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9 Commits
37ad0048d7
...
item_chang
| Author | SHA1 | Date | |
|---|---|---|---|
| 34c125e6bb | |||
| 66905c9b53 | |||
| a6ea1b1873 | |||
| bf6b0d50c3 | |||
| c7603a163f | |||
| a20c80d922 | |||
| e14007b7f4 | |||
| fe0241ac88 | |||
| 0ab6ef1343 |
@@ -5,21 +5,21 @@ using Zennysoft.Ma.Adapter.Entity;
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namespace Zennysoft.Ma.Adapter;
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namespace Zennysoft.Ma.Adapter;
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public interface IEquipmentComponent : IEntityComponent
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public interface IEquipmentComponent : IEntityComponent
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{
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{
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public IAutoProp<EquipableItem> EquippedWeapon { get; }
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public IAutoProp<IWeapon> EquippedWeapon { get; }
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public IAutoProp<EquipableItem> EquippedArmor { get; }
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public IAutoProp<IArmor> EquippedArmor { get; }
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public IAutoProp<EquipableItem> EquippedAccessory { get; }
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public IAutoProp<IAccessory> EquippedAccessory { get; }
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public IAutoProp<EquipableItem> EquippedAmmo { get; }
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public IAutoProp<IEquipableItem> EquippedAmmo { get; }
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public void Equip(EquipableItem equipable);
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public void Equip(IEquipableItem equipable);
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public void Unequip(EquipableItem equipable);
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public void Unequip(IEquipableItem equipable);
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public bool IsItemEquipped(InventoryItem item);
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public bool IsItemEquipped(IEquipableItem item);
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public void UpdateEquipment(EquipableItem equipable);
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public void UpdateEquipment(IEquipableItem equipable);
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public bool AugmentableEquipmentExists();
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public bool AugmentableEquipmentExists();
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@@ -35,5 +35,5 @@ public interface IEquipmentComponent : IEntityComponent
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public ElementalResistanceSet ElementalResistance { get; }
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public ElementalResistanceSet ElementalResistance { get; }
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public event Action<EquipableItem> EquipmentChanged;
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public event Action<IEquipableItem> EquipmentChanged;
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}
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}
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@@ -16,6 +16,8 @@ public interface IExperiencePointsComponent : IEntityComponent
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public void Gain(int baseExpGain);
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public void Gain(int baseExpGain);
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public void GainUnmodified(int flateRateExpGain);
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public void LevelUp();
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public void LevelUp();
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public event Action PlayerLevelUp;
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public event Action PlayerLevelUp;
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@@ -13,13 +13,6 @@ public class Augment
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public IAugmentType AugmentType { get; set; }
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public IAugmentType AugmentType { get; set; }
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}
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}
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public interface IAugmentType
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{
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void Apply();
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void Remove();
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}
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public class HPRecoverySpeedAugment : IAugmentType
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public class HPRecoverySpeedAugment : IAugmentType
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{
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{
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private readonly IPlayer _player;
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private readonly IPlayer _player;
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@@ -1,28 +0,0 @@
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using Chickensoft.Introspection;
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using Chickensoft.Serialization;
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using Zennysoft.Ma.Adapter.Entity;
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namespace Zennysoft.Ma.Adapter;
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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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[Save("bonus_attack_stats")]
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public virtual int BonusAttack { get; }
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[Save("bonus_defense_stats")]
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public virtual int BonusDefense { get; }
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[Save("bonus_hp_stats")]
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public virtual int BonusHP { get; }
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[Save("bonus_vt_stats")]
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public virtual int BonusVT { get; }
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[Save("bonus_luck_stats")]
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public virtual int BonusLuck { get; }
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[Save("equipment_is_glued")]
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public bool Glued { get; set; }
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public virtual Augment? Augment { get; set; }
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[Save("bonus_elemental_resist_stats")]
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public virtual ElementalResistanceSet ElementalResistance { get; } = new ElementalResistanceSet(0, 0, 0, 0, 0, 0, 0);
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}
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@@ -0,0 +1,6 @@
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public interface IAugmentType
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{
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void Apply();
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void Remove();
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}
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@@ -1,26 +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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namespace Zennysoft.Ma.Adapter;
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[Meta, Id("inventory_item")]
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public abstract partial class InventoryItem : Node3D
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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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[Save("inventory_item_name")]
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public abstract string ItemName { get; }
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[Save("inventory_item_description")]
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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 int 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_tag")]
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public abstract ItemTag ItemTag { get; }
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public abstract Texture2D GetTexture();
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}
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@@ -20,7 +20,7 @@ public interface IGameRepo : IDisposable
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event Action? DoubleExpTimeEnd;
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event Action? DoubleExpTimeEnd;
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event Action<InventoryItem>? RemoveItemFromInventoryEvent;
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event Action<IBaseInventoryItem>? RemoveItemFromInventoryEvent;
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event Action? PlayerAttack;
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event Action? PlayerAttack;
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@@ -28,9 +28,9 @@ public interface IGameRepo : IDisposable
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event Action? PlayerAttackedEnemy;
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event Action? PlayerAttackedEnemy;
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event Action<EquipableItem>? EquippedItem;
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event Action<IEquipableItem>? EquippedItem;
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event Action<EquipableItem>? UnequippedItem;
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event Action<IEquipableItem>? UnequippedItem;
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event Action<IEnemy>? EnemyDied;
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event Action<IEnemy>? EnemyDied;
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@@ -48,7 +48,7 @@ public interface IGameRepo : IDisposable
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public void AnnounceMessageInInventory(string message);
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public void AnnounceMessageInInventory(string message);
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public void RemoveItemFromInventory(InventoryItem item);
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public void RemoveItemFromInventory(IBaseInventoryItem item);
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public void OnPlayerAttack();
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public void OnPlayerAttack();
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@@ -58,9 +58,9 @@ public interface IGameRepo : IDisposable
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public void GameEnded();
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public void GameEnded();
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public void OnEquippedItem(EquipableItem item);
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public void OnEquippedItem(IEquipableItem item);
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public void OnUnequippedItem(EquipableItem item);
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public void OnUnequippedItem(IEquipableItem item);
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public void OnEnemyDied(IEnemy enemy);
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public void OnEnemyDied(IEnemy enemy);
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@@ -75,12 +75,12 @@ public class GameRepo : IGameRepo
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public event Action<string>? AnnounceMessageInInventoryEvent;
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public event Action<string>? AnnounceMessageInInventoryEvent;
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public event Action<int>? DoubleExpTimeStart;
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public event Action<int>? DoubleExpTimeStart;
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public event Action? DoubleExpTimeEnd;
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public event Action? DoubleExpTimeEnd;
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public event Action<InventoryItem>? RemoveItemFromInventoryEvent;
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public event Action<IBaseInventoryItem>? RemoveItemFromInventoryEvent;
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public event Action? PlayerAttack;
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public event Action? PlayerAttack;
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public event Action? PlayerAttackedWall;
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public event Action? PlayerAttackedWall;
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public event Action? PlayerAttackedEnemy;
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public event Action? PlayerAttackedEnemy;
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public event Action<EquipableItem>? EquippedItem;
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public event Action<IEquipableItem>? EquippedItem;
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public event Action<EquipableItem>? UnequippedItem;
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public event Action<IEquipableItem>? UnequippedItem;
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public event Action<IEnemy>? EnemyDied;
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public event Action<IEnemy>? EnemyDied;
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public IAutoProp<bool> IsPaused => _isPaused;
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public IAutoProp<bool> IsPaused => _isPaused;
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private readonly AutoProp<bool> _isPaused;
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private readonly AutoProp<bool> _isPaused;
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@@ -131,7 +131,7 @@ public class GameRepo : IGameRepo
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AnnounceMessageInInventoryEvent?.Invoke(message);
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AnnounceMessageInInventoryEvent?.Invoke(message);
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}
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}
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public void RemoveItemFromInventory(InventoryItem item)
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public void RemoveItemFromInventory(IBaseInventoryItem item)
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{
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{
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RemoveItemFromInventoryEvent?.Invoke(item);
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RemoveItemFromInventoryEvent?.Invoke(item);
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}
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}
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@@ -151,9 +151,9 @@ public class GameRepo : IGameRepo
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CloseInventoryEvent?.Invoke();
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CloseInventoryEvent?.Invoke();
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}
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}
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public void OnEquippedItem(EquipableItem item) => EquippedItem?.Invoke(item);
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public void OnEquippedItem(IEquipableItem item) => EquippedItem?.Invoke(item);
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public void OnUnequippedItem(EquipableItem item) => UnequippedItem?.Invoke(item);
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public void OnUnequippedItem(IEquipableItem item) => UnequippedItem?.Invoke(item);
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public void OnEnemyDied(IEnemy enemy) => EnemyDied?.Invoke(enemy);
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public void OnEnemyDied(IEnemy enemy) => EnemyDied?.Invoke(enemy);
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5
Zennysoft.Game.Ma.Implementation/Item/IAccessory.cs
Normal file
@@ -0,0 +1,5 @@
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using Zennysoft.Ma.Adapter;
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public interface IAccessory : IEquipableItem, IAugmentableItem
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{
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}
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5
Zennysoft.Game.Ma.Implementation/Item/IArmor.cs
Normal file
@@ -0,0 +1,5 @@
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using Zennysoft.Ma.Adapter;
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public interface IArmor : IEquipableItem, IAugmentableItem
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{
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}
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@@ -1,7 +1,5 @@
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namespace Zennysoft.Ma.Adapter
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public interface IAugmentItem : IBaseInventoryItem
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{
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{
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public interface IAugmentItem
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{
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public IAugmentType Augment { get; }
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public JewelTags Augment { get; }
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}
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}
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}
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@@ -0,0 +1,7 @@
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namespace Zennysoft.Ma.Adapter
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{
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public interface IAugmentableItem
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{
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public Augment? Augment { get; }
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}
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}
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15
Zennysoft.Game.Ma.Implementation/Item/IBaseInventoryItem.cs
Normal file
@@ -0,0 +1,15 @@
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using Godot;
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using Zennysoft.Ma.Adapter;
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public interface IBaseInventoryItem
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{
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public string ItemName { get; }
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public string Description { get; }
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public float SpawnRate { get; }
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public int ThrowDamage { get; }
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public float ThrowSpeed { get; }
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public ItemTag ItemTag { get; }
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public abstract Texture2D GetTexture();
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}
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@@ -4,6 +4,6 @@
