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

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@@ -1,6 +1,6 @@
using Zennysoft.Game.Abstractions;
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public class AppRepo : IAppRepo
{

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@@ -1,4 +1,4 @@
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public partial class AppLogic
{

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@@ -1,4 +1,4 @@
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public partial class AppLogic
{

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@@ -1,4 +1,4 @@
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public partial class AppLogic
{

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@@ -1,7 +1,7 @@
using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public partial class AppLogic
{

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@@ -1,7 +1,7 @@
using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public interface IAppLogic : ILogicBlock<AppLogic.State>;

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@@ -2,7 +2,7 @@
using Chickensoft.LogicBlocks;
using Zennysoft.Game.Abstractions;
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public partial class AppLogic
{

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@@ -1,4 +1,4 @@
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;

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@@ -1,4 +1,4 @@
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;

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@@ -2,7 +2,7 @@
using Chickensoft.LogicBlocks;
using Zennysoft.Game.Abstractions;
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public partial class AppLogic
{

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@@ -1,4 +1,4 @@
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;

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@@ -0,0 +1,18 @@
using Chickensoft.Introspection;
using Chickensoft.Serialization;
using Zennysoft.Game.Ma;
namespace Zennysoft.Ma.Adapter;
[Meta, Id("game_data")]
public partial record GameData
{
[Save("player_data")]
public required PlayerData PlayerData { get; init; }
[Save("map_data")]
public required MapData MapData { get; init; }
[Save("rescued_items")]
public required RescuedItemDatabase RescuedItems { get; init; }
}

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@@ -1,4 +1,4 @@
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public partial class GameLogic
{

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@@ -1,4 +1,4 @@
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public partial class GameLogic
{

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@@ -1,7 +1,7 @@
using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public partial class GameLogic
{

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@@ -1,7 +1,7 @@
using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public interface IGameLogic : ILogicBlock<GameLogic.State>;

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@@ -1,8 +1,7 @@
using Chickensoft.Collections;
using Godot;
using Zennysoft.Game.Abstractions;
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public interface IGameRepo : IDisposable
{
@@ -18,7 +17,7 @@ public interface IGameRepo : IDisposable
event Action? DoubleExpTimeEnd;
event Action<IInventoryItem>? RemoveItemFromInventoryEvent;
event Action<InventoryItem>? RemoveItemFromInventoryEvent;
void Pause();
@@ -34,7 +33,7 @@ public interface IGameRepo : IDisposable
public void AnnounceMessageInInventory(string message);
public void RemoveItemFromInventory(IInventoryItem item);
public void RemoveItemFromInventory(InventoryItem item);
public void CloseInventory();
@@ -51,7 +50,7 @@ public class GameRepo : IGameRepo
public event Action<string>? AnnounceMessageInInventoryEvent;
public event Action<int>? DoubleExpTimeStart;
public event Action? DoubleExpTimeEnd;
public event Action<IInventoryItem>? RemoveItemFromInventoryEvent;
public event Action<InventoryItem>? RemoveItemFromInventoryEvent;
public IAutoProp<bool> IsPaused => _isPaused;
private readonly AutoProp<bool> _isPaused;
@@ -101,7 +100,7 @@ public class GameRepo : IGameRepo
AnnounceMessageInInventoryEvent?.Invoke(message);
}
public void RemoveItemFromInventory(IInventoryItem item)
public void RemoveItemFromInventory(InventoryItem item)
{
RemoveItemFromInventoryEvent?.Invoke(item);
}

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@@ -1,6 +1,6 @@
using Chickensoft.Introspection;
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public partial class GameLogic
{

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@@ -1,6 +1,6 @@
using Chickensoft.Introspection;
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public partial class GameLogic
{

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@@ -1,4 +1,4 @@
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
using Chickensoft.Introspection;
using Zennysoft.Game.Abstractions;

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@@ -1,7 +1,7 @@
using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public partial class GameLogic
{

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@@ -1,6 +1,6 @@
using Chickensoft.Introspection;
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public partial class GameLogic
{

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@@ -1,7 +1,7 @@
using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public partial class GameLogic
{

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@@ -1,4 +1,4 @@
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;

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@@ -0,0 +1,12 @@
namespace Zennysoft.Ma.Adapter;
public interface IInventory
{
public List<InventoryItem> Items { get; }
public bool TryAdd(InventoryItem inventoryItem);
public void Remove(InventoryItem inventoryItem);
public void Sort();
}

