Inventory management focused game written in Godot / C#
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public partial class Item : RigidBody3D
{
public MultiplayerSynchronizer Sync { get; internal set; }
public ItemManager Manager { get; internal set; } = null; // TODO: Replace with Owner?
public uint TrackingId { get; internal set; }
/// <summary> Child node representing the 3D model of this item. </summary>
public virtual Node3D Model => GetNode<Node3D>("Model");
/// <summary> Whether this item is attached to a grid. </summary>
public bool IsAttached => GetParent() is Grid;
/// <summary> Size of the item in grid spaces. </summary>
[Export] public Vector3I Size { get; set; }
public override void _Ready()
{
// Set the collision properties here so we don't have to specify them in each item scene separately.
CollisionLayer = (uint)(PhysicsLayer.Small | PhysicsLayer.Interact | PhysicsLayer.Placable);
CollisionMask = (uint)(PhysicsLayer.Static | PhysicsLayer.Dynamic | PhysicsLayer.Small | PhysicsLayer.Body);
// TODO: Create a separate area for .Placable.
// Though gotta keep in mind that for some objects it needs to be same as physics collider, like small box.
// 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>())
shape.Reparent(this);
body.GetParent().RemoveChild(body);
}
// Set up syncronization for this item when its physics are enabled.
// Sync = new() { RootPath = ".." };
// var config = Sync.ReplicationConfig = new();
// config.AddProperty(":position");
// config.AddProperty(":rotation");
// config.AddProperty(":linear_velocity");
// config.AddProperty(":angular_velocity");
// AddChild(Sync);
UpdatePhysicsState();
}
public override void _Notification(int what)
{
switch ((long)what) {
case NotificationParented:
if (IsInsideTree())
UpdatePhysicsState();
break;
}
}
void UpdatePhysicsState()
{
Freeze = IsAttached;
// Sync.PublicVisibility = !IsAttached;
}
}