Fix texture stuff
This commit is contained in:
@@ -1,7 +1,7 @@
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using Godot;
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using System.Linq;
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using System;
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using Zennysoft.Ma.Godot.Adapter;
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using Zennysoft.Ma.Adapter;
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namespace Zennysoft.Game.Ma;
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@@ -76,7 +76,7 @@ public class EffectService
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rng.Randomize();
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var randomResource = resourceFiles[rng.RandiRange(0, resourceFiles.Length - 1)];
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var randomFile = ResourceLoader.Load<ConsumableItemStats>($"{consumableFolder}/resources/{randomResource}");
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consumable.ItemStats = randomFile;
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consumable.Stats = randomFile;
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_game.AddChild(consumable);
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consumable.GlobalPosition = vector;
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}
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@@ -1,10 +1,10 @@
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using Chickensoft.Introspection;
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using Chickensoft.Serialization;
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using Zennysoft.Ma.Godot.Adapter;
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using Zennysoft.Ma.Adapter;
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namespace Zennysoft.Game.Ma;
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[Meta]
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[Meta, Id("equipable_item")]
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public abstract partial class EquipableItem : InventoryItem
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{
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public abstract ItemTag ItemTag { get; }
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@@ -1,25 +1,13 @@
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using Chickensoft.AutoInject;
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using Chickensoft.GodotNodeInterfaces;
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using Chickensoft.Introspection;
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using Chickensoft.Serialization;
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using Godot;
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using System.Collections.Generic;
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using System.Linq;
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using Zennysoft.Game.Abstractions;
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using Zennysoft.Ma.Adapter;
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namespace Zennysoft.Game.Ma;
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public interface IInventory : INode
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{
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public List<IInventoryItem> Items { get; }
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public bool TryAdd(IInventoryItem inventoryItem);
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public void Remove(IInventoryItem inventoryItem);
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public void Sort();
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}
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[Meta(typeof(IAutoNode)), Id("inventory")]
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public partial class Inventory : Node, IInventory
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{
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@@ -34,9 +22,9 @@ public partial class Inventory : Node, IInventory
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}
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[Save("inventory_items")]
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public List<IInventoryItem> Items { get; private set; }
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public List<InventoryItem> Items { get; private set; }
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public bool TryAdd(IInventoryItem inventoryItem)
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public bool TryAdd(InventoryItem inventoryItem)
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{
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if (Items.Count >= _maxInventorySize)
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return false;
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@@ -45,15 +33,15 @@ public partial class Inventory : Node, IInventory
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return true;
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}
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public void Remove(IInventoryItem inventoryItem) => Items.Remove(inventoryItem);
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public void Remove(InventoryItem inventoryItem) => Items.Remove(inventoryItem);
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public void Sort()
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{
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var equippedWeapon = Items.OfType<Weapon>().Where(x => x.IsEquipped).Cast<IInventoryItem>();
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var equippedArmor = Items.OfType<Armor>().Where(x => x.IsEquipped).Cast<IInventoryItem>();
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var equippedAccessory = Items.OfType<Accessory>().Where(x => x.IsEquipped).Cast<IInventoryItem>();
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var equippedItems = new List<IInventoryItem>();
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var equippedWeapon = Items.OfType<Weapon>().Where(x => x.IsEquipped);
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var equippedArmor = Items.OfType<Armor>().Where(x => x.IsEquipped);
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var equippedAccessory = Items.OfType<Accessory>().Where(x => x.IsEquipped);
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var equippedItems = new List<InventoryItem>();
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equippedItems.AddRange(equippedWeapon);
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equippedItems.AddRange(equippedArmor);
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equippedItems.AddRange(equippedAccessory);
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@@ -1,27 +0,0 @@
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using Chickensoft.Introspection;
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using Chickensoft.Serialization;
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using Godot;
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using System;
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using Zennysoft.Game.Abstractions;
