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using Godot;
using Godot.Collections;
using TheLegendOfGustav.Entities;
using TheLegendOfGustav.Map;
namespace TheLegendOfGustav.Entities.Items;
public partial class ItemEntity : Entity, ISaveable
{
public Item Item { get; private set; }
public ItemEntity(Vector2I initialPosition, MapData map, Item item) : base(initialPosition, map)
{
Item = item;
// Eu quero muito reescrever o jogo do zero, mas não tenho tempo :(
EntityDefinition sad = new()
{
blocksMovement = false,
name = item.Definition.DisplayName,
texture = item.Definition.Icon,
Type = EntityType.ITEM,
};
SetDefinition(sad);
}
public ItemEntity(Vector2I initialPosition, MapData map) : base(initialPosition, map)
{
}
public new Dictionary<string, Variant> GetSaveData()
{
Dictionary<string, Variant> baseData = base.GetSaveData();
baseData.Add("item", Item.GetSaveData());
return baseData;
}
public new bool LoadSaveData(Dictionary<string, Variant> saveData)
{
Item = new();
if (!Item.LoadSaveData((Dictionary<string, Variant>)saveData["item"]))
{
return false;
}
// Eu quero muito reescrever o jogo do zero, mas não tenho tempo :(
EntityDefinition sad = new()
{
blocksMovement = false,
name = Item.Definition.DisplayName,
texture = Item.Definition.Icon,
Type = EntityType.ITEM,
};
SetDefinition(sad);
base.LoadSaveData(saveData);
return true;
}
}
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