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Auto Pickup
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parent
e56b896365
commit
488d02ef81
24 changed files with 148 additions and 19 deletions
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@ -1,4 +1,5 @@
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using Cirno.Scripts.Resources;
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using System.Linq;
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using Cirno.Scripts.Resources;
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using Godot;
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using Godot.Collections;
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@ -8,19 +9,66 @@ public partial class ItemPickup : Interactable
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{
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[Export] public Array<LootItem> LootTable = [];
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private bool _autoPickup = false;
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public override void _Ready()
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{
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_autoPickup = LootTable.Any(x => x.AutoPickup);
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// if (LootTable.Any(x => x.AutoPickup))
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// {
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// _autoPickup = true;
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// }
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//this.AreaEntered += _on_area_entered;
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}
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public override bool Activate(ActivationType activationType = ActivationType.Toggle)
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{
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GD.Print("Attempting to Pickup Item");
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if (!MeetsRequirements()) return false;
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AddItemsToInventory();
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return true;
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}
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private void AddItemsToInventory()
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{
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var failedItems = new Array<LootItem>();
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foreach (var item in LootTable)
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{
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InventoryManager.Instance.AddItem(item);
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if (!InventoryManager.Instance.AddItem(item))
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{
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failedItems.Add(item);
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}
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}
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if (failedItems.Count > 0)
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{
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foreach (var failedItem in failedItems)
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{
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var dup = this.Duplicate() as ItemPickup;
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this.AddSibling(dup);
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dup.LootTable = [failedItem];
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}
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}
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// Delet This
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QueueFree();
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return true;
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}
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private void _on_area_entered(Area2D area)
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{
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if (!_autoPickup) return;
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if (area is InteractionController interactionController)
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{
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//Check if items are not maxed to avoid a looping autopickup situation
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var canAdd = LootTable.Aggregate(false, (current, item) => current || InventoryManager.Instance.CanAddItem(item.ItemKey));
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if (canAdd)
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{
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AddItemsToInventory();
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}
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}
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}
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}
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