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namespace Zennysoft.Game.Ma;
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[Meta]
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public abstract partial class InventoryItem : Node3D, IInventoryItem
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{
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[Save("inventory_item_id")]
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public Guid ID => Guid.NewGuid();
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public abstract string ItemName { get; }
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public abstract string Description { get; }
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[Save("inventory_item_spawn_rate")]
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public abstract float SpawnRate { get; }
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[Save("inventory_item_throw_damage")]
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public abstract double ThrowDamage { get; }
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[Save("inventory_item_throw_speed")]
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public abstract float ThrowSpeed { get; }
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[Save("inventory_item_stats")]
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public abstract InventoryItemStats ItemStats { get; set; }
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public Sprite3D Sprite { get; set; }
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}
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@@ -1,23 +1,18 @@
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using Chickensoft.Introspection;
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using Chickensoft.Serialization;
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using Godot;
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using Zennysoft.Ma.Godot.Adapter;
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using Zennysoft.Ma.Adapter;
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namespace Zennysoft.Game.Ma;
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[Meta, Id("inventory_item_stats")]
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public partial class InventoryItemStats : Resource
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public abstract partial class InventoryItemStats : Resource
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{
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[Export]
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[Save("inventory_item_name")]
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public string Name { get; set; } = string.Empty;
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public abstract string Name { get; set; }
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[Export(PropertyHint.MultilineText)]
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[Save("inventory_item_description")]
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public string Description { get; set; } = string.Empty;
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[Save("inventory_item_texture")]
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[Export] public Texture2D Texture { get; set; } = default!;
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public abstract string Description { get; set; }
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[Export(PropertyHint.Range, "0, 1, 0.01")]
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public float SpawnRate { get; set; } = 0.5f;
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@@ -36,4 +31,8 @@ public partial class InventoryItemStats : Resource
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[Export]
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public ItemTag ItemTag { get; set; } = ItemTag.None;
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[Export]
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[Save("inventory_item_texture")]
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public Texture2D Texture { get; set; }
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}
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@@ -1,5 +1,6 @@
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using Godot;
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using System.Collections.Generic;
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using Zennysoft.Ma.Adapter;
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namespace Zennysoft.Game.Ma;
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@@ -20,6 +21,9 @@ public partial class ItemDatabase : Node
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[Export]
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public PackedScene ConsumableItemScene { get; set; }
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[Export]
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public PackedScene EffectItemScene { get; set; }
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public InventoryItem[] Initialize()
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{
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var database = new List<InventoryItem>();
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@@ -28,14 +32,13 @@ public partial class ItemDatabase : Node
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var accessoryResources = DirAccess.GetFilesAt("res://src/items/accessory/resources/");
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var throwableResources = DirAccess.GetFilesAt("res://src/items/throwable/resources/");
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var consumableResources = DirAccess.GetFilesAt("res://src/items/consumable/resources/");
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var effectResources = DirAccess.GetFilesAt("res://src/items/effect/resources/");
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foreach (var armor in armorResources)
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{
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var armorInfo = GD.Load<ArmorStats>($"res://src/items/armor/resources/{armor}");
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var armorScene = ArmorScene.Instantiate<Armor>();
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armorScene.ItemStats = armorInfo;
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armorScene.Sprite = armorScene.GetNode<Sprite3D>("%Sprite");
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armorScene.Sprite.Texture = armorInfo.Texture;
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armorScene.Stats = armorInfo;
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database.Add(armorScene);
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}
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@@ -43,9 +46,7 @@ public partial class ItemDatabase : Node
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{
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var weaponInfo = GD.Load<WeaponStats>($"res://src/items/weapons/resources/{weapon}");
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var weaponScene = WeaponScene.Instantiate<Weapon>();
