Make key items (flower and key staff)
Implement fog door for unlockable doors
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@@ -77,6 +77,8 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
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[Export(PropertyHint.Range, "1, 60, 1")] public double RustDuration { get; set; } = 30;
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[Export] public bool CanOpenDoors { get; set; } = false;
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[Export]
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private bool HealthTimerIsActive = false;
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#endregion
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@@ -518,6 +520,9 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
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weapon.IncreaseLuck(25);
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weapon.Augment = new Augment(JewelTags.IncreaseLuck, new BasicAugment(), jewel.ItemName, jewel.Stats.WeaponAugmentDescription, jewel.GetTexture());
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break;
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case JewelTags.KeyStaff:
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weapon.Augment = new Augment(JewelTags.KeyStaff, new KeyStaffAugment(this), jewel.ItemName, jewel.Stats.WeaponAugmentDescription, jewel.GetTexture());
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break;
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}
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EquipmentComponent.UpdateEquipment(weapon);
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}
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