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@@ -0,0 +1,24 @@
using Chickensoft.Introspection;
using Chickensoft.Serialization;
using Godot;
namespace Zennysoft.Ma.Adapter;
[Meta, Id("inventory_item")]
public abstract partial class InventoryItem : Node3D
{
[Save("inventory_item_id")]
public Guid ID => Guid.NewGuid();
[Save("inventory_item_name")]
public abstract string ItemName { get; }
[Save("inventory_item_description")]
public abstract string Description { get; }
[Save("inventory_item_spawn_rate")]
public abstract float SpawnRate { get; }
[Save("inventory_item_throw_damage")]
public abstract double ThrowDamage { get; }
[Save("inventory_item_throw_speed")]
public abstract float ThrowSpeed { get; }
public abstract Texture2D GetTexture();
}

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@@ -0,0 +1,17 @@
using Chickensoft.Introspection;
using Chickensoft.Serialization;
using Zennysoft.Game.Abstractions;
namespace Zennysoft.Ma.Adapter;
[Meta, Id("rescued_items")]
public partial class RescuedItemDatabase
{
[Save("rescued_item_list")]
public List<InventoryItem> Items { get; init; }
public RescuedItemDatabase()
{
Items = new List<InventoryItem>();
}
}

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@@ -1,4 +1,4 @@
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public enum AccessoryTag
{

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@@ -1,4 +1,4 @@
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public enum BoxItemTag
{

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@@ -1,4 +1,4 @@
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public enum ElementType
{

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@@ -1,4 +1,4 @@
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public enum ItemTag
{

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@@ -1,4 +1,4 @@
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public enum ThrowableItemTag
{

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@@ -1,4 +1,4 @@
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public enum UsableItemTag
{

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@@ -1,4 +1,4 @@
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public enum WeaponTag
{

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@@ -1,6 +1,6 @@
using System.Text.Json.Serialization;
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
[JsonSerializable(typeof(WeaponTag))]
public partial class WeaponTagEnumContext : JsonSerializerContext;

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@@ -1,66 +0,0 @@
using Godot;
using System.Text.Json.Serialization;
using System.Text.Json;
/// <summary>Basis JSON converter.</summary>
public class Texture2DConverter : JsonConverter<Texture2D>
{
/// <inheritdoc />
public override bool CanConvert(Type typeToConvert) =>
typeToConvert == typeof(Texture2D);
/// <inheritdoc />
public override Texture2D Read(
ref Utf8JsonReader reader,
Type typeToConvert,
JsonSerializerOptions options)
{
var texture2D = new Texture2D();
while (reader.Read())
{
if (reader.TokenType == JsonTokenType.EndObject)
{
return texture2D;
}
if (reader.TokenType != JsonTokenType.PropertyName)
{
continue;
}
var propertyName = reader.GetString();
reader.Read();
switch (propertyName)
{
case "resource_path":
var resourcePath = JsonSerializer.Deserialize<string>(ref reader, options);
texture2D = GD.Load<Texture2D>(resourcePath);
break;
default:
break;
}
}
throw new JsonException("Unexpected end when reading Texture2D.");
}
/// <inheritdoc />
public override void Write(
Utf8JsonWriter writer,
Texture2D value,
JsonSerializerOptions options
)
{
var resolver = options.TypeInfoResolver;
var resourcePathType = resolver!.GetTypeInfo(typeof(string), options)!;
writer.WriteStartObject();
writer.WritePropertyName("resource_path");
JsonSerializer.Serialize(writer, value.ResourcePath, resourcePathType);
writer.WriteEndObject();
}
}

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@@ -0,0 +1,18 @@
using SimpleInjector;
using System.IO.Abstractions;
using Zennysoft.Game.Abstractions;
using Zennysoft.Game.Implementation;
namespace Zennysoft.Ma.Adapter;
public class Module
{
public static void Bootstrap(Container container)
{
container.RegisterSingleton<IFileSystem, FileSystem>();
container.RegisterSingleton<ISaveFileManager<GameData>, SaveFileManager<GameData>>();
container.RegisterSingleton<IMaSaveFileManager<GameData>, MaSaveFileManager<GameData>>();
container.Register<IGameRepo, GameRepo>(Lifestyle.Singleton);
container.Register<IGameLogic, GameLogic>(Lifestyle.Singleton);
}
}

