Make key items (flower and key staff)

Implement fog door for unlockable doors
This commit is contained in:
2026-06-16 00:01:49 -07:00
parent 3e1ad0d0cb
commit d4a27f6d4d
37 changed files with 640 additions and 394 deletions
+5
View File
@@ -77,6 +77,8 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
[Export(PropertyHint.Range, "1, 60, 1")] public double RustDuration { get; set; } = 30;
[Export] public bool CanOpenDoors { get; set; } = false;
[Export]
private bool HealthTimerIsActive = false;
#endregion
@@ -518,6 +520,9 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
weapon.IncreaseLuck(25);
weapon.Augment = new Augment(JewelTags.IncreaseLuck, new BasicAugment(), jewel.ItemName, jewel.Stats.WeaponAugmentDescription, jewel.GetTexture());
break;
case JewelTags.KeyStaff:
weapon.Augment = new Augment(JewelTags.KeyStaff, new KeyStaffAugment(this), jewel.ItemName, jewel.Stats.WeaponAugmentDescription, jewel.GetTexture());
break;
}
EquipmentComponent.UpdateEquipment(weapon);
}