using Cirno.Scripts.Resources; using Godot; using Godot.Collections; namespace Cirno.Scripts; public partial class Chest : Interactable { [Export] public Array LootTable = new Array(); public override void Activate() { if (!MeetsRequirements()) return; foreach (var item in LootTable) { _inventoryManager.AddItem(item.Item, item.Amount); } } public override void _Ready() { base._Ready(); } }