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weaponScene.ItemStats = weaponInfo;
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weaponScene.Sprite = weaponScene.GetNode<Sprite3D>("%Sprite");
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weaponScene.Sprite.Texture = weaponInfo.Texture;
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weaponScene.Stats = weaponInfo;
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database.Add(weaponScene);
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}
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@@ -53,9 +54,7 @@ public partial class ItemDatabase : Node
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{
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var accessoryInfo = GD.Load<AccessoryStats>($"res://src/items/accessory/resources/{accessory}");
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var accessoryScene = AccessoryScene.Instantiate<Accessory>();
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accessoryScene.ItemStats = accessoryInfo;
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accessoryScene.Sprite = accessoryScene.GetNode<Sprite3D>("%Sprite");
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accessoryScene.Sprite.Texture = accessoryInfo.Texture;
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accessoryScene.Stats = accessoryInfo;
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database.Add(accessoryScene);
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}
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@@ -63,9 +62,7 @@ public partial class ItemDatabase : Node
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{
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var throwableItemInfo = GD.Load<ThrowableItemStats>($"res://src/items/throwable/resources/{throwable}");
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var throwableItemScene = ThrowableItemScene.Instantiate<ThrowableItem>();
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throwableItemScene.ItemStats = throwableItemInfo;
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throwableItemScene.Sprite = throwableItemScene.GetNode<Sprite3D>("%Sprite");
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throwableItemScene.Sprite.Texture = throwableItemInfo.Texture;
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throwableItemScene.Stats = throwableItemInfo;
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database.Add(throwableItemScene);
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}
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@@ -73,12 +70,18 @@ public partial class ItemDatabase : Node
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{
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var consumableItemInfo = GD.Load<ConsumableItemStats>($"res://src/items/consumable/resources/{consumable}");
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var consumableItemScene = ConsumableItemScene.Instantiate<ConsumableItem>();
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consumableItemScene.ItemStats = consumableItemInfo;
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consumableItemScene.Sprite = consumableItemScene.GetNode<Sprite3D>("%Sprite");
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consumableItemScene.Sprite.Texture = consumableItemInfo.Texture;
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consumableItemScene.Stats = consumableItemInfo;
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database.Add(consumableItemScene);
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}
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foreach (var effectItem in effectResources)
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{
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var effectItemInfo = GD.Load<EffectItemStats>($"res://src/items/effect/resources/{effectItem}");
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var effectItemScene = EffectItemScene.Instantiate<EffectItem>();
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effectItemScene.Stats = effectItemInfo;
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database.Add(effectItemScene);
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}
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return [.. database];
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}
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}
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@@ -1,4 +1,4 @@
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[gd_scene load_steps=7 format=3 uid="uid://twrj4wixcbu7"]
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[gd_scene load_steps=8 format=3 uid="uid://twrj4wixcbu7"]
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[ext_resource type="Script" uid="uid://vdunjh1f4jry" path="res://src/items/ItemDatabase.cs" id="1_7b315"]
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[ext_resource type="PackedScene" uid="uid://db206brufi83s" path="res://src/items/weapons/Weapon.tscn" id="2_wq002"]
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@@ -6,6 +6,7 @@
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[ext_resource type="PackedScene" uid="uid://b07srt3lckt4e" path="res://src/items/accessory/Accessory.tscn" id="4_pr7ub"]
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[ext_resource type="PackedScene" uid="uid://1fl6s352e2ej" path="res://src/items/throwable/ThrowableItem.tscn" id="5_r5y4t"]
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[ext_resource type="PackedScene" uid="uid://c6w7dpk0hurj0" path="res://src/items/consumable/ConsumableItem.tscn" id="6_yvger"]
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[ext_resource type="PackedScene" uid="uid://d0pl1n1jf77jm" path="res://src/items/effect/EffectItem.tscn" id="7_37rlc"]
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[node name="ItemDatabase" type="Node"]
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script = ExtResource("1_7b315")
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@@ -14,3 +15,4 @@ ArmorScene = ExtResource("3_8wlg5")
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AccessoryScene = ExtResource("4_pr7ub")
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ThrowableItemScene = ExtResource("5_r5y4t")
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ConsumableItemScene = ExtResource("6_yvger")
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EffectItemScene = ExtResource("7_37rlc")
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@@ -1,37 +1,49 @@
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using Chickensoft.AutoInject;
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using Chickensoft.Introspection;
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using Chickensoft.Serialization;
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using Godot;
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using Zennysoft.Ma.Godot.Adapter;
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using Zennysoft.Ma.Adapter;
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namespace Zennysoft.Game.Ma;
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[Meta, Id("accessory")]
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[Meta(typeof(IAutoNode)), Id("accessory")]