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@@ -0,0 +1,22 @@
using Chickensoft.Introspection;
using Chickensoft.Serialization;
using Zennysoft.Ma.Adapter;
namespace Zennysoft.Game.Ma;
[Meta, Id("player_data")]
public partial record PlayerData
{
[Save("player_stats")]
public required PlayerStats PlayerStats { get; init; }
[Save("player_inventory")]
public required IInventory Inventory { get; init; }
}
[Meta, Id("map_data")]
public partial record MapData
{
[Save("floor_list")]
public required List<string> FloorScenes { get; init; }
}

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@@ -0,0 +1,152 @@
using Chickensoft.Collections;
using Chickensoft.Introspection;
using Chickensoft.Serialization;
using Godot;
namespace Zennysoft.Game.Ma;
[Meta, Id("player_stats")]
public partial record PlayerStats
{
[Save("currentHP")]
public int CurrentHP { get; init; }
[Save("maximumHP")]
public int MaximumHP { get; init; }
[Save("currentVT")]
public int CurrentVT { get; init; }
[Save("maximumVT")]
public int MaximumVT { get; init; }
[Save("currentExp")]
public double CurrentExp { get; init; }
[Save("currentLevel")]
public int CurrentLevel { get; init; }
[Save("currentAttack")]
public int CurrentAttack { get; init; }
[Save("bonusAttack")]
public int BonusAttack { get; init; }
[Save("maxAttack")]
public int MaxAttack { get; init; }
[Save("currentDefense")]
public int CurrentDefense { get; init; }
[Save("bonusDefense")]
public int BonusDefense { get; init; }
[Save("maxDefense")]
public int MaxDefense { get; init; }
[Save("expToNextLevel")]
public int ExpToNextLevel { get; init; }
[Save("luck")]
public double Luck { get; init; }
}
public class PlayerStatController
{
public void Init(PlayerStats playerStats)
{
_currentHP.OnNext(playerStats.CurrentHP);
_maximumHP.OnNext(playerStats.MaximumHP);
_currentVT.OnNext(playerStats.CurrentVT);
_maximumVT.OnNext(playerStats.MaximumVT);
_currentExp.OnNext(playerStats.CurrentExp);
_currentLevel.OnNext(playerStats.CurrentLevel);
_currentAttack.OnNext(playerStats.CurrentAttack);
_bonusAttack.OnNext(playerStats.BonusAttack);
_maxAttack.OnNext(playerStats.MaxAttack);
_currentDefense.OnNext(playerStats.CurrentDefense);
_bonusDefense.OnNext(playerStats.BonusDefense);
_maxDefense.OnNext(playerStats.MaxDefense);
_expToNextLevel.OnNext(playerStats.ExpToNextLevel);
_luck.OnNext(playerStats.Luck);
}
public IAutoProp<int> CurrentHP => _currentHP;
public IAutoProp<int> MaximumHP => _maximumHP;
public IAutoProp<int> CurrentVT => _currentVT;
public IAutoProp<int> MaximumVT => _maximumVT;
public IAutoProp<int> CurrentAttack => _currentAttack;
public IAutoProp<int> MaxAttack => _maxAttack;
public IAutoProp<int> BonusAttack => _bonusAttack;
public IAutoProp<int> CurrentDefense => _currentDefense;
public IAutoProp<int> MaxDefense => _maxDefense;
public IAutoProp<int> BonusDefense => _bonusDefense;
public IAutoProp<double> CurrentExp => _currentExp;
public IAutoProp<int> ExpToNextLevel => _expToNextLevel;
public IAutoProp<int> CurrentLevel => _currentLevel;
public IAutoProp<double> Luck => _luck;
public void SetCurrentHP(int newValue)
{
var clampedValue = Mathf.Clamp(newValue, 0, MaximumHP.Value);
_currentHP.OnNext(clampedValue);
}
public void SetMaximumHP(int newValue)
{
_maximumHP.OnNext(newValue);
}
public void SetCurrentVT(int newValue)
{
var clampedValue = Mathf.Clamp(newValue, 0, MaximumVT.Value);
_currentVT.OnNext(clampedValue);
}
public void SetMaximumVT(int newValue)
{
_maximumVT.OnNext(newValue);
}
public void SetCurrentExp(double newValue)
{
_currentExp.OnNext(newValue);
}
public void SetCurrentLevel(int newValue)
{
_currentLevel.OnNext(newValue);
}
public void SetCurrentAttack(int newValue)
{
var clampedValue = Mathf.Clamp(newValue, 0, MaxAttack.Value);
_currentAttack.OnNext(clampedValue);
}
public void SetBonusAttack(int newValue)
{
_bonusAttack.OnNext(newValue);
}
public void SetMaxAttack(int newValue)
{
_maxAttack.OnNext(newValue);
}
public void SetCurrentDefense(int newValue)
{
var clampedValue = Mathf.Clamp(newValue, 0, MaxDefense.Value);
_currentDefense.OnNext(clampedValue);
}
public void SetBonusDefense(int newValue)
{
_bonusDefense.OnNext(newValue);
}
public void SetMaxDefense(int newValue)
{
_maxDefense.OnNext(newValue);
}
public void SetExpToNextLevel(int newValue)
{
_expToNextLevel.OnNext(newValue);
}
public void SetLuck(double newValue)
{
var clampedValue = Mathf.Clamp(newValue, 0, 1.0);
_luck.OnNext(clampedValue);
}
private readonly AutoProp<int> _currentHP = new(-1);
private readonly AutoProp<int> _maximumHP = new(-1);
private readonly AutoProp<int> _currentVT = new(-1);
private readonly AutoProp<int> _maximumVT = new(-1);
private readonly AutoProp<double> _currentExp = new(-1);
private readonly AutoProp<int> _currentLevel = new(-1);
private readonly AutoProp<int> _currentAttack = new(-1);
private readonly AutoProp<int> _bonusAttack = new(-1);
private readonly AutoProp<int> _maxAttack = new(-1);
private readonly AutoProp<int> _currentDefense = new(-1);
private readonly AutoProp<int> _bonusDefense = new(-1);
private readonly AutoProp<int> _maxDefense = new(-1);
private readonly AutoProp<int> _expToNextLevel = new(-1);
private readonly AutoProp<double> _luck = new(-1);
}

