Fix up equipping inventory items, fill out the rest of the inventory labels

This commit is contained in:
2024-09-09 23:05:44 -07:00
parent 4986cca661
commit b5798e7bc0
17 changed files with 340 additions and 108 deletions

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@@ -98,6 +98,8 @@ namespace GameJamDungeon
GameRepo.SetPlayerGlobalPosition(GlobalPosition);
GameRepo.PlayerGlobalPosition.Sync += OnPlayerPositionUpdated;
GameRepo.SetPlayerStatInfo(PlayerStatInfo);
_currentHP = new AutoProp<double>(PlayerStatInfo.MaximumHP);
_currentVT = new AutoProp<int>(PlayerStatInfo.MaximumVT);
_currentHP.Sync += OnHPChanged;
@@ -119,7 +121,7 @@ namespace GameJamDungeon
})
.Handle((in PlayerLogic.Output.Animations.Attack output) =>
{
var weaponInfo = GameRepo.EquippedWeapon.WeaponInfo;
var weaponInfo = GameRepo.EquippedWeapon.Value.WeaponInfo;
var attackSpeed = (float)weaponInfo.AttackSpeed;
AnimationPlayer.SetSpeedScale(attackSpeed);
AnimationPlayer.Play("attack");
@@ -160,7 +162,7 @@ namespace GameJamDungeon
var roll = rng.Randf();
if (roll <= enemy.EnemyStatInfo.Luck)
isCriticalHit = true;
var damage = DamageCalculator.CalculateEnemyDamage(hitBox.Damage, PlayerStatInfo, enemy.EnemyStatInfo, GameRepo.EquippedArmor.ArmorInfo, isCriticalHit);
var damage = DamageCalculator.CalculateEnemyDamage(hitBox.Damage, PlayerStatInfo, enemy.EnemyStatInfo, GameRepo.EquippedArmor.Value.ArmorInfo, isCriticalHit);
_currentHP.OnNext(_currentHP.Value - damage);
GD.Print($"Player hit for {damage} damage.");
}