using Chickensoft.AutoInject; using Chickensoft.Introspection; using Chickensoft.Serialization; using Godot; using Zennysoft.Ma.Adapter; namespace Zennysoft.Game.Ma; [Meta(typeof(IAutoNode)), Id("consumable_item")] public partial class ConsumableItem : InventoryItem { public override void _Notification(int what) => this.Notify(what); [Node] private Sprite3D _sprite { get; set; } = default!; public override void _Ready() { _sprite.Texture = Stats.Texture; } public override string ItemName => Stats.Name; public override string Description => Stats.Description; public override float SpawnRate => Stats.SpawnRate; public override int ThrowDamage => Stats.ThrowDamage; public override float ThrowSpeed => Stats.ThrowSpeed; public int HealHPAmount => Stats.HealHPAmount; public int HealVTAmount => Stats.HealVTAmount; public int RaiseHPAmount => Stats.RaiseHPAmount; public int RaiseVTAmount => Stats.RaiseVTAmount; public override ItemTag ItemTag => Stats.ItemTag; [Export] [Save("consumable_item_stats")] public ConsumableItemStats Stats { get; set; } = new ConsumableItemStats(); public override Texture2D GetTexture() => Stats.Texture; }