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public partial class Accessory : EquipableItem
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{
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[Export] private AccessoryStats _accessoryStats { get; set; } = new AccessoryStats();
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public override void _Notification(int what) => this.Notify(what);
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public override string ItemName => _accessoryStats.Name;
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[Node] private Sprite3D _sprite { get; set; } = default!;
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public override string Description => _accessoryStats.Description;
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public override void _Ready()
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{
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_sprite.Texture = Stats.Texture;
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}
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public override string ItemName => Stats.Name;
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public override float SpawnRate => _accessoryStats.SpawnRate;
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public override string Description => Stats.Description;
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public override double ThrowDamage => _accessoryStats.ThrowDamage;
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public override float SpawnRate => Stats.SpawnRate;
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public override float ThrowSpeed => _accessoryStats.ThrowSpeed;
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public override double ThrowDamage => Stats.ThrowDamage;
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public int MaxHPUp => _accessoryStats.MaxHPUp;
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public override float ThrowSpeed => Stats.ThrowSpeed;
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public int MaxVTUp => _accessoryStats.MaxVTUp;
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public int MaxHPUp => Stats.MaxHPUp;
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public double LuckUp => _accessoryStats.LuckUp;
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public int MaxVTUp => Stats.MaxVTUp;
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public int ATKUp => _accessoryStats.ATKUp;
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public double LuckUp => Stats.LuckUp;
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public int DEFUp => _accessoryStats.DEFUp;
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public int ATKUp => Stats.ATKUp;
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public AccessoryTag AccessoryTag => _accessoryStats.AccessoryTag;
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public int DEFUp => Stats.DEFUp;
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public override ItemTag ItemTag => _accessoryStats.ItemTag;
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public AccessoryTag AccessoryTag => Stats.AccessoryTag;
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public override InventoryItemStats ItemStats { get => _accessoryStats; set => _accessoryStats = (AccessoryStats)value; }
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public override ItemTag ItemTag => Stats.ItemTag;
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[Export]
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[Save("accessory_stats")]
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public AccessoryStats Stats { get; set; } = new AccessoryStats();
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public override Texture2D GetTexture() => Stats.Texture;
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}
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@@ -1,7 +1,7 @@
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using Chickensoft.Introspection;
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using Chickensoft.Serialization;
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using Godot;
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using Zennysoft.Ma.Godot.Adapter;
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using Zennysoft.Ma.Adapter;
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namespace Zennysoft.Game.Ma;
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@@ -9,6 +9,14 @@ namespace Zennysoft.Game.Ma;
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[Meta, Id("accessory_stat_type")]
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public partial class AccessoryStats : InventoryItemStats
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{
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[Export]
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[Save("accessory_name")]
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public override string Name { get; set; } = default!;
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[Export(PropertyHint.MultilineText)]
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[Save("accessory_description")]
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public override string Description { get; set; } = default!;
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[Export]
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[Save("accessory_atk_up")]
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public int ATKUp { get; set; } = 0;
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@@ -1,30 +1,36 @@
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using Chickensoft.AutoInject;
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using Chickensoft.Introspection;
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using Chickensoft.Serialization;
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using Godot;
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using Zennysoft.Ma.Godot.Adapter;
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using Zennysoft.Ma.Adapter;
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namespace Zennysoft.Game.Ma;
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[Meta, Id("armor")]
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[Meta(typeof(IAutoNode)), Id("armor")]
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public partial class Armor : EquipableItem
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{
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public override void _Notification(int what) => this.Notify(what);
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[Node] private Sprite3D Sprite { get; set; } = default!;
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public override string ItemName => Stats.Name;
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public override string Description => Stats.Description;
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public override float SpawnRate => Stats.SpawnRate;
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public override double ThrowDamage => Stats.ThrowDamage;
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public override float ThrowSpeed => Stats.ThrowSpeed;
