Inventory management focused game written in Godot / C#
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public partial class Item : RigidBody3D
11 months ago
{
[Export] public Vector3I Size { get; set; }
public virtual Node3D Model
=> GetNode<Node3D>("Model");
public override void _Ready()
{
// TODO: Find a better way to better import models with colliders.
// TODO: Import items dynamically at runtime?
// TODO: Use PostImport tool script?
foreach (var body in FindChildren("*", "StaticBody3D").Cast<StaticBody3D>()) {
foreach (var shape in body.GetChildren().OfType<CollisionShape3D>()) {
body.RemoveChild(shape);
AddChild(shape);
}
body.GetParent().RemoveChild(body);
}
// Set the collision properties here so we don't have to specify them in each item scene separately.
CollisionLayer = (uint)(PhysicsLayer.Item | PhysicsLayer.Interactable);
CollisionMask = (uint)(PhysicsLayer.Static | PhysicsLayer.Dynamic | PhysicsLayer.Player | PhysicsLayer.Item);
Freeze = FindParent("Grid") != null;
}
11 months ago
}