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