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using Godot;
using Godot.Collections;
using TheLegendOfGustav.Entities.Items;
using TheLegendOfGustav.Map;
using TheLegendOfGustav.Utils;
namespace TheLegendOfGustav.Entities.Actors;
public partial class Inventory(int capacity) : Node, ISaveable
{
private Player player;
public int Capacity { get; private set; } = capacity;
public Godot.Collections.Array<Item> Items { get; private set; } = [];
public override void _Ready()
{
base._Ready();
player = GetParent<Player>();
}
public void Drop(Item item)
{
Items.Remove(item);
MapData data = player.MapData;
ItemEntity itemEnt = new(player.GridPosition, data, item);
data.InsertEntity(itemEnt);
data.EmitSignal(MapData.SignalName.EntityPlaced, itemEnt);
MessageLogData.Instance.AddMessage($"Você descarta {item.Definition.DisplayName}.");
}
public void Add(Item item)
{
if (Items.Count >= Capacity) return;
Items.Add(item);
}
public void RemoveItem(Item item)
{
Items.Remove(item);
}
public Dictionary<string, Variant> GetSaveData()
{
Godot.Collections.Array<Dictionary<string, Variant>> itemsData = [];
foreach (Item item in Items) {
itemsData.Add(item.GetSaveData());
}
return new()
{
{"items", itemsData}
};
}
public bool LoadSaveData(Dictionary<string, Variant> saveData)
{
Array<Dictionary<string, Variant>> itemRess = (Array<Dictionary<string, Variant>>)saveData["items"];
foreach(Dictionary<string, Variant> item in itemRess)
{
Item it = new();
if(!it.LoadSaveData(item))
{
return false;
}
Items.Add(it);
}
return true;
}
}
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