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https://gitlab.com/MaddoScientisto/cirnogodot.git
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Weapon equip fix
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parent
6d7282f5cb
commit
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5 changed files with 14 additions and 6 deletions
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@ -15,6 +15,6 @@ InfiniteAmmo = false
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BulletsPerShot = 1
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BulletsPerShot = 1
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SpreadAngle = 0.0
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SpreadAngle = 0.0
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RandomSpread = 0.0
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RandomSpread = 0.0
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ItemKey = &"YINYAN_GUN"
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ItemKey = &"YINYANG_GUN"
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AmmoKey = &"YINYAN_AMMO"
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AmmoKey = &"YINYANG_AMMO"
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_rotationOffset = 0.0
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_rotationOffset = 0.0
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@ -192,6 +192,7 @@ offset_right = 226.0
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offset_bottom = 144.0
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offset_bottom = 144.0
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[node name="InventoryMenu" type="TabContainer" parent="."]
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[node name="InventoryMenu" type="TabContainer" parent="."]
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visible = false
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offset_left = 16.0
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offset_left = 16.0
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offset_top = 9.0
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offset_top = 9.0
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offset_right = 305.0
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offset_right = 305.0
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@ -52,7 +52,13 @@ public partial class PlayerWeaponProvider : Node2D
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if (string.IsNullOrWhiteSpace(itemKey)) return;
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if (string.IsNullOrWhiteSpace(itemKey)) return;
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var weapon = EquippedWeapons.FirstOrDefault(x => x.WeaponData.ItemKey == itemKey);
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var weapon = EquippedWeapons.FirstOrDefault(x => x.WeaponData.ItemKey == itemKey);
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if (weapon is null) return;
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if (weapon is null)
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{
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// Spawn a weapon
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InventoryManager.Instance.TryGetItem(itemKey, out var item);
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SpawnPlayerWeapon(item.Item);
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return;
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};
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EquipWeapon(weapon);
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EquipWeapon(weapon);
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}
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}
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@ -43,7 +43,7 @@ public partial class GameManager : Node2D
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//public AlarmManager AlarmManager => _alarmManager;
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//public AlarmManager AlarmManager => _alarmManager;
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[Export]
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[Export]
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public string PauseActionName { get; private set; } = "pause";
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public StringName PauseActionName { get; private set; } = "pause";
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private Node2D _bulletsContainer;
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private Node2D _bulletsContainer;
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public Node2D BulletsContainer => _bulletsContainer;
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public Node2D BulletsContainer => _bulletsContainer;
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@ -25,11 +25,12 @@ public partial class InventoryMenu : TabContainer
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public override void _Process(double delta)
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public override void _Process(double delta)
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{
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{
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if (Input.IsActionJustPressed(InventoryActionName) || Input.IsActionJustPressed(PauseActionName))
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if (Input.IsActionJustPressed(InventoryActionName) || Input.IsActionJustPressed(PauseActionName) || Input.IsActionJustPressed(CancelActionName))
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{
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{
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if (Visible)
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if (Visible)
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{
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{
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CallDeferred(MethodName.HideInventory);
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GameManager.Instance.ChangeState(GameState.Playing);
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//CallDeferred(MethodName.HideInventory);
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}
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}
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// else
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// else
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// {
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// {
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