Improvements to Chinthe animation logic Fix broken Godot Tool system and just use a more manual approach to setting map nodes Remove ItemDatabase from individual room scenes
44 lines
1.1 KiB
C#
44 lines
1.1 KiB
C#
using Chickensoft.AutoInject;
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using Chickensoft.Introspection;
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using Chickensoft.Serialization;
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using Godot;
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using Zennysoft.Ma.Adapter;
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namespace Zennysoft.Game.Ma;
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[Meta(typeof(IAutoNode)), Id("effect_item")]
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public partial class EffectItem : InventoryItem
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{
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public override void _Notification(int what) => this.Notify(what);
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[Node] private Sprite3D _sprite { get; set; } = default!;
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public override void _Ready()
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{
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_sprite.Texture = Stats.Texture;
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}
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public override string ItemName => Stats.Name;
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public override string Description => Stats.Description;
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public override float SpawnRate => Stats.SpawnRate;
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public override int ThrowDamage => Stats.ThrowDamage;
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public override float ThrowSpeed => Stats.ThrowSpeed;
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[Save("usable_tag")]
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public UsableItemTag UsableItemTag => Stats.UsableItemTag;
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public override ItemTag ItemTag => Stats.ItemTag;
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public void SetEffectTag(UsableItemTag effect) => Stats.UsableItemTag = effect;
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[Export]
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[Save("effect_item_stats")]
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public EffectItemStats Stats { get; set; } = new EffectItemStats();
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public override Texture2D GetTexture() => Stats.Texture;
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}
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