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using Godot;
using Godot.Collections;
using TheLegendOfGustav.Map;
namespace TheLegendOfGustav.Entities.Actors;
/// <summary>
/// Classe do jogador. Por enquanto não é diferente do Ator, mas isso pode mudar.
/// </summary>
[GlobalClass]
public partial class Player : Actor, ISaveable
{
private PlayerDefinition definition;
public Player(Vector2I initialPosition, MapData map, PlayerDefinition definition) : base(initialPosition, map, definition)
{
this.definition = definition;
SetDefinition(definition);
}
public Inventory Inventory { get; private set; }
public new Dictionary<string, Variant> GetSaveData()
{
Dictionary<string, Variant> baseData = base.GetSaveData();
baseData.Add("inventory", Inventory.GetSaveData());
baseData.Add("definition", definition.ResourcePath);
return baseData;
}
public new bool LoadSaveData(Dictionary<string, Variant> saveData)
{
PlayerDefinition definition = GD.Load<PlayerDefinition>((string)saveData["definition"]);
SetDefinition(definition);
if (!base.LoadSaveData(saveData))
{
return false;
}
if(!Inventory.LoadSaveData((Dictionary<string, Variant>)saveData["inventory"]))
{
return false;
}
return true;
}
public void SetDefinition(PlayerDefinition definition)
{
Inventory?.QueueFree();
Inventory = new(definition.InventoryCapacity);
AddChild(Inventory);
}
}
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