Refactored switches and chests and mapping

This commit is contained in:
Marco 2025-01-30 17:24:40 +01:00
commit cc5376e94e
14 changed files with 158 additions and 91 deletions

View file

@ -1,28 +1,43 @@
using Godot;
using System;
using System.Diagnostics;
using System.Linq;
using Cirno.Scripts.Resources;
using Godot.Collections;
public partial class Interactable : Area2D
{
[Export] public Activable Target { get; set; }
[Export] public bool RequiresKeycard { get; set; }
private InventoryManager _inventoryManager;
[Export] public Array<LootItem> Requirements = new Array<LootItem>();
protected InventoryManager _inventoryManager;
public override void _Ready()
{
_inventoryManager = GetNode<InventoryManager>("/root/GameScene/InventoryManager");
}
public void Activate()
protected bool MeetsRequirements()
{
if (RequiresKeycard) {
if (_inventoryManager.RedKeycard) {
Target?.Activate();
}
}
else
if (Requirements.Any())
{
Target?.Activate();
if (_inventoryManager.HasItems(Requirements.Select(x => x.Item).ToList()))
{
GD.Print($"Requirements for activation of {this.Name} successfully met: {string.Join(",", Requirements.Select(x => x.Item))} ");
return true;
}
else
{
GD.Print($"Requirements for activation of {this.Name} not met: {string.Join(",", Requirements.Select(x => x.Item))} ");
return false;
}
}
return true;
}
public virtual void Activate()
{
}
}