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{
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{
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void RescueItem();
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void RescueItem();
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public InventoryItem Item { get; }
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public IBaseInventoryItem Item { get; }
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}
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}
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}
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}
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14
Zennysoft.Game.Ma.Implementation/Item/IEquipableItem.cs
Normal file
@@ -0,0 +1,14 @@
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using Zennysoft.Ma.Adapter.Entity;
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public interface IEquipableItem : IBaseInventoryItem
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{
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public int BonusAttack { get; }
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public int BonusDefense { get; }
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public int BonusHP { get; }
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public int BonusVT { get; }
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public int BonusLuck { get; }
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public bool Glued { get; set; }
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public ElementalResistanceSet ElementalResistance { get; }
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}
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@@ -2,17 +2,17 @@
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public interface IInventory
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public interface IInventory
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{
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{
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public bool PickUpItem(InventoryItem item);
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public bool PickUpItem(IBaseInventoryItem item);
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public List<InventoryItem> Items { get; }
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public List<IBaseInventoryItem> Items { get; }
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public bool TryAdd(InventoryItem inventoryItem);
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public bool TryAdd(IBaseInventoryItem inventoryItem);
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public bool TryInsert(InventoryItem inventoryItem, int index);
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public bool TryInsert(IBaseInventoryItem inventoryItem, int index);
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public void Remove(InventoryItem inventoryItem);
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public void Remove(IBaseInventoryItem inventoryItem);
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public bool Sort(EquipableItem currentWeapon, EquipableItem currentArmor, EquipableItem currentAccessory, EquipableItem ammo);
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public bool Sort(IWeapon currentWeapon, IArmor currentArmor, IAccessory currentAccessory, IEquipableItem ammo);
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public bool AtCapacity();
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public bool AtCapacity();
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@@ -2,5 +2,5 @@
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public interface IThrownItem
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public interface IThrownItem
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{
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{
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public InventoryItem ItemThatIsThrown { get; set; }
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public IBaseInventoryItem ItemThatIsThrown { get; set; }
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}
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}
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5
Zennysoft.Game.Ma.Implementation/Item/IWeapon.cs
Normal file
@@ -0,0 +1,5 @@
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using Zennysoft.Ma.Adapter;
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public interface IWeapon : IEquipableItem, IAugmentableItem
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{
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}
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@@ -7,10 +7,10 @@ namespace Zennysoft.Ma.Adapter;
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public partial class RescuedItemDatabase
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public partial class RescuedItemDatabase
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{
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{
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[Save("rescued_item_list")]
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[Save("rescued_item_list")]
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public List<InventoryItem> Items { get; init; }
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public List<IBaseInventoryItem> Items { get; init; }
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public RescuedItemDatabase()
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public RescuedItemDatabase()
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{
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{
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Items = new List<InventoryItem>();
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Items = new List<IBaseInventoryItem>();
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}
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}
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}
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}
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@@ -20,15 +20,15 @@ public interface IPlayer : IKillable, ICharacterBody3D
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|
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public void TeleportPlayer((Vector3 Rotation, Vector3 Position) newTransform);
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public void TeleportPlayer((Vector3 Rotation, Vector3 Position) newTransform);
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|
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public void Equip(EquipableItem equipable);
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public void Equip(IEquipableItem equipable);
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public void Unequip(EquipableItem equipable);
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public void Unequip(IEquipableItem equipable);
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|
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public void PlayJumpScareAnimation();
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public void PlayJumpScareAnimation();
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public void ApplyNewAugment(IAugmentItem jewel, EquipableItem equipableItem);
|
public void ApplyNewAugment(IAugmentItem jewel, IAugmentableItem equipableItem);
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|
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public void IdentifyItem(InventoryItem unidentifiedItem);
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public void IdentifyItem(IBaseInventoryItem unidentifiedItem);
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|
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public IInventory Inventory { get; }
|
public IInventory Inventory { get; }
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@@ -63,5 +63,5 @@ public interface IPlayer : IKillable, ICharacterBody3D
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public bool AutoIdentifyItems { get; set; }
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public bool AutoIdentifyItems { get; set; }
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public event Action PlayerDied;
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public event Action PlayerDied;
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public delegate InventoryItem RerollItem(InventoryItem item);
|
public delegate IBaseInventoryItem RerollItem(IBaseInventoryItem item);
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}
|
}
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@@ -38,7 +38,7 @@ public partial class InGameUILogic
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Output(new Output.AnnounceMessageInInventory(message));
|
Output(new Output.AnnounceMessageInInventory(message));
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}
|
}
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|
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private void OnRemoveItemFromInventory(InventoryItem item) => Output(new Output.RemoveItemFromInventory(item));
|
private void OnRemoveItemFromInventory(IBaseInventoryItem item) => Output(new Output.RemoveItemFromInventory(item));
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||||||
|
|
||||||
}
|
}
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}
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}
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|||||||
@@ -8,7 +8,7 @@ public partial class InGameUILogic
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{
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{
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public readonly record struct AnnounceMessageOnMainScreen(string Message);
|
public readonly record struct AnnounceMessageOnMainScreen(string Message);
|
||||||
public readonly record struct AnnounceMessageInInventory(string Message);
|
public readonly record struct AnnounceMessageInInventory(string Message);
|
||||||
public readonly record struct RemoveItemFromInventory(InventoryItem Item);
|
public readonly record struct RemoveItemFromInventory(IBaseInventoryItem Item);
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public readonly record struct ShowInventory;
|
public readonly record struct ShowInventory;
|
||||||
public readonly record struct HideInventory;
|
public readonly record struct HideInventory;
|
||||||
}
|
}
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|
|||||||
@@ -6,23 +6,23 @@ using Zennysoft.Ma.Adapter.Entity;
|
|||||||
namespace Zennysoft.Game.Ma;
|
namespace Zennysoft.Game.Ma;
|
||||||
public class EquipmentComponent : IEquipmentComponent
|
public class EquipmentComponent : IEquipmentComponent
|
||||||
{
|
{
|
||||||
public IAutoProp<EquipableItem> EquippedWeapon => _equippedWeapon;
|
public IAutoProp<IWeapon> EquippedWeapon => _equippedWeapon;
|
||||||
|
|
||||||
public IAutoProp<EquipableItem> EquippedArmor => _equippedArmor;
|
public IAutoProp<IArmor> EquippedArmor => _equippedArmor;
|
||||||
|
|
||||||
public IAutoProp<EquipableItem> EquippedAccessory => _equippedAccessory;
|
public IAutoProp<IAccessory> EquippedAccessory => _equippedAccessory;
|
||||||
|
|
||||||
public IAutoProp<EquipableItem> EquippedAmmo => _equippedAmmo;
|
public IAutoProp<IEquipableItem> EquippedAmmo => _equippedAmmo;
|
||||||
|
|
||||||
public AutoProp<EquipableItem> _equippedWeapon;
|
public AutoProp<IWeapon> _equippedWeapon;
|
||||||
|
|
||||||
public AutoProp<EquipableItem> _equippedArmor;
|
public AutoProp<IArmor> _equippedArmor;
|
||||||
|
|
||||||
public AutoProp<EquipableItem> _equippedAccessory;
|
public AutoProp<IAccessory> _equippedAccessory;
|
||||||
|
|
||||||
public AutoProp<EquipableItem> _equippedAmmo;
|
public AutoProp<IEquipableItem> _equippedAmmo;
|
||||||
|
|
||||||
public event Action<EquipableItem> EquipmentChanged;
|
public event Action<IEquipableItem> EquipmentChanged;
|
||||||
|
|
||||||
public int BonusAttack => _equippedWeapon.Value.BonusAttack + _equippedArmor.Value.BonusAttack + _equippedAccessory.Value.BonusAttack;
|
public int BonusAttack => _equippedWeapon.Value.BonusAttack + _equippedArmor.Value.BonusAttack + _equippedAccessory.Value.BonusAttack;
|
||||||
|
|
||||||
@@ -38,10 +38,10 @@ public class EquipmentComponent : IEquipmentComponent
|
|||||||
|
|
||||||
public EquipmentComponent()
|
public EquipmentComponent()
|
||||||
{
|
{
|
||||||
_equippedWeapon = new AutoProp<EquipableItem>(new Weapon());
|
_equippedWeapon = new AutoProp<IWeapon>(new Weapon());
|
||||||
_equippedArmor = new AutoProp<EquipableItem>(new Armor());
|
_equippedArmor = new AutoProp<IArmor>(new Armor());
|
||||||
_equippedAccessory = new AutoProp<EquipableItem>(new Accessory());
|
_equippedAccessory = new AutoProp<IAccessory>(new Accessory());
|
||||||
_equippedAmmo = new AutoProp<EquipableItem>(new Ammo());
|
_equippedAmmo = new AutoProp<IEquipableItem>(new Ammo());
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Reset()
|
public void Reset()
|
||||||
@@ -52,7 +52,7 @@ public class EquipmentComponent : IEquipmentComponent
|
|||||||
_equippedAmmo.OnNext(new Ammo());
|
_equippedAmmo.OnNext(new Ammo());
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Equip(EquipableItem equipable)
|
public void Equip(IEquipableItem equipable)
|
||||||
{
|
{
|
||||||
if (equipable is Weapon weapon)
|
if (equipable is Weapon weapon)
|
||||||
_equippedWeapon.OnNext(weapon);
|
_equippedWeapon.OnNext(weapon);
|
||||||
@@ -65,7 +65,7 @@ public class EquipmentComponent : IEquipmentComponent
|
|||||||
EquipmentChanged?.Invoke(equipable);
|
EquipmentChanged?.Invoke(equipable);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Unequip(EquipableItem equipable)
|
public void Unequip(IEquipableItem equipable)
|
||||||
{
|
{
|
||||||
if (equipable is Weapon weapon)
|
if (equipable is Weapon weapon)
|
||||||
_equippedWeapon.OnNext(new Weapon());
|
_equippedWeapon.OnNext(new Weapon());
|
||||||
@@ -78,15 +78,12 @@ public class EquipmentComponent : IEquipmentComponent
|
|||||||
EquipmentChanged?.Invoke(equipable);
|
EquipmentChanged?.Invoke(equipable);
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool IsItemEquipped(InventoryItem item)
|
public bool IsItemEquipped(IEquipableItem item)
|
||||||
{
|
{
|
||||||
if (item is not EquipableItem)
|
|
||||||
return false;
|
|
||||||
|
|
||||||
return item == _equippedWeapon.Value || item == _equippedArmor.Value || item == _equippedAccessory.Value || item == _equippedAmmo.Value;
|
return item == _equippedWeapon.Value || item == _equippedArmor.Value || item == _equippedAccessory.Value || item == _equippedAmmo.Value;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void UpdateEquipment(EquipableItem equipable) => EquipmentChanged?.Invoke(equipable);
|
public void UpdateEquipment(IEquipableItem equipable) => EquipmentChanged?.Invoke(equipable);
|
||||||
|
|
||||||
public bool AugmentableEquipmentExists()
|
public bool AugmentableEquipmentExists()
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -51,6 +51,16 @@ public class ExperiencePointsComponent : IExperiencePointsComponent
|
|||||||
var cappedAmount = Math.Min(baseExpGain + _currentExp.Value, _expToNextLevel.Value);
|
var cappedAmount = Math.Min(baseExpGain + _currentExp.Value, _expToNextLevel.Value);
|
||||||
_currentExp.OnNext(cappedAmount);
|
_currentExp.OnNext(cappedAmount);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void GainUnmodified(int flatRateExp)
|
||||||
|
{
|
||||||
|
var newCurrentExpTotal = flatRateExp + _currentExp.Value;
|
||||||
|
while (flatRateExp + _currentExp.Value >= _expToNextLevel.Value)
|
||||||
|
LevelUp();
|
||||||
|
var cappedAmount = Math.Min(flatRateExp + _currentExp.Value, _expToNextLevel.Value);
|
||||||
|
_currentExp.OnNext(cappedAmount);
|
||||||
|
}
|
||||||
|
|
||||||
public void ModifyExpGainRate(double newRate) => _expGainRate.OnNext(newRate);
|
public void ModifyExpGainRate(double newRate) => _expGainRate.OnNext(newRate);
|
||||||
|
|
||||||
public void LevelUp()
|
public void LevelUp()
|
||||||
|
|||||||
@@ -146,7 +146,7 @@ public partial class App : Node, IApp
|
|||||||
})
|
})
|
||||||
.Handle((in AppLogic.Output.SetupGameScene _) =>
|
.Handle((in AppLogic.Output.SetupGameScene _) =>
|
||||||
{
|
{
|
||||||
LoadingScreen.Show();
|
LoadingScreen.ShowLoadingScreen();
|
||||||
LoadGame(GAME_SCENE_PATH);
|
LoadGame(GAME_SCENE_PATH);
|
||||||
})
|
})
|
||||||
.Handle((in AppLogic.Output.ShowMainMenu _) =>
|
.Handle((in AppLogic.Output.ShowMainMenu _) =>
|
||||||
@@ -155,7 +155,7 @@ public partial class App : Node, IApp
|
|||||||
})
|
})
|
||||||
.Handle((in AppLogic.Output.CloseGame _) =>
|
.Handle((in AppLogic.Output.CloseGame _) =>
|
||||||
{
|
{
|
||||||
LoadingScreen.Hide();
|
LoadingScreen.HideLoadingScreen();
|
||||||
_game.GameExitRequested -= GameExitRequested;
|
_game.GameExitRequested -= GameExitRequested;
|
||||||
MainMenu.StartGameButton.GrabFocus();
|
MainMenu.StartGameButton.GrabFocus();
|
||||||
_game.CallDeferred(MethodName.QueueFree, []);
|
_game.CallDeferred(MethodName.QueueFree, []);
|
||||||
@@ -166,13 +166,13 @@ public partial class App : Node, IApp
|
|||||||
})
|
})
|
||||||
.Handle((in AppLogic.Output.EnemyViewerOpened _) =>
|
.Handle((in AppLogic.Output.EnemyViewerOpened _) =>
|
||||||
{
|
{
|
||||||
LoadingScreen.Show();
|
LoadingScreen.ShowLoadingScreen();
|
||||||
MainMenu.Hide();
|
MainMenu.Hide();
|
||||||
LoadEnemyViewer(ENEMY_VIEWER_PATH);
|
LoadEnemyViewer(ENEMY_VIEWER_PATH);
|
||||||
})
|
})
|
||||||
.Handle((in AppLogic.Output.EnemyViewerExited _) =>
|
.Handle((in AppLogic.Output.EnemyViewerExited _) =>
|
||||||
{
|
{
|
||||||
LoadingScreen.Hide();
|
LoadingScreen.HideLoadingScreen();
|
||||||
if (_enemyViewer != null && _enemyViewer is DataViewer enemyViewer)
|
if (_enemyViewer != null && _enemyViewer is DataViewer enemyViewer)
|
||||||
enemyViewer.CallDeferred(MethodName.QueueFree);
|
enemyViewer.CallDeferred(MethodName.QueueFree);
|
||||||
MainMenu.Show();
|
MainMenu.Show();
|
||||||
@@ -203,24 +203,22 @@ public partial class App : Node, IApp
|
|||||||
_game = scene as IGame;
|
_game = scene as IGame;
|
||||||
_game.GameLoaded += OnGameLoaded;
|
_game.GameLoaded += OnGameLoaded;
|
||||||
_game.GameExitRequested += GameExitRequested;
|
_game.GameExitRequested += GameExitRequested;
|
||||||
await ToSignal(GetTree().CreateTimer(0.8f), "timeout");
|
|
||||||
CallDeferred(MethodName.AddChild, scene);
|
CallDeferred(MethodName.AddChild, scene);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnGameLoaded() => LoadingScreen.Hide();
|
private void OnGameLoaded() => LoadingScreen.HideLoadingScreen();
|
||||||
|
|
||||||
private async void LoadEnemyViewer(string sceneName)
|
private async void LoadEnemyViewer(string sceneName)
|
||||||
{
|
{
|
||||||
var scene = await LoadSceneInternal(sceneName);
|
var scene = await LoadSceneInternal(sceneName);
|
||||||
_enemyViewer = scene as IDataViewer;
|
_enemyViewer = scene as IDataViewer;
|
||||||
await ToSignal(GetTree().CreateTimer(0.8f), "timeout");
|
|
||||||
CallDeferred(MethodName.AddChild, scene);
|
CallDeferred(MethodName.AddChild, scene);
|
||||||
LoadingScreen.Hide();
|
LoadingScreen.HideLoadingScreen();
|
||||||
}
|
}
|
||||||
|
|
||||||
private async Task<Node> LoadSceneInternal(string sceneName)
|
private async Task<Node> LoadSceneInternal(string sceneName)
|
||||||
{
|
{
|
||||||
LoadingScreen.Show();
|
LoadingScreen.ShowLoadingScreen();
|
||||||
LoadingScreen.ProgressBar.Value = 0;
|
LoadingScreen.ProgressBar.Value = 0;
|
||||||
var sceneLoader = new SceneLoader();
|
var sceneLoader = new SceneLoader();
|
||||||
CallDeferred(MethodName.AddChild, sceneLoader);
|
CallDeferred(MethodName.AddChild, sceneLoader);
|
||||||
|
|||||||
@@ -10,9 +10,16 @@
|
|||||||
process_mode = 3
|
process_mode = 3
|
||||||
script = ExtResource("1_rt73h")
|
script = ExtResource("1_rt73h")
|
||||||
|
|
||||||
|
[node name="ColorRect" type="ColorRect" parent="."]
