Enhanced loot drops system

This commit is contained in:
MaddoScientisto 2026-03-01 19:14:34 +01:00
commit acc61f9a0e
12 changed files with 661 additions and 443 deletions

View file

@ -55,31 +55,43 @@ public partial class LootItem : Resource
return spawnedItem;
}
public ItemPickup3D Spawn3D(Node3D sibling, bool dropAsChild = false)
/// <summary>
/// Spawns this item as an <see cref="ItemPickup3D"/> in the 3D world.
/// </summary>
/// <param name="sibling">Reference node used to determine parent and default spawn position.</param>
/// <param name="dropAsChild">If true, spawns as a child of <paramref name="sibling"/>; otherwise as a sibling.</param>
/// <param name="spawnPosition">
/// Optional world-space position override. When null, the position of <paramref name="sibling"/> is used.
/// Pass a custom value to scatter drops instead of stacking them all at the same point.
/// </param>
/// <param name="launchVelocity">Optional initial velocity applied to the pickup so it arcs and falls to the floor.</param>
public ItemPickup3D Spawn3D(Node3D sibling, bool dropAsChild = false, Vector3? spawnPosition = null, Vector3? launchVelocity = null)
{
if (string.IsNullOrWhiteSpace(DropScenePath3D)) return null;
var itemScene = GD.Load<PackedScene>(DropScenePath3D);
var spawnedItem = itemScene.Instantiate<ItemPickup3D>();
spawnedItem.Name = this.ItemKey;
var position = spawnPosition ?? sibling.GlobalPosition;
if (dropAsChild)
{
CallDeferred(MethodName.DeferredSpawn3D, sibling, spawnedItem, sibling.GlobalPosition);
//sibling.CallDeferred(Node.MethodName.AddChild, spawnedItem);
//sibling.AddChild(spawnedItem);
CallDeferred(MethodName.DeferredSpawn3D, sibling, spawnedItem, position);
}
else
{
CallDeferred(MethodName.DeferredSpawn3D, sibling.GetParentNode3D(), spawnedItem, sibling.GlobalPosition);
//sibling.GetParent().CallDeferred(Node.MethodName.AddChild, spawnedItem);
//sibling.GetParent().AddChild(spawnedItem);
CallDeferred(MethodName.DeferredSpawn3D, sibling.GetParentNode3D(), spawnedItem, position);
}
//spawnedItem.GlobalPosition = sibling.GlobalPosition;
spawnedItem.LootTable.Add(this);
spawnedItem.SetSprite(InventorySprite);
if (launchVelocity.HasValue)
{
spawnedItem.Launch(launchVelocity.Value);
}
return spawnedItem;
}