Fix texture stuff

This commit is contained in:
2025-03-09 12:24:30 -07:00
parent b93630756c
commit d8c5bc8f78
112 changed files with 671 additions and 355 deletions

View File

@@ -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;
}