using Chickensoft.AutoInject; using Chickensoft.Introspection; using Chickensoft.Serialization; using Godot; using Zennysoft.Game.Abstractions; using Zennysoft.Ma.Adapter; namespace Zennysoft.Game.Ma; [Meta(typeof(IAutoNode)), Id("throwable_item")] public partial class ThrowableItem : InventoryItem, IStackable { 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 ElementType ElementType => Stats.ElementType; public ThrowableItemTag ThrowableItemTag => Stats.ThrowableItemTag; public int HealHPAmount => Stats.HealHPAmount; public int HealVTAmount => Stats.HealVTAmount; public override ItemTag ItemTag => Stats.ItemTag; public void SetElementType(ElementType elementType) => Stats.ElementType = elementType; public void SetDescription(string description) => Stats.Description = description; [Save("throwable_item_count")] public int Count { get; private set; } = 1; [Export] [Save("throwable_item_stats")] public ThrowableItemStats Stats { get; set; } public override Texture2D GetTexture() => Stats.Texture; public void SetCount(int count) => Count = count; }