cirnogodot/Scripts/Resources/LootItem.cs

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using Cirno.Scripts.Interactables;
using Cirno.Scripts.Resources.ItemEffects;
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using Godot;
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namespace Cirno.Scripts.Resources;
[GlobalClass]
[Tool]
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public partial class LootItem : Resource
{
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[Export] public StringName ItemName { get; set; }
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[Export] public StringName ShortName { get; set; }
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[Export] public StringName ItemDescription { get; set; }
[Export] public StringName ItemKey { get; set; }
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[Export] public ItemTypes Item;
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[Export] public int Tier { get; set; } = 0;
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[Export] public int Price { get; set; }
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[Export] public ItemEffectResource ItemEffect { get; private set; }
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[Export] public WeaponResource WeaponData { get; set; }
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[Export] public int Amount;
[Export] public int Max;
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[Export] public bool PickupIfMaxed;
[Export] public bool ConsumeOnUse;
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[Export] public UiItemType UiType;
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[Export] public bool Selectable;
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[Export] public bool AutoPickup { get; private set; } = false;
[Export] public Texture2D InventorySprite;
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//[Export] public SpriteFrames WorldSprite;
//[Export] public PackedScene HudItemScene;
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[Export(PropertyHint.File)] public StringName DropScenePath { get; private set; } // Has to be a string path to avoid recursion issues
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public ItemPickup Spawn(Node2D parent)
{
if (string.IsNullOrWhiteSpace(DropScenePath)) return null;
var itemScene = GD.Load<PackedScene>(DropScenePath);
var spawnedItem = parent.CreateSibling<ItemPickup>(itemScene);
spawnedItem.Name = this.ItemKey;
spawnedItem.LootTable.Add(this);
spawnedItem.SetSprite(InventorySprite);
return spawnedItem;
}
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}
public enum UiItemType
{
NoUI,
Icon,
IconText
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}