cirnogodot/Scripts/InventoryManager.cs
2025-01-28 14:05:38 +01:00

67 lines
1.3 KiB
C#

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;
}
}