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public int Defense => Stats.Defense;
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public void IncreaseArmorDefense(int bonus) => Stats.Defense += bonus;
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public override ItemTag ItemTag => Stats.ItemTag;
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[Export]
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private ArmorStats _armorStats { get; set; } = new ArmorStats();
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public override string ItemName => _armorStats.Name;
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public override string Description => _armorStats.Description;
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public override float SpawnRate => _armorStats.SpawnRate;
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public override double ThrowDamage => _armorStats.ThrowDamage;
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public override float ThrowSpeed => _armorStats.ThrowSpeed;
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public int Defense => _armorStats.Defense;
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public void IncreaseArmorDefense(int bonus) => _armorStats.Defense += bonus;
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public override ItemTag ItemTag => _armorStats.ItemTag;
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public override InventoryItemStats ItemStats { get => _armorStats; set => _armorStats = (ArmorStats)value; }
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[Save("armor_stats")]
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public ArmorStats Stats { get; set; } = new ArmorStats();
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public override Texture2D GetTexture() => Stats.Texture;
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}
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@@ -8,6 +8,14 @@ namespace Zennysoft.Game.Ma;
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[Meta, Id("armor_stats")]
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public partial class ArmorStats : InventoryItemStats
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{
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[Export]
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[Save("armor_name")]
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public override string Name { get; set; } = default!;
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[Export(PropertyHint.MultilineText)]
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[Save("armor_description")]
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public override string Description { get; set; } = default!;
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[Export]
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[Save("armor_defense")]
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public int Defense { get; set; } = 0;
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@@ -1,31 +1,43 @@
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using Chickensoft.AutoInject;
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using Chickensoft.Introspection;
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using Chickensoft.Serialization;
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using Godot;
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using Zennysoft.Ma.Adapter;
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namespace Zennysoft.Game.Ma;
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[Meta, Id("consumable_item")]
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[Meta(typeof(IAutoNode)), Id("consumable_item")]
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public partial class ConsumableItem : InventoryItem
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{
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public override void _Notification(int what) => this.Notify(what);
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[Node] private Sprite3D _sprite { get; set; } = default!;
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public override void _Ready()
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{
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_sprite.Texture = Stats.Texture;
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}
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||||
public override string ItemName => Stats.Name;
|
||||
|
||||
public override string Description => Stats.Description;
|
||||
|
||||
public override float SpawnRate => Stats.SpawnRate;
|
||||
|
||||
public override double ThrowDamage => Stats.ThrowDamage;
|
||||
|
||||
public override float ThrowSpeed => Stats.ThrowSpeed;
|
||||
|
||||
public int HealHPAmount => Stats.HealHPAmount;
|
||||
|
||||
public int HealVTAmount => Stats.HealVTAmount;
|
||||
|
||||
public int RaiseHPAmount => Stats.RaiseHPAmount;
|
||||
|
||||
public int RaiseVTAmount => Stats.RaiseVTAmount;
|
||||
|
||||
[Export]
|
||||
private ConsumableItemStats _consumableItemStats { get; set; } = new ConsumableItemStats();
|
||||
|
||||
public override string ItemName => _consumableItemStats.Name;
|
||||
|
||||
public override string Description => _consumableItemStats.Description;
|
||||
|
||||
public override float SpawnRate => _consumableItemStats.SpawnRate;
|
||||
|
||||
public override double ThrowDamage => _consumableItemStats.ThrowDamage;
|
||||
|
||||
public override float ThrowSpeed => _consumableItemStats.ThrowSpeed;
|
||||
|
||||
public int HealHPAmount => _consumableItemStats.HealHPAmount;
|
||||
|
||||
public int HealVTAmount => _consumableItemStats.HealVTAmount;
|
||||
|
||||
public int RaiseHPAmount => _consumableItemStats.RaiseHPAmount;
|
||||
|
||||
public int RaiseVTAmount => _consumableItemStats.RaiseVTAmount;
|
||||
|
||||
public override InventoryItemStats ItemStats { get => _consumableItemStats; set => _consumableItemStats = (ConsumableItemStats)value; }
|
||||
[Save("consumable_item_stats")]
|
||||
public ConsumableItemStats Stats { get; set; } = new ConsumableItemStats();
|
||||
public override Texture2D GetTexture() => Stats.Texture;
|
||||
}
|
||||
|
||||
@@ -8,6 +8,14 @@ namespace Zennysoft.Game.Ma;
|
||||
[Meta, Id("consumable_item_stats")]
|
||||
public partial class ConsumableItemStats : InventoryItemStats
|
||||
{
|
||||
[Export]
|
||||
[Save("consumable_item_name")]
|
||||
public override string Name { get; set; } = default!;
|
||||
|
||||
[Export(PropertyHint.MultilineText)]
|
||||
[Save("consumable_item_description")]
|
||||
public override string Description { get; set; } = default!;
|
||||
|
||||
[Export]
|
||||
[Save("consumable_item_raise_hp")]
|
||||
public int RaiseHPAmount { get; set; } = 0;
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
using Chickensoft.GodotNodeInterfaces;
|
||||
using Chickensoft.Introspection;
|
||||
using Godot;
|
||||
using Zennysoft.Game.Abstractions;
|
||||
using Zennysoft.Ma.Adapter;
|
||||
|
||||
namespace Zennysoft.Game.Ma;
|
||||
|
||||
@@ -24,12 +24,12 @@ public partial class DroppedItem : RigidBody3D, IDroppedItem
|
||||
|
||||
[Node] private Area3D Pickup { get; set; } = default!;
|
||||
|
||||