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@@ -1,6 +1,6 @@
using Godot;
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public partial class PlayerLogic
{

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@@ -1,4 +1,4 @@
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public partial class PlayerLogic
{

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@@ -1,4 +1,4 @@
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public partial class PlayerLogic
{

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@@ -1,7 +1,7 @@
using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public partial class PlayerLogic
{

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@@ -1,7 +1,7 @@
using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public interface IPlayerLogic : ILogicBlock<PlayerLogic.State>;

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@@ -1,6 +1,6 @@
using Chickensoft.Introspection;
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public partial class PlayerLogic
{

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@@ -1,7 +1,7 @@
using Chickensoft.Introspection;
using Godot;
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public partial class PlayerLogic
{

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@@ -1,7 +1,7 @@
using Chickensoft.Introspection;
using Godot;
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public partial class PlayerLogic
{

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@@ -1,6 +1,6 @@
using Chickensoft.Introspection;
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public partial class PlayerLogic
{

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@@ -1,7 +1,7 @@
using Chickensoft.Introspection;
using Zennysoft.Game.Abstractions;
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public partial class PlayerLogic
{

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@@ -0,0 +1,31 @@
using System.Collections.Immutable;
using System.Text.Json.Serialization.Metadata;
using Zennysoft.Game.Abstractions;
namespace Zennysoft.Ma.Adapter;
public interface IMaSaveFileManager<T>
{
Task Save(T gameData);
Task<T?> Load();
}
public sealed class MaSaveFileManager<T> : IMaSaveFileManager<T>
{
private readonly ISaveFileManager<T> _saveFileManager;
private ImmutableList<IJsonTypeInfoResolver> _converters;
public MaSaveFileManager(ISaveFileManager<T> saveFileManager)
{
_saveFileManager = saveFileManager;
_converters = [WeaponTagEnumContext.Default, ItemTagEnumContext.Default, ElementTypeEnumContext.Default, AccessoryTagEnumContext.Default, ThrowableItemTagEnumContext.Default, UsableItemTagEnumContext.Default, BoxItemTagEnumContext.Default];
}
public async Task Save(T gameData)
{
await _saveFileManager.WriteToFile(gameData, [.. _converters]);
}
public async Task<T?> Load() => await _saveFileManager.ReadFromFile([.. _converters]);
}

