_maximumHP.OnNext(newValue);
}
public void SetCurrentVT(int newValue)
{
var clampedValue = Mathf.Clamp(newValue, 0, MaximumVT.Value);
_currentVT.OnNext(clampedValue);
}
public void SetMaximumVT(int newValue)
{
_maximumVT.OnNext(newValue);
}
public void SetCurrentExp(int newValue)
{
var clampedValue = Mathf.Clamp(newValue, 0, ExpToNextLevel.Value);
_currentExp.OnNext(clampedValue);
}
public void SetCurrentLevel(int newValue)
{
_currentLevel.OnNext(newValue);
}
public void SetCurrentAttack(int newValue)
{
var clampedValue = Mathf.Clamp(newValue, 0, MaxAttack.Value);
_currentAttack.OnNext(clampedValue);
}
public void SetCurrentDefense(int newValue)
{
var clampedValue = Mathf.Clamp(newValue, 0, MaxDefense.Value);
_currentDefense.OnNext(clampedValue);
}
public void SetMaxAttack(int newValue)
{
_maxAttack.OnNext(newValue);
}
public void SetMaxDefense(int newValue)
{
_maxDefense.OnNext(newValue);
}
public void SetExpToNextLevel(int newValue)
{
_expToNextLevel.OnNext(newValue);
}
public void SetLuck(double newValue)
{
var clampedValue = Mathf.Clamp(newValue, 0, 1.0);
_luck.OnNext(clampedValue);
}
private readonly AutoProp<int> _currentHP = new(int.MaxValue);
private readonly AutoProp<int> _maximumHP = new(int.MaxValue);
private readonly AutoProp<int> _currentVT = new(int.MaxValue);
private readonly AutoProp<int> _maximumVT = new(int.MaxValue);
private readonly AutoProp<int> _currentExp = new(int.MaxValue);
private readonly AutoProp<int> _currentLevel = new(int.MaxValue);
private readonly AutoProp<int> _currentAttack = new(int.MaxValue);
private readonly AutoProp<int> _currentDefense = new(int.MaxValue);
private readonly AutoProp<int> _maxAttack = new(int.MaxValue);
private readonly AutoProp<int> _maxDefense = new(int.MaxValue);
private readonly AutoProp<int> _bonusAttack = new(int.MaxValue);
private readonly AutoProp<int> _bonusDefense = new(int.MaxValue);
private readonly AutoProp<int> _expToNextLevel = new(int.MaxValue);
private readonly AutoProp<double> _luck = new(double.MaxValue);
}
}

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@@ -67,9 +67,14 @@ public partial class PlayerInfoUI : Control, IPlayerInfoUI
HPNumber.Text = $"{obj}/{GameRepo.PlayerData.MaximumHP.Value}";
}
public void DisplayInventoryFullMessage(string rejectedItemName)
public async void DisplayInventoryFullMessage(string rejectedItemName)
{
var newLabel = new Label() { Text = $"Could not pick up {rejectedItemName}.", LabelSettings = _labelSettings };
PlayerInfo.AddChild(newLabel);
GetTree().CreateTimer(5f).Timeout += () =>
{
PlayerInfo.RemoveChild(newLabel);
};
}
}