public IInventoryItem Item { get; set; }
|
||||
public InventoryItem Item { get; set; }
|
||||
|
||||
public void OnResolved()
|
||||
{
|
||||
ContactMonitor = true;
|
||||
Sprite.Texture = ((InventoryItem)Item).ItemStats.Texture;
|
||||
Sprite.Texture = Item.GetTexture();
|
||||
}
|
||||
|
||||
public async void Drop()
|
||||
|
||||
@@ -1,28 +1,39 @@
|
||||
using Chickensoft.Introspection;
|
||||
using Chickensoft.AutoInject;
|
||||
using Chickensoft.Introspection;
|
||||
using Chickensoft.Serialization;
|
||||
using Godot;
|
||||
using Zennysoft.Ma.Godot.Adapter;
|
||||
using Zennysoft.Ma.Adapter;
|
||||
|
||||
namespace Zennysoft.Game.Ma;
|
||||
|
||||
[Meta, Id("effect_item")]
|
||||
[Meta(typeof(IAutoNode)), Id("effect_item")]
|
||||
public partial class EffectItem : InventoryItem
|
||||
{
|
||||
public override void _Notification(int what) => this.Notify(what);
|
||||
|
||||
[Node] private Sprite3D _sprite { get; set; } = default!;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
_sprite.Texture = Stats.Texture;
|
||||
}
|
||||
|
||||
public override string ItemName => Stats.Name;
|
||||
|
||||
public override string Description => Stats.Description;
|
||||
|
||||
public override float SpawnRate => Stats.SpawnRate;
|
||||
|
||||
public override double ThrowDamage => Stats.ThrowDamage;
|
||||
|
||||
public override float ThrowSpeed => Stats.ThrowSpeed;
|
||||
|
||||
public UsableItemTag UsableItemTag => Stats.UsableItemTag;
|
||||
|
||||
public void SetEffectTag(UsableItemTag effect) => Stats.UsableItemTag = effect;
|
||||
|
||||
[Export]
|
||||
private EffectItemStats _effectItemStats { get; set; } = new EffectItemStats();
|
||||
|
||||
public override string ItemName => _effectItemStats.Name;
|
||||
|
||||
public override string Description => _effectItemStats.Description;
|
||||
|
||||
public override float SpawnRate => _effectItemStats.SpawnRate;
|
||||
|
||||
public override double ThrowDamage => _effectItemStats.ThrowDamage;
|
||||
|
||||
public override float ThrowSpeed => _effectItemStats.ThrowSpeed;
|
||||
|
||||
public UsableItemTag UsableItemTag => _effectItemStats.UsableItemTag;
|
||||
|
||||
public void SetEffectTag(UsableItemTag effect) => _effectItemStats.UsableItemTag = effect;
|
||||
|
||||
public override InventoryItemStats ItemStats { get => _effectItemStats; set => _effectItemStats = (EffectItemStats)value; }
|
||||
[Save("effect_item_stats")]
|
||||
public EffectItemStats Stats { get; set; } = new EffectItemStats();
|
||||
public override Texture2D GetTexture() => Stats.Texture;
|
||||
}
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using Chickensoft.Introspection;
|
||||
using Chickensoft.Serialization;
|
||||
using Godot;
|
||||
using Zennysoft.Ma.Godot.Adapter;
|
||||
using Zennysoft.Ma.Adapter;
|
||||
|
||||
namespace Zennysoft.Game.Ma;
|
||||
|
||||
@@ -9,6 +9,14 @@ namespace Zennysoft.Game.Ma;
|
||||
[Meta, Id("effect_item_stats")]
|
||||
public partial class EffectItemStats : InventoryItemStats
|
||||
{
|
||||
[Export]
|
||||
[Save("effect_item_name")]
|
||||
public override string Name { get; set; } = default!;
|
||||
|
||||
[Export(PropertyHint.MultilineText)]
|
||||
[Save("effect_item_description")]
|
||||
public override string Description { get; set; } = default!;
|
||||
|
||||
[Export]
|
||||
[Save("effect_item_tag")]
|
||||
public UsableItemTag UsableItemTag { get; set; } = UsableItemTag.None;
|
||||
|
||||
@@ -1,38 +1,49 @@
|
||||
using Chickensoft.AutoInject;
|
||||
using Chickensoft.Introspection;
|
||||
using Chickensoft.Serialization;
|
||||
using Godot;
|
||||
using Zennysoft.Ma.Godot.Adapter;
|
||||
using Zennysoft.Ma.Adapter;
|
||||
|
||||
namespace Zennysoft.Game.Ma;
|
||||
|
||||
[Meta, Id("throwable_item")]
|
||||
[Meta(typeof(IAutoNode)), Id("throwable_item")]
|
||||
public partial class ThrowableItem : InventoryItem
|
||||
{
|
||||
[Export]
|
||||
private ThrowableItemStats _throwableItemStats { get; set; }
|
||||
public override void _Notification(int what) => this.Notify(what);
|
||||
|
||||
public override string ItemName => _throwableItemStats.Name;
|
||||
[Node] private Sprite3D _sprite { get; set; } = default!;
|
||||
|
||||
public override string Description => _throwableItemStats.Description;
|
||||
public override void _Ready()
|
||||
{
|
||||
_sprite.Texture = Stats.Texture;
|
||||
}
|
||||
|
||||
public override float SpawnRate => _throwableItemStats.SpawnRate;
|
||||
public override string ItemName => Stats.Name;
|
||||
|
||||
public override double ThrowDamage => _throwableItemStats.ThrowDamage;
|
||||
public override string Description => Stats.Description;
|
||||
|
||||
public override float ThrowSpeed => _throwableItemStats.ThrowSpeed;
|
||||
public override float SpawnRate => Stats.SpawnRate;
|
||||
|
||||
public ElementType ElementType => _throwableItemStats.ElementType;
|
||||
public override double ThrowDamage => Stats.ThrowDamage;
|
||||
|
||||
public ThrowableItemTag ThrowableItemTag => _throwableItemStats.ThrowableItemTag;
|
||||
public override float ThrowSpeed => Stats.ThrowSpeed;
|
||||
|
||||
public int HealHPAmount => _throwableItemStats.HealHPAmount;
|
||||
public ElementType ElementType => Stats.ElementType;
|
||||
|
||||
public int HealVTAmount => _throwableItemStats.HealVTAmount;
|
||||
public ThrowableItemTag ThrowableItemTag => Stats.ThrowableItemTag;
|
||||
|
||||
public void SetElementType(ElementType elementType) => _throwableItemStats.ElementType = elementType;
|
||||
public int HealHPAmount => Stats.HealHPAmount;
|
||||
|
||||
public void SetDescription(string description) => _throwableItemStats.Description = description;
|
||||
public int HealVTAmount => Stats.HealVTAmount;
|
||||
|
||||
public void SetElementType(ElementType elementType) => Stats.ElementType = elementType;
|
||||
|
||||
public void SetDescription(string description) => Stats.Description = description;
|
||||
|
||||
public int Count { get; }
|
||||
|
||||
public override InventoryItemStats ItemStats { get => _throwableItemStats; set => _throwableItemStats = (ThrowableItemStats)value; }
|
||||
[Export]
|
||||
[Save("throwable_item_stats")]
|
||||
public ThrowableItemStats Stats { get; set; }
|
||||
public override Texture2D GetTexture() => Stats.Texture;
|
||||
}
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using Chickensoft.Introspection;
|
||||
using Chickensoft.Serialization;
|
||||
using Godot;
|
||||
using Zennysoft.Ma.Godot.Adapter;
|
||||
using Zennysoft.Ma.Adapter;
|
||||
|
||||
namespace Zennysoft.Game.Ma;
|
||||
|
||||
@@ -9,6 +9,14 @@ namespace Zennysoft.Game.Ma;
|
||||
[Meta, Id("throwable_item_stats")]
|
||||
public partial class ThrowableItemStats : InventoryItemStats
|
||||
{
|
||||
[Export]
|
||||
[Save("throwable_item_name")]
|
||||
public override string Name { get; set; } = default!;
|
||||
|
||||
[Export(PropertyHint.MultilineText)]
|
||||
[Save("throwable_item_description")]
|
||||
public override string Description { get; set; } = default!;
|
||||
|
||||
[Export]
|
||||
[Save("throwable_item_tag")]
|
||||
public ThrowableItemTag ThrowableItemTag { get; set; } = ThrowableItemTag.None;
|
||||
|
||||
@@ -10,10 +10,10 @@ ElementType = 0
|
||||
UsableItemTag = 0
|
||||
Name = "Gospel of Dimension"
|
||||
Description = "Teleports target to a random location."