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@@ -1,73 +0,0 @@
using Chickensoft.Collections;
using Chickensoft.Serialization.Godot;
using Chickensoft.Serialization;
using Godot;
using System.IO.Abstractions;
using System.Text.Json;
using System.Text.Json.Serialization.Metadata;
using Zennysoft.Game.Abstractions;
namespace Zennysoft.Ma.Godot.Adapter;
public class SaveFileManager<T> : ISaveFileManager<T>
{
private readonly IFileSystem _fileSystem;
private JsonSerializerOptions _jsonOptions;
private string _defaultSaveLocation;
public const string DEFAULT_SAVE_FILE_NAME = "game.json";
public SaveFileManager(IFileSystem fileSystem)
{
_fileSystem = fileSystem;
_defaultSaveLocation = _fileSystem.Path.Join(OS.GetUserDataDir(), DEFAULT_SAVE_FILE_NAME);
var resolver = new SerializableTypeResolver();
GodotSerialization.Setup();
Serializer.AddConverter(new Texture2DConverter());
var upgradeDependencies = new Blackboard();
_jsonOptions = new JsonSerializerOptions
{
Converters = {
new SerializableTypeConverter(upgradeDependencies)
},
TypeInfoResolver = JsonTypeInfoResolver.Combine(resolver, WeaponTagEnumContext.Default, ItemTagEnumContext.Default, ElementTypeEnumContext.Default, AccessoryTagEnumContext.Default, ThrowableItemTagEnumContext.Default, UsableItemTagEnumContext.Default, BoxItemTagEnumContext.Default),
WriteIndented = true
};
}
public Task<T?> ReadFromFile()
{
if (!_fileSystem.File.Exists(_defaultSaveLocation))
throw new FileNotFoundException();
return ReadFromFile(_defaultSaveLocation);
}
public async Task<T?> ReadFromFile(string filePath)
{
if (!_fileSystem.File.Exists(filePath))
throw new FileNotFoundException();
var json = await _fileSystem.File.ReadAllTextAsync(filePath);
return JsonSerializer.Deserialize<T?>(json, _jsonOptions);
}
public Task WriteToFile(T gameData)
{
return WriteToFile(gameData, _defaultSaveLocation, _jsonOptions);
}
public Task WriteToFile(T gameData, string filePath)
{
return WriteToFile(gameData, filePath, _jsonOptions);
}
public async Task WriteToFile(T gameData, string filePath, JsonSerializerOptions jsonOptions)
{
var json = JsonSerializer.Serialize(gameData, jsonOptions);
await _fileSystem.File.WriteAllTextAsync(filePath, json);
}
}

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@@ -1,9 +1,8 @@
using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
using Zennysoft.Game.Abstractions;
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public partial class InGameUILogic
{
@@ -38,7 +37,7 @@ public partial class InGameUILogic
Output(new Output.AnnounceMessageInInventory(message));
}
private void OnRemoveItemFromInventory(IInventoryItem item) => Output(new Output.RemoveItemFromInventory(item));
private void OnRemoveItemFromInventory(InventoryItem item) => Output(new Output.RemoveItemFromInventory(item));
}
}

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@@ -1,7 +1,7 @@
using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public interface IInGameUILogic : ILogicBlock<InGameUILogic.State>;

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@@ -1,4 +1,4 @@
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public partial class InGameUILogic
{
public static class Input

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@@ -1,13 +1,13 @@
using Zennysoft.Game.Abstractions;
using Zennysoft.Game.Ma;
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public partial class InGameUILogic
{
public static class Output
{
public readonly record struct AnnounceMessageOnMainScreen(string Message);
public readonly record struct AnnounceMessageInInventory(string Message);
public readonly record struct RemoveItemFromInventory(IInventoryItem Item);
public readonly record struct RemoveItemFromInventory(InventoryItem Item);
public readonly record struct DisplayMinimap;
public readonly record struct HideMinimap;
public readonly record struct ShowInventory;

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@@ -1,6 +1,6 @@
using Chickensoft.Introspection;
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public partial class InGameUILogic
{

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@@ -1,6 +1,6 @@
using Chickensoft.Introspection;
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public partial class InGameUILogic
{

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@@ -1,6 +1,6 @@
using Chickensoft.Introspection;
namespace Zennysoft.Ma.Godot.Adapter;
namespace Zennysoft.Ma.Adapter;
public partial class InGameUILogic
{

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@@ -13,11 +13,13 @@
<PackageReference Include="Chickensoft.LogicBlocks" Version="5.16.0" />
<PackageReference Include="Chickensoft.Serialization.Godot" Version="0.7.6" />
<PackageReference Include="GodotSharp.SourceGenerators" Version="2.6.0-250131-2115.Release" />
<PackageReference Include="SimpleInjector" Version="5.5.0" />
<PackageReference Include="System.IO.Abstractions" Version="22.0.11" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\Zennysoft.Game.Abstractions\Zennysoft.Game.Abstractions.csproj" />
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<ProjectReference Include="..\Zennysoft.Game.Godot.Implementation\Zennysoft.Game.Implementation.csproj" />
</ItemGroup>
</Project>

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@@ -0,0 +1,70 @@
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