|
||||||
|
anchors_preset = 15
|
||||||
|
anchor_right = 1.0
|
||||||
|
anchor_bottom = 1.0
|
||||||
|
grow_horizontal = 2
|
||||||
|
grow_vertical = 2
|
||||||
|
color = Color(0, 0, 0, 1)
|
||||||
|
|
||||||
[node name="MainMenu" parent="." instance=ExtResource("2_1uiag")]
|
[node name="MainMenu" parent="." instance=ExtResource("2_1uiag")]
|
||||||
unique_name_in_owner = true
|
unique_name_in_owner = true
|
||||||
visible = false
|
|
||||||
|
|
||||||
[node name="OptionsMenu" parent="." instance=ExtResource("2_v0mgf")]
|
[node name="OptionsMenu" parent="." instance=ExtResource("2_v0mgf")]
|
||||||
unique_name_in_owner = true
|
unique_name_in_owner = true
|
||||||
@@ -24,5 +31,6 @@ visible = false
|
|||||||
|
|
||||||
[node name="LoadingScreen" parent="." instance=ExtResource("3_3st5l")]
|
[node name="LoadingScreen" parent="." instance=ExtResource("3_3st5l")]
|
||||||
unique_name_in_owner = true
|
unique_name_in_owner = true
|
||||||
|
visible = false
|
||||||
top_level = true
|
top_level = true
|
||||||
z_index = 999
|
z_index = 999
|
||||||
|
|||||||
@@ -39,6 +39,7 @@ bus = &"SFX"
|
|||||||
[node name="MoveSound" type="AudioStreamPlayer" parent="UI"]
|
[node name="MoveSound" type="AudioStreamPlayer" parent="UI"]
|
||||||
unique_name_in_owner = true
|
unique_name_in_owner = true
|
||||||
stream = ExtResource("6_r16t0")
|
stream = ExtResource("6_r16t0")
|
||||||
|
max_polyphony = 5
|
||||||
bus = &"SFX"
|
bus = &"SFX"
|
||||||
|
|
||||||
[node name="SelectSound" type="AudioStreamPlayer" parent="UI"]
|
[node name="SelectSound" type="AudioStreamPlayer" parent="UI"]
|
||||||
|
|||||||
@@ -109,7 +109,6 @@ _acquireTargetTime = 2.0
|
|||||||
unique_name_in_owner = true
|
unique_name_in_owner = true
|
||||||
avoidance_enabled = true
|
avoidance_enabled = true
|
||||||
radius = 1.0
|
radius = 1.0
|
||||||
debug_enabled = true
|
|
||||||
|
|
||||||
[node name="SFX" type="Node3D" parent="."]
|
[node name="SFX" type="Node3D" parent="."]
|
||||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.0617, 0)
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.0617, 0)
|
||||||
|
|||||||
@@ -7,7 +7,6 @@ using Chickensoft.SaveFileBuilder;
|
|||||||
using Godot;
|
using Godot;
|
||||||
using System;
|
using System;
|
||||||
using System.Text.Json;
|
using System.Text.Json;
|
||||||
using Zennysoft.Game.Abstractions;
|
|
||||||
using Zennysoft.Ma.Adapter;
|
using Zennysoft.Ma.Adapter;
|
||||||
using System.IO;
|
using System.IO;
|
||||||
using System.Threading.Tasks;
|
using System.Threading.Tasks;
|
||||||
@@ -158,9 +157,7 @@ public partial class Game : Node3D, IGame
|
|||||||
GameState.Set(_player);
|
GameState.Set(_player);
|
||||||
GameState.Set(_map);
|
GameState.Set(_map);
|
||||||
GameState.Set(InGameUI);
|
GameState.Set(InGameUI);
|
||||||
GameRepo.Resume();
|
|
||||||
|
|
||||||
InGameUI.Show();
|
|
||||||
HandleGameLogic();
|
HandleGameLogic();
|
||||||
GameState.Start();
|
GameState.Start();
|
||||||
this.Provide();
|
this.Provide();
|
||||||
@@ -189,6 +186,8 @@ public partial class Game : Node3D, IGame
|
|||||||
|
|
||||||
GameRepo.IsPaused.Sync += IsPaused_Sync;
|
GameRepo.IsPaused.Sync += IsPaused_Sync;
|
||||||
InGameUI.PlayerInfoUI.Activate();
|
InGameUI.PlayerInfoUI.Activate();
|
||||||
|
InGameUI.Show();
|
||||||
|
GameRepo.Resume();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void GameRepo_EnemyDied(IEnemy obj)
|
private void GameRepo_EnemyDied(IEnemy obj)
|
||||||
@@ -210,14 +209,13 @@ public partial class Game : Node3D, IGame
|
|||||||
_effectService = new EffectService(this, _player, _map);
|
_effectService = new EffectService(this, _player, _map);
|
||||||
_player.Activate();
|
_player.Activate();
|
||||||
await _map.LoadFloor();
|
await _map.LoadFloor();
|
||||||
GameLoaded?.Invoke();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public async Task Save() => await SaveFile.Save();
|
public async Task Save() => await SaveFile.Save();
|
||||||
|
|
||||||
public void FloorExitReached() => GameState.Input(new GameState.Input.FloorExitEntered());
|
public void FloorExitReached() => GameState.Input(new GameState.Input.FloorExitEntered());
|
||||||
|
|
||||||
public async Task UseItem(InventoryItem item)
|
public async Task UseItem(IBaseInventoryItem item)
|
||||||
{
|
{
|
||||||
if (item.ItemTag == ItemTag.MysteryItem)
|
if (item.ItemTag == ItemTag.MysteryItem)
|
||||||
_effectService.RerollItem(item);
|
_effectService.RerollItem(item);
|
||||||
@@ -234,13 +232,10 @@ public partial class Game : Node3D, IGame
|
|||||||
EnactEffectItemEffects(effectItem);
|
EnactEffectItemEffects(effectItem);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
await ToSignal(GetTree().CreateTimer(0.3f), "timeout");
|
|
||||||
|
|
||||||
RemoveItemOrSubtractFromItemCount(item);
|
RemoveItemOrSubtractFromItemCount(item);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void DropItem(InventoryItem item)
|
public void DropItem(IBaseInventoryItem item)
|
||||||
{
|
{
|
||||||
var droppedScene = GD.Load<PackedScene>("res://src/items/dropped/DroppedItem.tscn");
|
var droppedScene = GD.Load<PackedScene>("res://src/items/dropped/DroppedItem.tscn");
|
||||||
var dropped = droppedScene.Instantiate<DroppedItem>();
|
var dropped = droppedScene.Instantiate<DroppedItem>();
|
||||||
@@ -250,7 +245,7 @@ public partial class Game : Node3D, IGame
|
|||||||
_player.Inventory.Remove(item);
|
_player.Inventory.Remove(item);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetItem(InventoryItem item)
|
public void SetItem(IBaseInventoryItem item)
|
||||||
{
|
{
|
||||||
var setScene = GD.Load<PackedScene>("res://src/items/misc/SetItem.tscn");
|
var setScene = GD.Load<PackedScene>("res://src/items/misc/SetItem.tscn");
|
||||||
var setItem = setScene.Instantiate<SetItem>();
|
var setItem = setScene.Instantiate<SetItem>();
|
||||||
@@ -259,7 +254,7 @@ public partial class Game : Node3D, IGame
|
|||||||
_player.Inventory.Remove(item);
|
_player.Inventory.Remove(item);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ThrowItem(InventoryItem item)
|
public void ThrowItem(IBaseInventoryItem item)
|
||||||
{
|
{
|
||||||
var thrownScene = GD.Load<PackedScene>("res://src/items/thrown/ThrownItem.tscn");
|
var thrownScene = GD.Load<PackedScene>("res://src/items/thrown/ThrownItem.tscn");
|
||||||
var thrown = thrownScene.Instantiate<ThrownItem>();
|
var thrown = thrownScene.Instantiate<ThrownItem>();
|
||||||
@@ -399,7 +394,10 @@ public partial class Game : Node3D, IGame
|
|||||||
InGameUI.InventoryMenu.SetProcessInput(false);
|
InGameUI.InventoryMenu.SetProcessInput(false);
|
||||||
}
|
}
|
||||||
|
|
||||||
private async void LoadLevel() => await _map.LoadFloor();
|
private async void LoadLevel()
|
||||||
|
{
|
||||||
|
await _map.LoadFloor();
|
||||||
|
}
|
||||||
|
|
||||||
private void FloorClearMenu_GoToNextFloor() => GameState.Input(new GameState.Input.LoadNextFloor());
|
private void FloorClearMenu_GoToNextFloor() => GameState.Input(new GameState.Input.LoadNextFloor());
|
||||||
|
|
||||||
@@ -420,7 +418,6 @@ public partial class Game : Node3D, IGame
|
|||||||
|
|
||||||
private void UseTeleportPrompt_TeleportToNextFloor()
|
private void UseTeleportPrompt_TeleportToNextFloor()
|
||||||
{
|
{
|
||||||
//_player.LookUp();
|
|
||||||
GameState.Input(new GameState.Input.UseTeleport());
|
GameState.Input(new GameState.Input.UseTeleport());
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -459,10 +456,10 @@ public partial class Game : Node3D, IGame
|
|||||||
_player.Inventory.TryAdd(_effectService.GetRandomItemOfType<ConsumableItem>());
|
_player.Inventory.TryAdd(_effectService.GetRandomItemOfType<ConsumableItem>());
|
||||||
break;
|
break;
|
||||||
case ItemTag.DropTo1HPAndGainRareItem:
|
case ItemTag.DropTo1HPAndGainRareItem:
|
||||||
_effectService.DropTo1HPAndGainRareItem<InventoryItem>();
|
_effectService.DropTo1HPAndGainRareItem<IBaseInventoryItem>();
|
||||||
break;
|
break;
|
||||||
case ItemTag.TradeAllRandomItems:
|
case ItemTag.TradeAllRandomItems:
|
||||||
var newInventory = _effectService.TradeAllRandomItems<InventoryItem>(boxItem);
|
var newInventory = _effectService.TradeAllRandomItems(boxItem);
|
||||||
_player.Inventory.Items.Clear();
|
_player.Inventory.Items.Clear();
|
||||||
_player.Inventory.TryAdd(boxItem);
|
_player.Inventory.TryAdd(boxItem);
|
||||||
foreach (var item in newInventory)
|
foreach (var item in newInventory)
|
||||||
@@ -472,7 +469,7 @@ public partial class Game : Node3D, IGame
|
|||||||
_effectService.GetUnobtainedItem();
|
_effectService.GetUnobtainedItem();
|
||||||
break;
|
break;
|
||||||
case ItemTag.ContainsBasicItem:
|
case ItemTag.ContainsBasicItem:
|
||||||
_effectService.GetBasicItem<InventoryItem>();
|
_effectService.GetBasicItem<IBaseInventoryItem>();
|
||||||
break;
|
break;
|
||||||
case ItemTag.UnequipAllItems:
|
case ItemTag.UnequipAllItems:
|
||||||
_player.EquipmentComponent.Unequip(_player.EquipmentComponent.EquippedWeapon.Value);
|
_player.EquipmentComponent.Unequip(_player.EquipmentComponent.EquippedWeapon.Value);
|
||||||
@@ -567,7 +564,7 @@ public partial class Game : Node3D, IGame
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void RemoveItemOrSubtractFromItemCount(InventoryItem item)
|
private void RemoveItemOrSubtractFromItemCount(IBaseInventoryItem item)
|
||||||
{
|
{
|
||||||
if (item is IStackable stackableItem && stackableItem.Count.Value > 1)
|
if (item is IStackable stackableItem && stackableItem.Count.Value > 1)
|
||||||
stackableItem.SetCount(stackableItem.Count.Value - 1);
|
stackableItem.SetCount(stackableItem.Count.Value - 1);
|
||||||
@@ -589,6 +586,8 @@ public partial class Game : Node3D, IGame
|
|||||||
private void OnFloorLoadFinished()
|
private void OnFloorLoadFinished()
|
||||||
{
|
{
|
||||||
LoadNextLevel.Hide();
|
LoadNextLevel.Hide();
|
||||||
|
GameLoaded?.Invoke();
|
||||||
|
_map.FadeIn();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnQuit() => GameExitRequested?.Invoke();
|
private void OnQuit() => GameExitRequested?.Invoke();
|
||||||
|
|||||||
@@ -11,11 +11,11 @@ process_mode = 3
|
|||||||
script = ExtResource("1_ytcii")
|
script = ExtResource("1_ytcii")
|
||||||
|
|
||||||
[node name="SubViewportContainer" type="SubViewportContainer" parent="."]
