using Godot; using System; using Cirno.Scripts; public partial class InventoryManager : Node2D { public bool RedKeycard { get; set; } // Called when the node enters the scene tree for the first time. public override void _Ready() { } // Called every frame. 'delta' is the elapsed time since the previous frame. public override void _Process(double delta) { } public bool AddItem(ItemTypes type, int amount = 1) { switch (type) { case ItemTypes.KeycardRed: RedKeycard = true; GD.Print($"Red Keycard x{amount}"); break; case ItemTypes.KeycardBlue: GD.Print($"Blue Keycard x{amount}"); break; case ItemTypes.KeycardGreen: GD.Print($"Green Keycard x{amount}"); break; case ItemTypes.Ammo: GD.Print($"Ammo x{amount}"); break; case ItemTypes.Medkit: GD.Print($"Medkit x{amount}"); break; case ItemTypes.CrabBomb: GD.Print($"CrabBomb x{amount}"); break; case ItemTypes.Bomb: GD.Print($"Bomb x{amount}"); break; case ItemTypes.Mine: GD.Print($"Mine x{amount}"); break; case ItemTypes.Battery: GD.Print($"Battery x{amount}"); break; default: return false; } return true; // TODO: Return false if could not be added } public void AddRedKeycard() { RedKeycard = true; } public void RemoveRedKeycard() { RedKeycard = false; } }