Refactor all gameItem into one object for easier stats
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@@ -206,7 +206,7 @@ public partial class GameHandler : Node3D {
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Bullet physicsBullet = ps.Instantiate<Bullet>();
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physicsBullet.Name = Guid.NewGuid().ToString();
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physicsBullet.Creator = Creator;
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physicsBullet.Damage = ((ItemStats)_Reference.ItemSpawnPath).stats[itemID].ToolDamage ;
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physicsBullet.Damage = new GameItem(itemID).ItemStats.ToolDamage;
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GetNode<Node3D>("/root/GameRoot/Game").AddChild(physicsBullet);
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physicsBullet.SetDeferred("global_position", initialPosition);
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physicsBullet.CallDeferred("apply_impulse", ImpulseVector);
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@@ -17,6 +17,8 @@ public partial class PreGame : Control {
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_Reference.PreGame = this;
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_AbilityLabel = this.GetChild<Label>(0);
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_AbilityLabel.Text = "Current Ability : " + _Ability.ToString();
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StatItem.LoadItemStats();
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}
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public void _on_ability_pressed() {
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