|
[node name="SubViewportContainer" type="SubViewportContainer" parent="."]
|
||||||
custom_minimum_size = Vector2(1440, 1080)
|
custom_minimum_size = Vector2(1456, 1080)
|
||||||
anchors_preset = 15
|
anchors_preset = 15
|
||||||
anchor_right = 1.0
|
anchor_right = 1.0
|
||||||
anchor_bottom = 1.0
|
anchor_bottom = 1.0
|
||||||
offset_right = -480.0
|
offset_right = -464.0
|
||||||
grow_horizontal = 2
|
grow_horizontal = 2
|
||||||
grow_vertical = 2
|
grow_vertical = 2
|
||||||
stretch = true
|
stretch = true
|
||||||
@@ -23,7 +23,7 @@ stretch = true
|
|||||||
[node name="SubViewport" type="SubViewport" parent="SubViewportContainer"]
|
[node name="SubViewport" type="SubViewport" parent="SubViewportContainer"]
|
||||||
handle_input_locally = false
|
handle_input_locally = false
|
||||||
audio_listener_enable_3d = true
|
audio_listener_enable_3d = true
|
||||||
size = Vector2i(1440, 1080)
|
size = Vector2i(1456, 1080)
|
||||||
render_target_update_mode = 4
|
render_target_update_mode = 4
|
||||||
|
|
||||||
[node name="PauseContainer" type="Node3D" parent="SubViewportContainer/SubViewport"]
|
[node name="PauseContainer" type="Node3D" parent="SubViewportContainer/SubViewport"]
|
||||||
|
|||||||
@@ -18,13 +18,13 @@ public interface IGame : IProvide<IGame>, IProvide<IGameRepo>, IProvide<IPlayer>
|
|||||||
|
|
||||||
public IDungeonFloor CurrentFloor { get; }
|
public IDungeonFloor CurrentFloor { get; }
|
||||||
|
|
||||||
public Task UseItem(InventoryItem item);
|
public Task UseItem(IBaseInventoryItem item);
|
||||||
|
|
||||||
public void DropItem(InventoryItem item);
|
public void DropItem(IBaseInventoryItem item);
|
||||||
|
|
||||||
public void SetItem(InventoryItem item);
|
public void SetItem(IBaseInventoryItem item);
|
||||||
|
|
||||||
public void ThrowItem(InventoryItem item);
|
public void ThrowItem(IBaseInventoryItem item);
|
||||||
|
|
||||||
public void FloorExitReached();
|
public void FloorExitReached();
|
||||||
|
|
||||||
|
|||||||
@@ -172,7 +172,11 @@ public class EffectService
|
|||||||
SfxDatabase.Instance.Play(SoundEffect.IncreaseStat);
|
SfxDatabase.Instance.Play(SoundEffect.IncreaseStat);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void RaiseLevel() => _player.LevelUp();
|
public void RaiseLevel()
|
||||||
|
{
|
||||||
|
var expToNextLevel = _player.ExperiencePointsComponent.ExpToNextLevel.Value - _player.ExperiencePointsComponent.CurrentExp.Value;
|
||||||
|
_player.ExperiencePointsComponent.GainUnmodified(expToNextLevel);
|
||||||
|
}
|
||||||
|
|
||||||
public void TeleportToRandomRoom(IEnemy enemy)
|
public void TeleportToRandomRoom(IEnemy enemy)
|
||||||
{
|
{
|
||||||
@@ -228,14 +232,14 @@ public class EffectService
|
|||||||
_player.TakeDamage(new AttackData(damage, ElementType.None, true, true));
|
_player.TakeDamage(new AttackData(damage, ElementType.None, true, true));
|
||||||
}
|
}
|
||||||
|
|
||||||
public void RerollItem(InventoryItem itemToReroll)
|
public void RerollItem(IBaseInventoryItem itemToReroll)
|
||||||
{
|
{
|
||||||
var itemReroller = new ItemReroller(ItemDatabase.Instance);
|
var itemReroller = new ItemReroller(ItemDatabase.Instance);
|
||||||
itemReroller.RerollItem(itemToReroll, _player.Inventory);
|
itemReroller.RerollItem(itemToReroll, _player.Inventory);
|
||||||
}
|
}
|
||||||
|
|
||||||
public T GetRandomItemOfType<T>(T itemToExclude = null)
|
public T GetRandomItemOfType<T>(params T[] itemsToExclude)
|
||||||
where T : InventoryItem => ItemDatabase.Instance.PickItem(itemToExclude);
|
where T : IBaseInventoryItem => ItemDatabase.Instance.PickItem(itemsToExclude);
|
||||||
|
|
||||||
public void RandomSpell()
|
public void RandomSpell()
|
||||||
{
|
{
|
||||||
@@ -243,38 +247,33 @@ public class EffectService
|
|||||||
}
|
}
|
||||||
|
|
||||||
public void DropTo1HPAndGainRareItem<T>()
|
public void DropTo1HPAndGainRareItem<T>()
|
||||||
where T : InventoryItem
|
where T : IBaseInventoryItem
|
||||||
{
|
{
|
||||||
_player.HealthComponent.SetCurrentHealth(1);
|
_player.HealthComponent.SetCurrentHealth(1);
|
||||||
_player.Inventory.TryAdd(ItemDatabase.Instance.PickRareItem<T>());
|
_player.Inventory.TryAdd(ItemDatabase.Instance.PickRareItem<T>());
|
||||||
}
|
}
|
||||||
|
|
||||||
public void TradeRandomItem<T>(BoxItem box)
|
public void TradeRandomItem<T>(BoxItem box)
|
||||||
where T : InventoryItem
|
where T : IBaseInventoryItem
|
||||||
{
|
{
|
||||||
var tradableItems = _player.Inventory.Items.OfType<T>().Where(x => x != box).ToList();
|
var tradableItems = _player.Inventory.Items.OfType<T>().ToList();
|
||||||
|
|
||||||
var rng = new RandomNumberGenerator();
|
var rng = new RandomNumberGenerator();
|
||||||
rng.Randomize();
|
rng.Randomize();
|
||||||
var randomIndex = rng.RandiRange(0, tradableItems.Count - 1);
|
var randomIndex = rng.RandiRange(0, tradableItems.Count - 1);
|
||||||
var randomItem = tradableItems[randomIndex];
|
var randomItem = tradableItems[randomIndex];
|
||||||
if (randomItem is EquipableItem equipableItem)
|
if (randomItem is IEquipableItem equipableItem && _player.EquipmentComponent.IsItemEquipped(equipableItem))
|
||||||
{
|
|
||||||
if (_player.EquipmentComponent.IsItemEquipped(equipableItem))
|
|
||||||
_player.Unequip(equipableItem);
|
_player.Unequip(equipableItem);
|
||||||
}
|
|
||||||
_player.Inventory.Remove(randomItem);
|
_player.Inventory.Remove(randomItem);
|
||||||
|
|
||||||
GetRandomItemOfType<T>();
|
GetRandomItemOfType<T>();
|
||||||
}
|
}
|
||||||
|
|
||||||
public IEnumerable<InventoryItem> TradeAllRandomItems<T>(BoxItem box)
|
public IEnumerable<IBaseInventoryItem> TradeAllRandomItems(BoxItem box)
|
||||||
where T : InventoryItem
|
|
||||||
{
|
{
|
||||||
var newInventory = new List<InventoryItem>();
|
var newInventory = new List<IBaseInventoryItem>();
|
||||||
var items = _player.Inventory.Items.OfType<T>().Where(x => x != box).ToList();
|
var items = _player.Inventory.Items.ToList();
|
||||||
foreach (var item in items)
|
foreach (var item in items)
|
||||||
newInventory.Add(GetRandomItemOfType<T>());
|
newInventory.Add(GetRandomItemOfType<IBaseInventoryItem>());
|
||||||
|
|
||||||
return newInventory;
|
return newInventory;
|
||||||
}
|
}
|
||||||
@@ -294,7 +293,7 @@ public class EffectService
|
|||||||
}
|
}
|
||||||
|
|
||||||
public void GetBasicItem<T>()
|
public void GetBasicItem<T>()
|
||||||
where T : InventoryItem
|
where T : IBaseInventoryItem
|
||||||
{
|
{
|
||||||
_player.Inventory.TryAdd(ItemDatabase.Instance.PickBasicItem<T>());
|
_player.Inventory.TryAdd(ItemDatabase.Instance.PickBasicItem<T>());
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -27,9 +27,9 @@ public partial class Inventory : Node, IInventory
|
|||||||
}
|
}
|
||||||
|
|
||||||
[Save("inventory_items")]
|
[Save("inventory_items")]
|
||||||
public List<InventoryItem> Items { get; private set; }
|
public List<IBaseInventoryItem> Items { get; private set; }
|
||||||
|
|
||||||
public bool PickUpItem(InventoryItem item)
|
public bool PickUpItem(IBaseInventoryItem item)
|
||||||
{
|
{
|
||||||
var isAdded = TryAdd(item);
|
var isAdded = TryAdd(item);
|
||||||
if (isAdded)
|
if (isAdded)
|
||||||
@@ -43,7 +43,7 @@ public partial class Inventory : Node, IInventory
|
|||||||
return isAdded;
|
return isAdded;
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool TryAdd(InventoryItem inventoryItem)
|
public bool TryAdd(IBaseInventoryItem inventoryItem)
|
||||||
{
|
{
|
||||||
if (Items.Count >= _maxInventorySize)
|
if (Items.Count >= _maxInventorySize)
|
||||||
return false;
|
return false;
|
||||||
@@ -55,7 +55,7 @@ public partial class Inventory : Node, IInventory
|
|||||||
|
|
||||||
public bool AtCapacity() => Items.Count >= _maxInventorySize;
|
public bool AtCapacity() => Items.Count >= _maxInventorySize;
|
||||||
|
|
||||||
public bool TryInsert(InventoryItem inventoryItem, int index)
|
public bool TryInsert(IBaseInventoryItem inventoryItem, int index)
|
||||||
{
|
{
|
||||||
if (Items.Count >= _maxInventorySize || index >= _maxInventorySize || index < 0)
|
if (Items.Count >= _maxInventorySize || index >= _maxInventorySize || index < 0)
|
||||||
return false;
|
return false;
|
||||||
@@ -65,20 +65,20 @@ public partial class Inventory : Node, IInventory
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Remove(InventoryItem inventoryItem)
|
public void Remove(IBaseInventoryItem inventoryItem)
|
||||||
{
|
{
|
||||||
Items.Remove(inventoryItem);
|
Items.Remove(inventoryItem);
|
||||||
InventoryChanged?.Invoke();
|
InventoryChanged?.Invoke();
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool Sort(EquipableItem currentWeapon, EquipableItem currentArmor, EquipableItem currentAccessory, EquipableItem currentAmmo)
|
public bool Sort(IWeapon currentWeapon, IArmor currentArmor, IAccessory currentAccessory, IEquipableItem currentAmmo)
|
||||||
{
|
{
|
||||||
var initialList = Items;
|
var initialList = Items;
|
||||||
var equippedWeapon = Items.OfType<Weapon>().Where(x => x == currentWeapon);
|
var equippedWeapon = Items.OfType<Weapon>().Where(x => x == currentWeapon);
|
||||||
var equippedArmor = Items.OfType<Armor>().Where(x => x == currentArmor);
|
var equippedArmor = Items.OfType<Armor>().Where(x => x == currentArmor);
|
||||||
var equippedAccessory = Items.OfType<Accessory>().Where(x => x == currentAccessory);
|
var equippedAccessory = Items.OfType<Accessory>().Where(x => x == currentAccessory);
|
||||||
var equippedAmmo = Items.OfType<Ammo>().Where(x => x == currentAmmo);
|
var equippedAmmo = Items.OfType<Ammo>().Where(x => x == currentAmmo);
|
||||||
var equippedItems = new List<InventoryItem>();
|
var equippedItems = new List<IBaseInventoryItem>();
|
||||||
equippedItems.AddRange(equippedWeapon);
|
equippedItems.AddRange(equippedWeapon);
|
||||||
equippedItems.AddRange(equippedArmor);
|
equippedItems.AddRange(equippedArmor);
|
||||||
equippedItems.AddRange(equippedAccessory);
|
equippedItems.AddRange(equippedAccessory);
|
||||||
@@ -96,12 +96,12 @@ public partial class Inventory : Node, IInventory
|
|||||||
Items = [.. equippedItems, .. weapons, .. armor, .. accessories, .. ammo, .. consumables, .. throwables, .. effectItems, .. jewelItems, .. setItems];
|
Items = [.. equippedItems, .. weapons, .. armor, .. accessories, .. ammo, .. consumables, .. throwables, .. effectItems, .. jewelItems, .. setItems];
