Files
MovementTests/managers/InventoryManager.cs
2026-05-02 11:19:56 +02:00

61 lines
2.5 KiB
C#

using System.Collections.Generic;
using Chickensoft.AutoInject;
using Chickensoft.Introspection;
using Gamesmiths.Forge.Godot.Resources.Abilities;
using Godot;
using Movementtests.systems;
namespace Movementtests.managers;
public partial class WeaponEventAbilityData(WeaponSystem.WeaponEvent forEvent, ForgeAbilityBehavior ability)
: RefCounted
{
public WeaponSystem.WeaponEvent ForEvent { get; private set; } = forEvent;
public ForgeAbilityBehavior Ability { get; private set; } = ability;
}
[GlobalClass]
public partial class InventoryManager : Node
{
#region Signals
[Signal]
public delegate void WeaponEventAbilityAddedEventHandler(WeaponEventAbilityData data);
[Signal]
public delegate void WeaponEventAbilityRemovedEventHandler(WeaponEventAbilityData data);
#endregion
public Dictionary<WeaponSystem.WeaponEvent, HashSet<ForgeAbilityBehavior>> WeaponEventsInventory { get; private set; }
= new() {
{ WeaponSystem.WeaponEvent.FlyingTick, [] },
{ WeaponSystem.WeaponEvent.StartedFlying, [] },
{ WeaponSystem.WeaponEvent.StoppedFlying, [] }
};
public void InitializeFromResource(WeaponInventory inventory)
{
WeaponEventsInventory[WeaponSystem.WeaponEvent.FlyingTick] = new HashSet<ForgeAbilityBehavior>(inventory.OnWeaponFlyingTickAbilities);
WeaponEventsInventory[WeaponSystem.WeaponEvent.StartedFlying] = new HashSet<ForgeAbilityBehavior>(inventory.OnWeaponStartedFlyingAbilities);
WeaponEventsInventory[WeaponSystem.WeaponEvent.StoppedFlying] = new HashSet<ForgeAbilityBehavior>(inventory.OnWeaponStoppedFlyingAbilities);
}
public void AddAbilityForWeaponEvent(WeaponSystem.WeaponEvent forEvent, ForgeAbilityBehavior abilityBehavior)
{
var inventoryForEvent = WeaponEventsInventory[forEvent];
var addedAbilityToInventory = inventoryForEvent.Add(abilityBehavior);
if (!addedAbilityToInventory) return;
EmitSignalWeaponEventAbilityAdded(new WeaponEventAbilityData(forEvent, abilityBehavior));
}
public void RemoveAbilityForWeaponEvent(WeaponSystem.WeaponEvent forEvent, ForgeAbilityBehavior abilityBehavior)
{
var inventoryForEvent = WeaponEventsInventory[forEvent];
var removedFromInventory = inventoryForEvent.Remove(abilityBehavior);
if (!removedFromInventory) return;
EmitSignalWeaponEventAbilityRemoved(new WeaponEventAbilityData(forEvent, abilityBehavior));
}
}