|
||||
Texture = ExtResource("1_xt2mp")
|
||||
SpawnRate = 0.1
|
||||
ThrowSpeed = 20.0
|
||||
HealHPAmount = 0
|
||||
HealVTAmount = 0
|
||||
ThrowDamage = 20
|
||||
ItemTag = 0
|
||||
Texture = ExtResource("1_xt2mp")
|
||||
|
||||
@@ -10,11 +10,11 @@ ElementType = 0
|
||||
UsableItemTag = 0
|
||||
Name = "Gospel of Escape"
|
||||
Description = "Warps target to the exit. No effect on player if exit has not been found."
|
||||
Texture = ExtResource("1_26kno")
|
||||
SpawnRate = 0.5
|
||||
ThrowSpeed = 12.0
|
||||
HealHPAmount = 0
|
||||
HealVTAmount = 0
|
||||
ThrowDamage = 5
|
||||
ItemTag = 0
|
||||
Texture = ExtResource("1_26kno")
|
||||
metadata/_custom_type_script = "uid://d3wlunkcuv2w2"
|
||||
|
||||
@@ -5,15 +5,17 @@
|
||||
|
||||
[resource]
|
||||
script = ExtResource("1_s3pq7")
|
||||
Name = "Spell Sign: Knowledge"
|
||||
Description = "Doubles experience points earned. Effect is temporary."
|
||||
ThrowableItemTag = 1
|
||||
ElementType = 0
|
||||
UsableItemTag = 0
|
||||
Name = "Spell Sign: Knowledge"
|
||||
Description = "Doubles experience points earned. Effect is temporary."
|
||||
Texture = ExtResource("1_3605p")
|
||||
SpawnRate = 0.1
|
||||
ThrowSpeed = 12.0
|
||||
HealHPAmount = 0
|
||||
HealVTAmount = 0
|
||||
ThrowDamage = 5
|
||||
ItemTag = 0
|
||||
Texture = ExtResource("1_3605p")
|
||||
|
||||
@@ -1,8 +1,7 @@
|
||||
using Chickensoft.AutoInject;
|
||||
using Chickensoft.Introspection;
|
||||
using Godot;
|
||||
using Zennysoft.Ma.Godot.Adapter;
|
||||
using Zennysoft.Game.Abstractions;
|
||||
using Zennysoft.Ma.Adapter;
|
||||
|
||||
namespace Zennysoft.Game.Ma;
|
||||
|
||||
@@ -15,7 +14,7 @@ public partial class ThrownItem : RigidBody3D
|
||||
|
||||
[Dependency] public IGame Game => this.DependOn<IGame>();
|
||||
|
||||
public IInventoryItem ItemThatIsThrown;
|
||||
public InventoryItem ItemThatIsThrown;
|
||||
|
||||
private EffectService _effectService;
|
||||
|
||||
@@ -25,7 +24,7 @@ public partial class ThrownItem : RigidBody3D
|
||||
{
|
||||
BodyEntered += ThrownItem_BodyEntered;
|
||||
GlobalPosition = Player.CurrentPosition;
|
||||
Sprite.Texture = ((InventoryItem)ItemThatIsThrown).ItemStats.Texture;
|
||||
Sprite.Texture = ItemThatIsThrown.GetTexture();
|
||||
AddCollisionExceptionWith((Node)Player);
|
||||
}
|
||||
|
||||
@@ -39,7 +38,7 @@ public partial class ThrownItem : RigidBody3D
|
||||
public void Throw(EffectService effectService)
|
||||
{
|
||||
_effectService = effectService;
|
||||
ApplyCentralImpulse(-Player.CurrentBasis.Z.Normalized() * ((InventoryItem)ItemThatIsThrown).ThrowSpeed);
|
||||
ApplyCentralImpulse(-Player.CurrentBasis.Z.Normalized() * ItemThatIsThrown.ThrowSpeed);
|
||||
}
|
||||
|
||||
public void RescueItem()
|
||||
|
||||
@@ -1,40 +1,51 @@
|
||||
using Chickensoft.AutoInject;
|
||||
using Chickensoft.Introspection;
|
||||
using Chickensoft.Serialization;
|
||||
using Godot;
|
||||
using Zennysoft.Ma.Godot.Adapter;
|
||||
using Zennysoft.Ma.Adapter;
|
||||
|
||||
namespace Zennysoft.Game.Ma;
|
||||
|
||||
[Meta, Id("weapon")]
|
||||
[Meta(typeof(IAutoNode)), Id("weapon")]
|
||||
public partial class Weapon : EquipableItem
|
||||
{
|
||||
public override void _Notification(int what) => this.Notify(what);