|
||||||
|
|
||||||
var stackableItems = Items.OfType<IStackable>();
|
var stackableItems = Items.OfType<IStackable>();
|
||||||
var itemsToStack = stackableItems.GroupBy(x => ((InventoryItem)x).ItemName).Where(x => x.Count() > 1);
|
var itemsToStack = stackableItems.GroupBy(x => ((IBaseInventoryItem)x).ItemName).Where(x => x.Count() > 1);
|
||||||
foreach (var itemStack in itemsToStack)
|
foreach (var itemStack in itemsToStack)
|
||||||
{
|
{
|
||||||
var firstItem = itemStack.First();
|
var firstItem = itemStack.First();
|
||||||
firstItem.SetCount(itemStack.Sum(x => x.Count.Value));
|
firstItem.SetCount(itemStack.Sum(x => x.Count.Value));
|
||||||
var itemsToRemove = itemStack.Except([firstItem]).Cast<InventoryItem>();
|
var itemsToRemove = itemStack.Except([firstItem]).Cast<IBaseInventoryItem>();
|
||||||
foreach (var item in itemsToRemove)
|
foreach (var item in itemsToRemove)
|
||||||
Remove(item);
|
Remove(item);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -14,37 +14,37 @@ public class ItemDatabase
|
|||||||
|
|
||||||
public static ItemDatabase Instance { get { return lazy.Value; } }
|
public static ItemDatabase Instance { get { return lazy.Value; } }
|
||||||
|
|
||||||
public ImmutableList<InventoryItem> Items { get; set; }
|
public ImmutableList<IBaseInventoryItem> Items { get; set; }
|
||||||
|
|
||||||
public T PickItem<T>(T itemToExclude = null)
|
public T PickItem<T>(params T[] itemsToExclude)
|
||||||
where T : InventoryItem
|
where T : IBaseInventoryItem
|
||||||
{
|
{
|
||||||
var itemsToSelectFrom = Items.OfType<T>();
|
var itemsToSelectFrom = Items.OfType<T>();
|
||||||
return PickItemInternal(itemsToSelectFrom, itemToExclude);
|
return PickItemInternal(itemsToSelectFrom, itemsToExclude);
|
||||||
}
|
}
|
||||||
|
|
||||||
public T PickRareItem<T>(T itemToExclude = null)
|
public T PickRareItem<T>(params T[] itemsToExclude)
|
||||||
where T : InventoryItem
|
where T : IBaseInventoryItem
|
||||||
{
|
{
|
||||||
var getRareItems = Items.OfType<T>().Where(x => x.SpawnRate < 0.1f);
|
var getRareItems = Items.OfType<T>().Where(x => x.SpawnRate < 0.1f);
|
||||||
return PickItemInternal(getRareItems, itemToExclude);
|
return PickItemInternal(getRareItems, itemsToExclude);
|
||||||
}
|
}
|
||||||
|
|
||||||
public T PickBasicItem<T>(T itemToExclude = null)
|
public T PickBasicItem<T>(params T[] itemsToExclude)
|
||||||
where T : InventoryItem
|
where T : IBaseInventoryItem
|
||||||
{
|
{
|
||||||
var getBasicItems = Items.OfType<T>().Where(x => x.SpawnRate > 0.5f);
|
var getBasicItems = Items.OfType<T>().Where(x => x.SpawnRate > 0.5f);
|
||||||
return PickItemInternal(getBasicItems, itemToExclude);
|
return PickItemInternal(getBasicItems, itemsToExclude);
|
||||||
}
|
}
|
||||||
|
|
||||||
private T PickItemInternal<T>(IEnumerable<T> itemsToSelectFrom, T itemToExclude = null)
|
private T PickItemInternal<T>(IEnumerable<T> itemsToSelectFrom, params T[] itemsToExclude)
|
||||||
where T : InventoryItem
|
where T : IBaseInventoryItem
|
||||||
{
|
{
|
||||||
var rng = new RandomNumberGenerator();
|
var rng = new RandomNumberGenerator();
|
||||||
rng.Randomize();
|
rng.Randomize();
|
||||||
|
|
||||||
if (itemToExclude is not null)
|
if (itemsToExclude.Any())
|
||||||
itemsToSelectFrom = [.. itemsToSelectFrom.Where(x => x.ItemName != itemToExclude.ItemName)];
|
itemsToSelectFrom.Except(itemsToExclude);
|
||||||
|
|
||||||
var weights = itemsToSelectFrom.Select(x => x.SpawnRate).ToArray();
|
var weights = itemsToSelectFrom.Select(x => x.SpawnRate).ToArray();
|
||||||
var selectedItem = itemsToSelectFrom.ToArray()[rng.RandWeighted(weights)];
|
var selectedItem = itemsToSelectFrom.ToArray()[rng.RandWeighted(weights)];
|
||||||
@@ -54,7 +54,7 @@ public class ItemDatabase
|
|||||||
|
|
||||||
private ItemDatabase()
|
private ItemDatabase()
|
||||||
{
|
{
|
||||||
var database = new List<InventoryItem>();
|
var database = new List<IBaseInventoryItem>();
|
||||||
var armorResources = DirAccess.GetFilesAt("res://src/items/armor/resources/");
|
var armorResources = DirAccess.GetFilesAt("res://src/items/armor/resources/");
|
||||||
var weaponResources = DirAccess.GetFilesAt("res://src/items/weapons/resources/");
|
var weaponResources = DirAccess.GetFilesAt("res://src/items/weapons/resources/");
|
||||||
var accessoryResources = DirAccess.GetFilesAt("res://src/items/accessory/resources/");
|
var accessoryResources = DirAccess.GetFilesAt("res://src/items/accessory/resources/");
|
||||||
|
|||||||
@@ -12,7 +12,7 @@ public class ItemReroller
|
|||||||
}
|
}
|
||||||
|
|
||||||
public T RerollItem<T>(T itemToReroll, IInventory inventory, bool insertIntoInventory = true)
|
public T RerollItem<T>(T itemToReroll, IInventory inventory, bool insertIntoInventory = true)
|
||||||
where T : InventoryItem
|
where T : IBaseInventoryItem
|
||||||
{
|
{
|
||||||
var currentIndex = inventory.Items.IndexOf(itemToReroll);
|
var currentIndex = inventory.Items.IndexOf(itemToReroll);
|
||||||
|
|
||||||
@@ -27,7 +27,7 @@ public class ItemReroller
|
|||||||
return rolledItem;
|
return rolledItem;
|
||||||
}
|
}
|
||||||
|
|
||||||
public InventoryItem RerollItemToAny(InventoryItem itemToReroll, IInventory inventory, bool insertIntoInventory = true)
|
public IBaseInventoryItem RerollItemToAny(IBaseInventoryItem itemToReroll, IInventory inventory, bool insertIntoInventory = true)
|
||||||
{
|
{
|
||||||
var currentIndex = inventory.Items.IndexOf(itemToReroll);
|
var currentIndex = inventory.Items.IndexOf(itemToReroll);
|
||||||
|
|
||||||
|
|||||||
@@ -8,7 +8,7 @@ using Zennysoft.Ma.Adapter.Entity;
|
|||||||
namespace Zennysoft.Game.Ma;
|
namespace Zennysoft.Game.Ma;
|
||||||
|
|
||||||
[Meta(typeof(IAutoNode)), Id("accessory")]
|
[Meta(typeof(IAutoNode)), Id("accessory")]
|
||||||
public partial class Accessory : EquipableItem
|
public partial class Accessory : Node3D, IAccessory
|
||||||
{
|
{
|
||||||
public override void _Notification(int what) => this.Notify(what);
|
public override void _Notification(int what) => this.Notify(what);
|
||||||
|
|
||||||
@@ -21,32 +21,32 @@ public partial class Accessory : EquipableItem
|
|||||||
_bonusDefense = Stats.BonusDefense;
|
_bonusDefense = Stats.BonusDefense;
|
||||||
_bonusLuck = Stats.BonusLuck;
|
_bonusLuck = Stats.BonusLuck;
|
||||||
}
|
}
|
||||||
public override string ItemName => Stats.Name;
|
public string ItemName => Stats.Name;
|
||||||
|
|
||||||
public override string Description => Stats.Description;
|
public string Description => Stats.Description;
|
||||||
|
|
||||||
public override float SpawnRate => Stats.SpawnRate;
|
public float SpawnRate => Stats.SpawnRate;
|
||||||
|
|
||||||
public override int ThrowDamage => Stats.ThrowDamage;
|
public int ThrowDamage => Stats.ThrowDamage;
|
||||||
|
|
||||||
public override float ThrowSpeed => Stats.ThrowSpeed;
|
public float ThrowSpeed => Stats.ThrowSpeed;
|
||||||
|
|
||||||
public override int BonusAttack { get => _bonusDamage; }
|
public int BonusAttack { get => _bonusDamage; }
|
||||||
|
|
||||||
public override int BonusDefense { get => _bonusDefense; }
|
public int BonusDefense { get => _bonusDefense; }
|
||||||
|
|
||||||
public override int BonusLuck { get => _bonusLuck; }
|
public int BonusLuck { get => _bonusLuck; }
|
||||||
|
|
||||||
public override int BonusHP => Stats.BonusHP;
|
public int BonusHP => Stats.BonusHP;
|
||||||
|
|
||||||
public override int BonusVT => Stats.BonusVT;
|
public int BonusVT => Stats.BonusVT;
|
||||||
|
|
||||||
public override ElementalResistanceSet ElementalResistance => new ElementalResistanceSet(Stats.AeolicResistance, Stats.HydricResistance, Stats.IgneousResistance, Stats.FerrumResistance, Stats.TelluricResistance, Stats.HolyResistance, Stats.CurseResistance);
|
public ElementalResistanceSet ElementalResistance => new ElementalResistanceSet(Stats.AeolicResistance, Stats.HydricResistance, Stats.IgneousResistance, Stats.FerrumResistance, Stats.TelluricResistance, Stats.HolyResistance, Stats.CurseResistance);
|
||||||
|
|
||||||
[Save("accessory_tag")]
|
[Save("accessory_tag")]
|
||||||
public AccessoryTag AccessoryTag => Stats.AccessoryTag;
|
public AccessoryTag AccessoryTag => Stats.AccessoryTag;
|
||||||
|
|
||||||
public override ItemTag ItemTag => Stats.ItemTag;
|
public ItemTag ItemTag => Stats.ItemTag;
|
||||||
|
|
||||||
[Save("accessory_bonus_damage")]
|
[Save("accessory_bonus_damage")]
|
||||||
private int _bonusDamage { get; set; } = 0;
|
private int _bonusDamage { get; set; } = 0;
|
||||||
@@ -72,6 +72,8 @@ public partial class Accessory : EquipableItem
|
|||||||
[Export]
|
[Export]
|
||||||
[Save("accessory_stats")]
|
[Save("accessory_stats")]
|
||||||
public AccessoryStats Stats { get; set; } = new AccessoryStats();
|
public AccessoryStats Stats { get; set; } = new AccessoryStats();
|
||||||
|
public Augment Augment { get; set; }
|
||||||
|
public bool Glued { get; set; }
|
||||||
|
|
||||||
public override Texture2D GetTexture() => Stats.Texture;
|
public Texture2D GetTexture() => Stats.Texture;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -6,9 +6,10 @@ using Godot;
|
|||||||
using Zennysoft.Game.Implementation;
|
using Zennysoft.Game.Implementation;
|
||||||
using Zennysoft.Game.Ma;
|
using Zennysoft.Game.Ma;
|
||||||
using Zennysoft.Ma.Adapter;
|
using Zennysoft.Ma.Adapter;
|
||||||
|
using Zennysoft.Ma.Adapter.Entity;
|
||||||
|
|
||||||
[Meta(typeof(IAutoNode)), Id("ammo")]
|
[Meta(typeof(IAutoNode)), Id("ammo")]
|
||||||
public partial class Ammo : EquipableItem, IStackable
|
public partial class Ammo : Node3D, IEquipableItem, IStackable
|
||||||
{
|
{
|
||||||
public override void _Notification(int what) => this.Notify(what);
|
public override void _Notification(int what) => this.Notify(what);
|
||||||
|
|
||||||
@@ -21,19 +22,19 @@ public partial class Ammo : EquipableItem, IStackable
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
public override string ItemName => Stats.Name;
|
public string ItemName => Stats.Name;
|
||||||
|
|
||||||
public override string Description => Stats.Description;
|
public string Description => Stats.Description;
|
||||||
|
|
||||||
public override float SpawnRate => Stats.SpawnRate;
|
public float SpawnRate => Stats.SpawnRate;
|
||||||
|
|
||||||
