using System.Linq; using Cirno.Scripts.Resources; using Godot; using Godot.Collections; namespace Cirno.Scripts.Interactables; public partial class ItemPickup : Interactable { [Export] public Array LootTable = []; private bool _autoPickup = false; public override void _Ready() { _autoPickup = LootTable.Any(x => x.AutoPickup); // if (LootTable.Any(x => x.AutoPickup)) // { // _autoPickup = true; // } //this.AreaEntered += _on_area_entered; } public override bool Activate(ActivationType activationType = ActivationType.Toggle) { GD.Print("Attempting to Pickup Item"); if (!MeetsRequirements()) return false; AddItemsToInventory(); return true; } private void AddItemsToInventory() { var failedItems = new Array(); foreach (var item in LootTable) { if (!InventoryManager.Instance.AddItem(item)) { failedItems.Add(item); } } if (failedItems.Count > 0) { foreach (var failedItem in failedItems) { var dup = this.Duplicate() as ItemPickup; this.AddSibling(dup); dup.LootTable = [failedItem]; } } // Delet This QueueFree(); } private void _on_area_entered(Area2D area) { if (!_autoPickup) return; if (area is InteractionController interactionController) { //Check if items are not maxed to avoid a looping autopickup situation var canAdd = LootTable.Aggregate(false, (current, item) => current || InventoryManager.Instance.CanAddItem(item.ItemKey)); if (canAdd) { AddItemsToInventory(); } } } }