|
||||
|
||||
[Node] private Sprite3D _sprite { get; set; } = default!;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
_sprite.Texture = Stats.Texture;
|
||||
}
|
||||
|
||||
public override string ItemName => Stats.Name;
|
||||
|
||||
public override string Description => Stats.Description;
|
||||
|
||||
public override float SpawnRate => Stats.SpawnRate;
|
||||
|
||||
public int Damage => Stats.Damage;
|
||||
|
||||
public override double ThrowDamage => Stats.ThrowDamage;
|
||||
|
||||
public override float ThrowSpeed => Stats.ThrowSpeed;
|
||||
|
||||
public double Luck => Stats.Luck;
|
||||
|
||||
public double AttackSpeed => Stats.AttackSpeed;
|
||||
|
||||
public WeaponTag WeaponTag => Stats.WeaponTag;
|
||||
|
||||
public override ItemTag ItemTag => Stats.ItemTag;
|
||||
|
||||
public ElementType WeaponElement => Stats.WeaponElement;
|
||||
|
||||
public double ElementalDamageBonus => Stats.ElementalDamageBonus;
|
||||
|
||||
public void IncreaseWeaponAttack(int bonus) => Stats.Damage += bonus;
|
||||
|
||||
[Export]
|
||||
private WeaponStats _weaponStats { get; set; } = new WeaponStats();
|
||||
|
||||
public override string ItemName => _weaponStats.Name;
|
||||
|
||||
public override string Description => _weaponStats.Description;
|
||||
|
||||
public override float SpawnRate => _weaponStats.SpawnRate;
|
||||
|
||||
public int Damage => _weaponStats.Damage;
|
||||
|
||||
public override double ThrowDamage => _weaponStats.ThrowDamage;
|
||||
|
||||
public override float ThrowSpeed => _weaponStats.ThrowSpeed;
|
||||
|
||||
public double Luck => _weaponStats.Luck;
|
||||
|
||||
public double AttackSpeed => _weaponStats.AttackSpeed;
|
||||
|
||||
public WeaponTag WeaponTag => _weaponStats.WeaponTag;
|
||||
|
||||
public override ItemTag ItemTag => _weaponStats.ItemTag;
|
||||
|
||||
public ElementType WeaponElement => _weaponStats.WeaponElement;
|
||||
|
||||
public double ElementalDamageBonus => _weaponStats.ElementalDamageBonus;
|
||||
|
||||
public void IncreaseWeaponAttack(int bonus) => _weaponStats.Damage += bonus;
|
||||
|
||||
public override InventoryItemStats ItemStats { get => _weaponStats; set => _weaponStats = (WeaponStats)value; }
|
||||
[Save("weapon_stats")]
|
||||
public WeaponStats Stats { get; set; } = new WeaponStats();
|
||||
public override Texture2D GetTexture() => Stats.Texture;
|
||||
}
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using Chickensoft.Introspection;
|
||||
using Chickensoft.Serialization;
|
||||
using Godot;
|
||||
using Zennysoft.Ma.Godot.Adapter;
|
||||
using Zennysoft.Ma.Adapter;
|
||||
|
||||
namespace Zennysoft.Game.Ma;
|
||||
|
||||
@@ -9,6 +9,14 @@ namespace Zennysoft.Game.Ma;
|
||||
[Meta, Id("weapon_stat_type")]
|
||||
public partial class WeaponStats : InventoryItemStats
|
||||
{
|
||||
[Export]
|
||||
[Save("weapon_name")]
|
||||
public override string Name { get; set; } = default!;
|
||||
|
||||
[Export(PropertyHint.MultilineText)]
|
||||
[Save("weapon_description")]
|
||||
public override string Description { get; set; } = default!;
|
||||
|
||||
[Export]
|
||||
[Save("weapon_damage")]
|
||||
public int Damage { get; set; } = 0;
|
||||
|
||||
Reference in New Issue
Block a user