public override int ThrowDamage => Stats.ThrowDamage;
|
public int ThrowDamage => Stats.ThrowDamage;
|
||||||
|
|
||||||
public override float ThrowSpeed => Stats.ThrowSpeed;
|
public float ThrowSpeed => Stats.ThrowSpeed;
|
||||||
|
|
||||||
public override ItemTag ItemTag => Stats.ItemTag;
|
public ItemTag ItemTag => Stats.ItemTag;
|
||||||
|
|
||||||
public override Texture2D GetTexture() => Stats.Texture;
|
public Texture2D GetTexture() => Stats.Texture;
|
||||||
|
|
||||||
[Save("ammo_item_count")]
|
[Save("ammo_item_count")]
|
||||||
public AutoProp<int> Count { get; private set; }
|
public AutoProp<int> Count { get; private set; }
|
||||||
@@ -46,4 +47,11 @@ public partial class Ammo : EquipableItem, IStackable
|
|||||||
[Export]
|
[Export]
|
||||||
[Save("ammo_stats")]
|
[Save("ammo_stats")]
|
||||||
public AmmoStats Stats { get; set; } = new AmmoStats();
|
public AmmoStats Stats { get; set; } = new AmmoStats();
|
||||||
|
public int BonusAttack { get; }
|
||||||
|
public int BonusDefense { get; }
|
||||||
|
public int BonusHP { get; }
|
||||||
|
public int BonusVT { get; }
|
||||||
|
public int BonusLuck { get; }
|
||||||
|
public bool Glued { get; set; }
|
||||||
|
public ElementalResistanceSet ElementalResistance { get; }
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -8,7 +8,7 @@ using Zennysoft.Ma.Adapter.Entity;
|
|||||||
namespace Zennysoft.Game.Ma;
|
namespace Zennysoft.Game.Ma;
|
||||||
|
|
||||||
[Meta(typeof(IAutoNode)), Id("armor")]
|
[Meta(typeof(IAutoNode)), Id("armor")]
|
||||||
public partial class Armor : EquipableItem
|
public partial class Armor : Node3D, IArmor
|
||||||
{
|
{
|
||||||
public override void _Notification(int what) => this.Notify(what);
|
public override void _Notification(int what) => this.Notify(what);
|
||||||
|
|
||||||
@@ -22,21 +22,21 @@ public partial class Armor : EquipableItem
|
|||||||
_bonusLuck = Stats.BonusLuck;
|
_bonusLuck = Stats.BonusLuck;
|
||||||
}
|
}
|
||||||
|
|
||||||
public override string ItemName => Stats.Name;
|
public string ItemName => Stats.Name;
|
||||||
|
|
||||||
public override string Description => Stats.Description;
|
public string Description => Stats.Description;
|
||||||
|
|
||||||
public override float SpawnRate => Stats.SpawnRate;
|
public float SpawnRate => Stats.SpawnRate;
|
||||||
|
|
||||||
public override int ThrowDamage => Stats.ThrowDamage;
|
public int ThrowDamage => Stats.ThrowDamage;
|
||||||
|
|
||||||
public override float ThrowSpeed => Stats.ThrowSpeed;
|
public float ThrowSpeed => Stats.ThrowSpeed;
|
||||||
|
|
||||||
public override int BonusAttack { get => _bonusDamage; }
|
public int BonusAttack { get => _bonusDamage; }
|
||||||
|
|
||||||
public override int BonusDefense { get => _bonusDefense; }
|
public int BonusDefense { get => _bonusDefense; }
|
||||||
|
|
||||||
public override int BonusLuck { get => _bonusLuck; }
|
public int BonusLuck { get => _bonusLuck; }
|
||||||
|
|
||||||
public void IncreaseAttack(int bonus) => _bonusDamage += bonus;
|
public void IncreaseAttack(int bonus) => _bonusDamage += bonus;
|
||||||
|
|
||||||
@@ -60,14 +60,19 @@ public partial class Armor : EquipableItem
|
|||||||
[Save("armor_bonus_luck")]
|
[Save("armor_bonus_luck")]
|
||||||
private int _bonusLuck { get; set; } = 0;
|
private int _bonusLuck { get; set; } = 0;
|
||||||
|
|
||||||
public override ElementalResistanceSet ElementalResistance => new ElementalResistanceSet(Stats.AeolicResistance, Stats.HydricResistance, Stats.IgneousResistance, Stats.FerrumResistance, Stats.TelluricResistance, Stats.HolyResistance, Stats.CurseResistance);
|
public ElementalResistanceSet ElementalResistance => new ElementalResistanceSet(Stats.AeolicResistance, Stats.HydricResistance, Stats.IgneousResistance, Stats.FerrumResistance, Stats.TelluricResistance, Stats.HolyResistance, Stats.CurseResistance);
|
||||||
|
|
||||||
public void IncreaseArmorDefense(int bonus) => _bonusDefense += bonus;
|
public void IncreaseArmorDefense(int bonus) => _bonusDefense += bonus;
|
||||||
|
|
||||||
public override ItemTag ItemTag => Stats.ItemTag;
|
public ItemTag ItemTag => Stats.ItemTag;
|
||||||
|
|
||||||
[Save("armor_stats")]
|
[Save("armor_stats")]
|
||||||
[Export]
|
[Export]
|
||||||
public ArmorStats Stats { get; set; } = new ArmorStats();
|
public ArmorStats Stats { get; set; } = new ArmorStats();
|
||||||
public override Texture2D GetTexture() => Stats.Texture;
|
public Augment Augment { get; set; }
|
||||||
|
public int BonusHP { get; }
|
||||||
|
public int BonusVT { get; }
|
||||||
|
public bool Glued { get; set; }
|
||||||
|
|
||||||
|
public Texture2D GetTexture() => Stats.Texture;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -6,7 +6,7 @@ using Zennysoft.Game.Ma;
|
|||||||
using Zennysoft.Ma.Adapter;
|
using Zennysoft.Ma.Adapter;
|
||||||
|
|
||||||
[Meta(typeof(IAutoNode)), Id("box_item")]
|
[Meta(typeof(IAutoNode)), Id("box_item")]
|
||||||
public partial class BoxItem : InventoryItem
|
public partial class BoxItem : Node3D, IBaseInventoryItem
|
||||||
{
|
{
|
||||||
public override void _Notification(int what) => this.Notify(what);
|
public override void _Notification(int what) => this.Notify(what);
|
||||||
|
|
||||||
@@ -16,19 +16,19 @@ public partial class BoxItem : InventoryItem
|
|||||||
[Save("box_stats")]
|
[Save("box_stats")]
|
||||||
public BoxItemStats Stats { get; set; } = new BoxItemStats();
|
public BoxItemStats Stats { get; set; } = new BoxItemStats();
|
||||||
|
|
||||||
public override string ItemName => Stats.Name;
|
public string ItemName => Stats.Name;
|
||||||
|
|
||||||
public override string Description => Stats.Description;
|
public string Description => Stats.Description;
|
||||||
|
|
||||||
public override float SpawnRate => Stats.SpawnRate;
|
public float SpawnRate => Stats.SpawnRate;
|
||||||
|
|
||||||
public override int ThrowDamage => Stats.ThrowDamage;
|
public int ThrowDamage => Stats.ThrowDamage;
|
||||||
|
|
||||||
public override float ThrowSpeed => Stats.ThrowSpeed;
|
public float ThrowSpeed => Stats.ThrowSpeed;
|
||||||
|
|
||||||
public override ItemTag ItemTag => Stats.ItemTag;
|
public ItemTag ItemTag => Stats.ItemTag;
|
||||||
|
|
||||||
public override Texture2D GetTexture() => Stats.Texture;
|
public Texture2D GetTexture() => Stats.Texture;
|
||||||
|
|
||||||
public void OnReady()
|
public void OnReady()
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -7,7 +7,7 @@ using Zennysoft.Ma.Adapter;
|
|||||||
namespace Zennysoft.Game.Ma;
|
namespace Zennysoft.Game.Ma;
|
||||||
|
|
||||||
[Meta(typeof(IAutoNode)), Id("consumable_item")]
|
[Meta(typeof(IAutoNode)), Id("consumable_item")]
|
||||||
public partial class ConsumableItem : InventoryItem
|
public partial class ConsumableItem : Node3D, IBaseInventoryItem
|
||||||
{
|
{
|
||||||
public override void _Notification(int what) => this.Notify(what);
|
public override void _Notification(int what) => this.Notify(what);
|
||||||
|
|
||||||
@@ -15,15 +15,15 @@ public partial class ConsumableItem : InventoryItem
|
|||||||
|
|
||||||
public override void _Ready() => _sprite.Texture = Stats.Texture;
|
public override void _Ready() => _sprite.Texture = Stats.Texture;
|
||||||
|
|
||||||
public override string ItemName => Stats.Name;
|
public string ItemName => Stats.Name;
|
||||||
|
|
||||||
public override string Description => Stats.Description;
|
public string Description => Stats.Description;
|
||||||
|
|
||||||
public override float SpawnRate => Stats.SpawnRate;
|
public float SpawnRate => Stats.SpawnRate;
|
||||||
|
|
||||||
public override int ThrowDamage => Stats.ThrowDamage;
|
public int ThrowDamage => Stats.ThrowDamage;
|
||||||
|
|
||||||
public override float ThrowSpeed => Stats.ThrowSpeed;
|
public float ThrowSpeed => Stats.ThrowSpeed;
|
||||||
|
|
||||||
[Save("consumable_heal_hp")]
|
[Save("consumable_heal_hp")]
|
||||||
public int HealHPAmount => Stats.HealHPAmount;
|
public int HealHPAmount => Stats.HealHPAmount;
|
||||||
@@ -34,10 +34,10 @@ public partial class ConsumableItem : InventoryItem
|
|||||||
[Save("consumable_increase_vt")]
|
[Save("consumable_increase_vt")]
|
||||||
public int RaiseVTAmount => Stats.PermanentRaiseVTAmount;
|
public int RaiseVTAmount => Stats.PermanentRaiseVTAmount;
|
||||||
|
|
||||||
public override ItemTag ItemTag => Stats.ItemTag;
|
public ItemTag ItemTag => Stats.ItemTag;
|
||||||
|
|
||||||
[Export]
|
[Export]
|
||||||
[Save("consumable_item_stats")]
|
[Save("consumable_item_stats")]
|
||||||
public ConsumableItemStats Stats { get; set; } = new ConsumableItemStats();
|
public ConsumableItemStats Stats { get; set; } = new ConsumableItemStats();
|
||||||
public override Texture2D GetTexture() => Stats.Texture;
|
public Texture2D GetTexture() => Stats.Texture;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -18,7 +18,7 @@ public partial class DroppedItem : RigidBody3D, IDroppedItem
|
|||||||
|
|
||||||
[Node] private Area3D Pickup { get; set; } = default!;
|
[Node] private Area3D Pickup { get; set; } = default!;
|
||||||
|
|
||||||
public InventoryItem Item { get; set; }
|
public IBaseInventoryItem Item { get; set; }
|
||||||
|
|
||||||
public void OnResolved()
|
public void OnResolved()
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -7,7 +7,7 @@ using Zennysoft.Ma.Adapter;
|
|||||||
namespace Zennysoft.Game.Ma;
|
namespace Zennysoft.Game.Ma;
|
||||||
|
|
||||||
[Meta(typeof(IAutoNode)), Id("effect_item")]
|
[Meta(typeof(IAutoNode)), Id("effect_item")]
|
||||||
public partial class EffectItem : InventoryItem
|
public partial class EffectItem : Node3D, IBaseInventoryItem
|
||||||
{
|
{
|
||||||
public override void _Notification(int what) => this.Notify(what);
|
public override void _Notification(int what) => this.Notify(what);
|
||||||
|
|
||||||
@@ -18,20 +18,20 @@ public partial class EffectItem : InventoryItem
|
|||||||
_sprite.Texture = Stats.Texture;
|
_sprite.Texture = Stats.Texture;
|
||||||
}
|
}
|
||||||
|
|
||||||
public override string ItemName => Stats.Name;
|
public string ItemName => Stats.Name;
|
||||||
|
|
||||||
public override string Description => Stats.Description;
|
public string Description => Stats.Description;
|
||||||
|
|
||||||
public override float SpawnRate => Stats.SpawnRate;
|
public float SpawnRate => Stats.SpawnRate;
|
||||||
|
|
||||||
