48 lines
1.4 KiB
C#
48 lines
1.4 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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using Zennysoft.Ma.Adapter.Entity;
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namespace Zennysoft.Game.Ma;
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[Meta(typeof(IAutoNode)), Id("armor")]
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public partial class Armor : EquipableItem
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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 override int BonusDefense => Stats.BonusDefense + _bonusDefense;
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[Save("bonus_defense")]
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private int _bonusDefense { get; set; } = 0;
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public override ElementalResistanceSet ElementalResistance => new ElementalResistanceSet(Stats.AeolicResistance, Stats.HydricResistance, Stats.IgneousResistance, Stats.FerrumResistance, Stats.TelluricResistance, Stats.HolyResistance);
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public void IncreaseArmorDefense(int bonus) => _bonusDefense += bonus;
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public override ItemTag ItemTag => Stats.ItemTag;
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[Save("armor_stats")]
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[Export]
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public ArmorStats Stats { get; set; } = new ArmorStats();
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public override Texture2D GetTexture() => Stats.Texture;
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}
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