public override int ThrowDamage => Stats.ThrowDamage;
|
public int ThrowDamage => Stats.ThrowDamage;
|
||||||
|
|
||||||
public override float ThrowSpeed => Stats.ThrowSpeed;
|
public float ThrowSpeed => Stats.ThrowSpeed;
|
||||||
|
|
||||||
[Save("usable_tag")]
|
[Save("usable_tag")]
|
||||||
public UsableItemTag UsableItemTag => Stats.UsableItemTag;
|
public UsableItemTag UsableItemTag => Stats.UsableItemTag;
|
||||||
|
|
||||||
public override ItemTag ItemTag => Stats.ItemTag;
|
public ItemTag ItemTag => Stats.ItemTag;
|
||||||
|
|
||||||
public void SetEffectTag(UsableItemTag effect) => Stats.UsableItemTag = effect;
|
public void SetEffectTag(UsableItemTag effect) => Stats.UsableItemTag = effect;
|
||||||
|
|
||||||
@@ -39,5 +39,5 @@ public partial class EffectItem : InventoryItem
|
|||||||
[Save("effect_item_stats")]
|
[Save("effect_item_stats")]
|
||||||
public EffectItemStats Stats { get; set; } = new EffectItemStats();
|
public EffectItemStats Stats { get; set; } = new EffectItemStats();
|
||||||
|
|
||||||
public override Texture2D GetTexture() => Stats.Texture;
|
public Texture2D GetTexture() => Stats.Texture;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -6,7 +6,7 @@ using Zennysoft.Game.Ma;
|
|||||||
using Zennysoft.Ma.Adapter;
|
using Zennysoft.Ma.Adapter;
|
||||||
|
|
||||||
[Meta(typeof(IAutoNode)), Id("jewel")]
|
[Meta(typeof(IAutoNode)), Id("jewel")]
|
||||||
public partial class Jewel : InventoryItem, IAugmentItem
|
public partial class Jewel : Node3D, IAugmentItem
|
||||||
{
|
{
|
||||||
public override void _Notification(int what) => this.Notify(what);
|
public override void _Notification(int what) => this.Notify(what);
|
||||||
|
|
||||||
@@ -17,23 +17,23 @@ public partial class Jewel : InventoryItem, IAugmentItem
|
|||||||
_sprite.Texture = Stats.Texture;
|
_sprite.Texture = Stats.Texture;
|
||||||
}
|
}
|
||||||
|
|
||||||
public override string ItemName => Stats.Name;
|
public string ItemName => Stats.Name;
|
||||||
|
|
||||||
public override string Description => Stats.Description;
|
public string Description => Stats.Description;
|
||||||
|
|
||||||
public override float SpawnRate => Stats.SpawnRate;
|
public float SpawnRate => Stats.SpawnRate;
|
||||||
|
|
||||||
public override int ThrowDamage => Stats.ThrowDamage;
|
public int ThrowDamage => Stats.ThrowDamage;
|
||||||
|
|
||||||
public override float ThrowSpeed => Stats.ThrowSpeed;
|
public float ThrowSpeed => Stats.ThrowSpeed;
|
||||||
|
|
||||||
public override ItemTag ItemTag => Stats.ItemTag;
|
public ItemTag ItemTag => Stats.ItemTag;
|
||||||
|
|
||||||
public override Texture2D GetTexture() => Stats.Texture;
|
public Texture2D GetTexture() => Stats.Texture;
|
||||||
|
|
||||||
[Export]
|
[Export]
|
||||||
[Save("jewel_stats")]
|
[Save("jewel_stats")]
|
||||||
public JewelStats Stats { get; set; } = new JewelStats();
|
public JewelStats Stats { get; set; } = new JewelStats();
|
||||||
|
|
||||||
public JewelTags Augment => Stats.JewelTag;
|
public IAugmentType Augment { get; set; }
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -7,30 +7,30 @@ using Zennysoft.Ma.Adapter;
|
|||||||
using Zennysoft.Ma.Adapter.Entity;
|
using Zennysoft.Ma.Adapter.Entity;
|
||||||
|
|
||||||
[Meta(typeof(IAutoNode))]
|
[Meta(typeof(IAutoNode))]
|
||||||
public partial class Plastique : InventoryItem
|
public partial class Plastique : Node3D, IBaseInventoryItem
|
||||||
{
|
{
|
||||||
public override void _Notification(int what) => this.Notify(what);
|
public override void _Notification(int what) => this.Notify(what);
|
||||||
|
|
||||||
[Node] private Sprite3D _sprite { get; set; }
|
[Node] private Sprite3D _sprite { get; set; }
|
||||||
|
|
||||||
public override string ItemName => Stats.Name;
|
public string ItemName => Stats.Name;
|
||||||
|
|
||||||
public override string Description => Stats.Description;
|
public string Description => Stats.Description;
|
||||||
|
|
||||||
public override float SpawnRate => Stats.SpawnRate;
|
public float SpawnRate => Stats.SpawnRate;
|
||||||
|
|
||||||
public override int ThrowDamage => Stats.ThrowDamage;
|
public int ThrowDamage => Stats.ThrowDamage;
|
||||||
|
|
||||||
public override float ThrowSpeed => Stats.ThrowSpeed;
|
public float ThrowSpeed => Stats.ThrowSpeed;
|
||||||
|
|
||||||
public override ItemTag ItemTag => Stats.ItemTag;
|
public ItemTag ItemTag => Stats.ItemTag;
|
||||||
|
|
||||||
public void OnResolved()
|
public void OnResolved()
|
||||||
{
|
{
|
||||||
_sprite.Texture = Stats.Texture;
|
_sprite.Texture = Stats.Texture;
|
||||||
}
|
}
|
||||||
|
|
||||||
public override Texture2D GetTexture() => Stats.Texture;
|
public Texture2D GetTexture() => Stats.Texture;
|
||||||
|
|
||||||
[Export]
|
[Export]
|
||||||
[Save("inventory_stats")]
|
[Save("inventory_stats")]
|
||||||
|
|||||||
@@ -9,7 +9,7 @@ using Zennysoft.Ma.Adapter;
|
|||||||
namespace Zennysoft.Game.Ma;
|
namespace Zennysoft.Game.Ma;
|
||||||
|
|
||||||
[Meta(typeof(IAutoNode)), Id("throwable_item")]
|
[Meta(typeof(IAutoNode)), Id("throwable_item")]
|
||||||
public partial class ThrowableItem : InventoryItem, IStackable
|
public partial class ThrowableItem : Node3D, IBaseInventoryItem, IStackable
|
||||||
{
|
{
|
||||||
public override void _Notification(int what) => this.Notify(what);
|
public override void _Notification(int what) => this.Notify(what);
|
||||||
|
|
||||||
@@ -23,15 +23,15 @@ public partial class ThrowableItem : InventoryItem, IStackable
|
|||||||
Count = new AutoProp<int>(rng.RandiRange(Stats.MinimumCount, Stats.MaximumCount));
|
Count = new AutoProp<int>(rng.RandiRange(Stats.MinimumCount, Stats.MaximumCount));
|
||||||
}
|
}
|
||||||
|
|
||||||
public override string ItemName => Stats.Name;
|
public string ItemName => Stats.Name;
|
||||||
|
|
||||||
public override string Description => Stats.Description;
|
public string Description => Stats.Description;
|
||||||
|
|
||||||
public override float SpawnRate => Stats.SpawnRate;
|
public float SpawnRate => Stats.SpawnRate;
|
||||||
|
|
||||||
public override int ThrowDamage => Stats.ThrowDamage;
|
public int ThrowDamage => Stats.ThrowDamage;
|
||||||
|
|
||||||
public override float ThrowSpeed => Stats.ThrowSpeed;
|
public float ThrowSpeed => Stats.ThrowSpeed;
|
||||||
|
|
||||||
[Save("throwable_item_element")]
|
[Save("throwable_item_element")]
|
||||||
public ElementType ElementType => Stats.ElementType;
|
public ElementType ElementType => Stats.ElementType;
|
||||||
@@ -40,7 +40,7 @@ public partial class ThrowableItem : InventoryItem, IStackable
|
|||||||
[Save("throwable_item_heal_vt")]
|
[Save("throwable_item_heal_vt")]
|
||||||
public int HealVTAmount => Stats.HealVTAmount;
|
public int HealVTAmount => Stats.HealVTAmount;
|
||||||
|
|
||||||
public override ItemTag ItemTag => Stats.ItemTag;
|
public ItemTag ItemTag => Stats.ItemTag;
|
||||||
|
|
||||||
public void SetElementType(ElementType elementType) => Stats.ElementType = elementType;
|
public void SetElementType(ElementType elementType) => Stats.ElementType = elementType;
|
||||||
|
|
||||||
@@ -53,7 +53,7 @@ public partial class ThrowableItem : InventoryItem, IStackable
|
|||||||
[Save("throwable_item_stats")]
|
[Save("throwable_item_stats")]
|
||||||
public ThrowableItemStats Stats { get; set; }
|
public ThrowableItemStats Stats { get; set; }
|
||||||
|
|
||||||
public override Texture2D GetTexture() => Stats.Texture;
|
public Texture2D GetTexture() => Stats.Texture;
|
||||||
|
|
||||||
public void SetCount(int count) => Count.OnNext(count);
|
public void SetCount(int count) => Count.OnNext(count);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -15,7 +15,7 @@ public partial class ThrownItem : RigidBody3D, IThrownItem
|
|||||||
|
|
||||||
[Dependency] public IGame Game => this.DependOn<IGame>();
|
[Dependency] public IGame Game => this.DependOn<IGame>();
|
||||||
|
|
||||||
public InventoryItem ItemThatIsThrown { get; set; }
|
public IBaseInventoryItem ItemThatIsThrown { get; set; }
|
||||||
|
|
||||||
private EffectService _effectService;
|
private EffectService _effectService;
|
||||||
private ItemReroller _itemReroller;
|
private ItemReroller _itemReroller;
|
||||||
|
|||||||
@@ -2,14 +2,13 @@ using Chickensoft.AutoInject;
|
|||||||
using Chickensoft.Introspection;
|
using Chickensoft.Introspection;
|
||||||
using Chickensoft.Serialization;
|
using Chickensoft.Serialization;
|
||||||
using Godot;
|
using Godot;
|
||||||
using System;
|
|
||||||
using Zennysoft.Ma.Adapter;
|
using Zennysoft.Ma.Adapter;
|
||||||
using Zennysoft.Ma.Adapter.Entity;
|
using Zennysoft.Ma.Adapter.Entity;
|
||||||
|
|
||||||
namespace Zennysoft.Game.Ma;
|
namespace Zennysoft.Game.Ma;
|
||||||
|
|
||||||
[Meta(typeof(IAutoNode)), Id("weapon")]
|
[Meta(typeof(IAutoNode)), Id("weapon")]
|
||||||
public partial class Weapon : EquipableItem
|
public partial class Weapon : Node3D, IWeapon
|
||||||
{
|
{
|
||||||
public override void _Notification(int what) => this.Notify(what);
|
public override void _Notification(int what) => this.Notify(what);
|
||||||
|
|
||||||
@@ -25,26 +24,26 @@ public partial class Weapon : EquipableItem
|
|||||||
_bonusLuck = Stats.BonusLuck;
|
_bonusLuck = Stats.BonusLuck;
|
||||||
}
|
}
|
||||||
|
|
||||||
public override string ItemName => Stats.Name;
|
public string ItemName => Stats.Name;
|
||||||
|
|
||||||
public override string Description => Stats.Description;
|
public string Description => Stats.Description;
|
||||||
|
|
||||||
public override float SpawnRate => Stats.SpawnRate;
|
public float SpawnRate => Stats.SpawnRate;
|
||||||
|
|
||||||
public override int ThrowDamage => Stats.ThrowDamage;
|
public int ThrowDamage => Stats.ThrowDamage;
|
||||||
|
|
||||||
public override float ThrowSpeed => Stats.ThrowSpeed;
|
public float ThrowSpeed => Stats.ThrowSpeed;
|
||||||
|
|
||||||
[Save("weapon_attack_speed")]
|
[Save("weapon_attack_speed")]
|
||||||
public double AttackSpeed => Stats.AttackSpeed;
|
public double AttackSpeed => Stats.AttackSpeed;
|
||||||
[Save("weapon_tag")]
|
[Save("weapon_tag")]
|
||||||
public WeaponTag WeaponTag => Stats.WeaponTag;
|
public WeaponTag WeaponTag => Stats.WeaponTag;
|
||||||
|
|
||||||
public override ItemTag ItemTag => Stats.ItemTag;
|
public ItemTag ItemTag => Stats.ItemTag;
|
||||||
[Save("weapon_element")]
|
[Save("weapon_element")]
|
||||||
public ElementType WeaponElement => Stats.WeaponElement;
|
public ElementType WeaponElement => Stats.WeaponElement;
|
||||||
|
|
||||||
public override ElementalResistanceSet ElementalResistance => new ElementalResistanceSet(Stats.AeolicResistance, Stats.HydricResistance, Stats.IgneousResistance, Stats.FerrumResistance, Stats.TelluricResistance, Stats.HolyResistance, Stats.CurseResistance);
|
public ElementalResistanceSet ElementalResistance => new ElementalResistanceSet(Stats.AeolicResistance, Stats.HydricResistance, Stats.IgneousResistance, Stats.FerrumResistance, Stats.TelluricResistance, Stats.HolyResistance, Stats.CurseResistance);
|
||||||
|
|
||||||
public void IncreaseAttack(int bonus) => _bonusDamage += bonus;
|
public void IncreaseAttack(int bonus) => _bonusDamage += bonus;
|
||||||
|
|
||||||
@@ -58,11 +57,15 @@ public partial class Weapon : EquipableItem
|
|||||||
|
|
||||||
public void SetLuck(int newBonus) => _bonusLuck = newBonus;
|
public void SetLuck(int newBonus) => _bonusLuck = newBonus;
|
||||||
|
|
||||||
public override int BonusAttack { get => _bonusDamage; }
|
public int BonusAttack { get => _bonusDamage; }
|
||||||
|
|
||||||
public override int BonusDefense { get => _bonusDefense; }
|
public int BonusDefense { get => _bonusDefense; }
|
||||||
|
|
||||||
public override int BonusLuck { get => _bonusLuck; }
|
public int BonusLuck { get => _bonusLuck; }
|
||||||
|
|
||||||
|
public int BonusHP { get; }
|
||||||
|
|
||||||
|
public int BonusVT { get; }
|
||||||
|
|
||||||
[Save("weapon_bonus_damage")]
|
[Save("weapon_bonus_damage")]
|
||||||
private int _bonusDamage { get; set; } = 0;
|
private int _bonusDamage { get; set; } = 0;
|
||||||
@@ -76,6 +79,9 @@ public partial class Weapon : EquipableItem
|
|||||||
[Export]
|
[Export]
|
||||||
[Save("weapon_stats")]
|
[Save("weapon_stats")]
|
||||||
public WeaponStats Stats { get; set; } = new WeaponStats();
|
public WeaponStats Stats { get; set; } = new WeaponStats();
|
||||||
|
public Augment Augment { get; set; }
|
||||||
|
|
||||||
public override Texture2D GetTexture() => Stats.Texture;
|
public bool Glued { get; set; }
|
||||||
|
|
||||||
|
public Texture2D GetTexture() => Stats.Texture;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -3,7 +3,7 @@
|
|||||||
importer="texture"
|
importer="texture"
|
||||||
type="CompressedTexture2D"
|
type="CompressedTexture2D"
|
||||||
uid="uid://c63uufq63qpuy"
|
uid="uid://c63uufq63qpuy"
|
||||||
path.bptc="res://.godot/imported/RONDO.PNG-77b50e9afaf9eb46f5672e079a5f50bf.bptc.ctex"
|
path.bptc="res://.godot/imported/Rondo.png-57553b850a093da6dba43a1e1947fcce.bptc.ctex"
|
||||||
metadata={
|
metadata={
|
||||||
"imported_formats": ["s3tc_bptc"],
|
"imported_formats": ["s3tc_bptc"],
|
||||||
"vram_texture": true
|
"vram_texture": true
|
||||||
@@ -11,8 +11,8 @@ metadata={
|
|||||||
|
|
||||||
[deps]
|
[deps]
|
||||||
|
|
||||||
source_file="res://src/items/weapons/textures/RONDO.PNG"
|
source_file="res://src/items/weapons/textures/Rondo.png"
|
||||||
dest_files=["res://.godot/imported/RONDO.PNG-77b50e9afaf9eb46f5672e079a5f50bf.bptc.ctex"]
|
dest_files=["res://.godot/imported/Rondo.png-57553b850a093da6dba43a1e1947fcce.bptc.ctex"]
|
||||||
|
|
||||||
[params]
|
[params]
|
||||||
|
|
||||||
|
|||||||
@@ -20,6 +20,10 @@ public interface IMap : INode3D
|
|||||||
|
|
||||||
void InitializeMapData();
|
void InitializeMapData();
|
||||||
|
|
||||||
|
public void FadeIn();
|
||||||
|
|
||||||
|
public void FadeOut();
|
||||||
|
|
||||||
public AutoProp<int> CurrentFloorNumber { get; }
|
public AutoProp<int> CurrentFloorNumber { get; }
|
||||||
|
|
||||||
public event Action<(Vector3 Rotation, Vector3 Position)> SpawnPointCreated;
|
public event Action<(Vector3 Rotation, Vector3 Position)> SpawnPointCreated;
|
||||||
|
|||||||
@@ -59,9 +59,11 @@ public partial class Map : Node3D, IMap
|
|||||||
var floor = MapOrder.GetChildren().OfType<FloorNode>().ElementAt(CurrentFloorNumber.Value);
|
var floor = MapOrder.GetChildren().OfType<FloorNode>().ElementAt(CurrentFloorNumber.Value);
|
||||||
if (CurrentFloor is DungeonFloor dungeonFloor && floor is DungeonFloorNode dungeonFloorNode)
|
if (CurrentFloor is DungeonFloor dungeonFloor && floor is DungeonFloorNode dungeonFloorNode)
|
||||||
dungeonFloor.SpawnEnemies(dungeonFloorNode);
|
dungeonFloor.SpawnEnemies(dungeonFloorNode);
|
||||||
AnimationPlayer.CallDeferred(AnimationPlayer.MethodName.Play, ("fade_in"));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void FadeIn() => AnimationPlayer.Play("fade_in");
|
||||||
|
public void FadeOut() => AnimationPlayer.Play("fade_out");
|
||||||
|
|
||||||
public void InitializeMapData()
|
public void InitializeMapData()
|
||||||
{
|
{
|
||||||
CurrentFloorNumber.OnNext(-1);
|
CurrentFloorNumber.OnNext(-1);
|
||||||
@@ -89,7 +91,7 @@ public partial class Map : Node3D, IMap
|
|||||||
|
|
||||||
public async Task LoadFloor(string sceneName)
|
public async Task LoadFloor(string sceneName)
|
||||||
{
|
{
|
||||||
AnimationPlayer.CallDeferred(AnimationPlayer.MethodName.Play, "fade_out");
|
CallDeferred(MethodName.FadeOut);
|
||||||
_sceneName = sceneName;
|
_sceneName = sceneName;
|
||||||
var dimmableAudio = GetTree().GetNodesInGroup("DimmableAudio").OfType<IDimmableAudioStreamPlayer>();
|
var dimmableAudio = GetTree().GetNodesInGroup("DimmableAudio").OfType<IDimmableAudioStreamPlayer>();
|
||||||
foreach (var node in dimmableAudio)
|
foreach (var node in dimmableAudio)
|
||||||
|
|||||||
@@ -19,7 +19,22 @@ tracks/0/keys = {
|
|||||||
"values": [Color(0, 0, 0, 1)]
|
"values": [Color(0, 0, 0, 1)]
|
||||||
}
|
}
|
||||||
|
|
||||||
[sub_resource type="Animation" id="Animation_g6eui"]
|
[sub_resource type="Animation" id="Animation_v14r0"]
|
||||||
|
resource_name = "fade_out"
|
||||||
|
tracks/0/type = "value"
|
||||||
|
tracks/0/imported = false
|
||||||
|
tracks/0/enabled = true
|
||||||
|
tracks/0/path = NodePath("ColorRect:color")
|
||||||
|
tracks/0/interp = 1
|
||||||
|
tracks/0/loop_wrap = true
|
||||||
|
tracks/0/keys = {
|
||||||
|
"times": PackedFloat32Array(0, 1),
|
||||||
|
"transitions": PackedFloat32Array(1, 1),
|
||||||
|
"update": 0,
|
||||||
|
"values": [Color(0, 0, 0, 0), Color(0, 0, 0, 1)]
|
||||||
|
}
|
||||||
|
|
||||||
|
[sub_resource type="Animation" id="Animation_0qcd2"]
|
||||||
resource_name = "fade_in"
|
resource_name = "fade_in"
|
||||||
tracks/0/type = "value"
|
tracks/0/type = "value"
|
||||||
tracks/0/imported = false
|
tracks/0/imported = false
|
||||||
@@ -34,39 +49,16 @@ tracks/0/keys = {
|
|||||||
"values": [Color(0, 0, 0, 1), Color(0, 0, 0, 0)]
|
"values": [Color(0, 0, 0, 1), Color(0, 0, 0, 0)]
|
||||||
}
|
}
|
||||||
|
|
||||||
[sub_resource type="Animation" id="Animation_v14r0"]
|
|
||||||
resource_name = "fade_out"
|
|
||||||
tracks/0/type = "value"
|
|
||||||
tracks/0/imported = false
|
|
||||||
tracks/0/enabled = true
|
|
||||||
tracks/0/path = NodePath("ColorRect:color")
|
|
||||||
tracks/0/interp = 1
|
|
||||||
tracks/0/loop_wrap = true
|
|
||||||
tracks/0/keys = {
|
|
||||||
"times": PackedFloat32Array(-0.0666667, 0),
|
|
||||||
"transitions": PackedFloat32Array(1, 1),
|
|
||||||
"update": 0,
|
|
||||||
"values": [Color(0, 0, 0, 1), Color(0, 0, 0, 1)]
|
|
||||||
}
|
|
||||||
|
|
||||||
[sub_resource type="AnimationLibrary" id="AnimationLibrary_00xd7"]
|
[sub_resource type="AnimationLibrary" id="AnimationLibrary_00xd7"]
|
||||||
_data = {
|
_data = {
|
||||||
&"RESET": SubResource("Animation_00xd7"),
|
&"RESET": SubResource("Animation_00xd7"),
|
||||||
&"fade_in": SubResource("Animation_g6eui"),
|
&"fade_in": SubResource("Animation_0qcd2"),
|
||||||
&"fade_out": SubResource("Animation_v14r0")
|
&"fade_out": SubResource("Animation_v14r0")
|
||||||
}
|
}
|
||||||
|
|
||||||
[node name="Map" type="Node3D"]
|
[node name="Map" type="Node3D"]
|
||||||
script = ExtResource("1_bw70o")
|
script = ExtResource("1_bw70o")
|
||||||
|
|
||||||
[node name="ColorRect" type="ColorRect" parent="."]
|
|
||||||
anchors_preset = 15
|
|
||||||
anchor_right = 1.0
|
|
||||||
anchor_bottom = 1.0
|
|
||||||
grow_horizontal = 2
|
|
||||||
grow_vertical = 2
|
|
||||||
color = Color(0, 0, 0, 1)
|
|
||||||
|
|
||||||
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
|
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
|
||||||
unique_name_in_owner = true
|
unique_name_in_owner = true
|
||||||
libraries = {
|
libraries = {
|
||||||
@@ -219,3 +211,11 @@ FloorName = 4
|
|||||||
[node name="Final Floor" type="Node" parent="MapOrder"]
|
[node name="Final Floor" type="Node" parent="MapOrder"]
|
||||||
script = ExtResource("3_v14r0")
|
script = ExtResource("3_v14r0")
|
||||||
FloorName = 6
|
FloorName = 6
|
||||||
|
|
||||||
|
[node name="ColorRect" type="ColorRect" parent="."]
|
||||||
|
anchors_preset = 15
|
||||||
|
anchor_right = 1.0
|
||||||
|
anchor_bottom = 1.0
|
||||||
|
grow_horizontal = 2
|
||||||
|
grow_vertical = 2
|
||||||
|
color = Color(0, 0, 0, 1)
|
||||||
|
|||||||
@@ -63,7 +63,7 @@ public partial class MonsterRoom : DungeonRoom
|
|||||||
break;
|
break;
|
||||||
numberOfItemsToSpawn--;
|
numberOfItemsToSpawn--;
|
||||||
|
|
||||||
var selectedItem = database.PickItem<InventoryItem>();
|
var selectedItem = database.PickItem<IBaseInventoryItem>() as Node3D;
|
||||||
var duplicated = selectedItem.Duplicate((int)DuplicateFlags.UseInstantiation) as Node3D;
|
var duplicated = selectedItem.Duplicate((int)DuplicateFlags.UseInstantiation) as Node3D;
|
||||||
duplicated.Position = new Vector3(spawnPoint.Position.X, 0, spawnPoint.Position.Z);
|
duplicated.Position = new Vector3(spawnPoint.Position.X, 0, spawnPoint.Position.Z);
|
||||||
AddChild(duplicated);
|
AddChild(duplicated);
|
||||||
|
|||||||
@@ -3,7 +3,7 @@
|
|||||||
importer="texture"
|
importer="texture"
|
||||||
type="CompressedTexture2D"
|
type="CompressedTexture2D"
|
||||||
uid="uid://cp0er3xxxjkr5"
|
uid="uid://cp0er3xxxjkr5"
|
||||||
path="res://.godot/imported/a2-puer_AREA_2_MAIN_222STONE.png-139f243ac630853348798dfe584da1e0.ctex"
|
path="res://.godot/imported/A2-Puer_AREA_2_MAIN_222STONE.png-992459ef9849c39922a9b9e0c7774a4a.ctex"
|
||||||
metadata={
|
metadata={
|
||||||
"vram_texture": false
|
"vram_texture": false
|
||||||
}
|
}
|
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