Fixed item ID and its container being lost when throwing items. Pick up the weapon again can not fire the bullet issue.
修复扔出物品时,物品的ID与自身的物品容器丢失。再次捡起武器无法发射子弹的问题。
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b7805c5804
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@ -4,11 +4,9 @@
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[ext_resource type="AudioStream" uid="uid://cak6chjjsu7wo" path="res://sounds/fire.wav" id="4_ffr2k"]
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[ext_resource type="AudioStream" uid="uid://cak6chjjsu7wo" path="res://sounds/fire.wav" id="4_ffr2k"]
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[ext_resource type="Texture2D" uid="uid://bbcjkyrsx88av" path="res://sprites/projectile/curseOfTheUndead.png" id="4_y6nkf"]
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[ext_resource type="Texture2D" uid="uid://bbcjkyrsx88av" path="res://sprites/projectile/curseOfTheUndead.png" id="4_y6nkf"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_obcq2"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_qgdry"]
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size = Vector2(20, 21)
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_14m1g"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_akp3k"]
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size = Vector2(20, 20.75)
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[node name="curseOfTheUndead" type="RigidBody2D"]
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[node name="curseOfTheUndead" type="RigidBody2D"]
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collision_layer = 8
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collision_layer = 8
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@ -23,11 +21,11 @@ collision_mask = 102
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[node name="CollisionShape2D" type="CollisionShape2D" parent="DamageArea2D"]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="DamageArea2D"]
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position = Vector2(0, -0.5)
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position = Vector2(0, -0.5)
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shape = SubResource("RectangleShape2D_obcq2")
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shape = SubResource("CircleShape2D_qgdry")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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position = Vector2(0, -0.625)
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position = Vector2(0, -0.625)
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shape = SubResource("RectangleShape2D_14m1g")
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shape = SubResource("CircleShape2D_akp3k")
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[node name="Marker2D" type="Marker2D" parent="."]
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[node name="Marker2D" type="Marker2D" parent="."]
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position = Vector2(65, 0)
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position = Vector2(65, 0)
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@ -9,6 +9,7 @@ using ColdMint.scripts.inventory;
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using ColdMint.scripts.utils;
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using ColdMint.scripts.utils;
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using ColdMint.scripts.loot;
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using ColdMint.scripts.loot;
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using ColdMint.scripts.pickable;
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using ColdMint.scripts.pickable;
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using ColdMint.scripts.weapon;
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using Godot;
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using Godot;
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using WeaponTemplate = ColdMint.scripts.weapon.WeaponTemplate;
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using WeaponTemplate = ColdMint.scripts.weapon.WeaponTemplate;
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@ -445,6 +446,10 @@ public partial class CharacterTemplate : CharacterBody2D
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pickAbleTemplate.Sleeping = true;
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pickAbleTemplate.Sleeping = true;
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}
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}
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if (pickAbleItemNode2D is ProjectileWeapon projectileWeapon)
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{
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projectileWeapon.UpdateSpellCache();
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}
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if (_currentItem == null && ItemContainer.GetSelectItem() == item)
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if (_currentItem == null && ItemContainer.GetSelectItem() == item)
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{
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{
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@ -44,15 +44,6 @@ public partial class Packsack : PickAbleTemplate
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GameSceneDepend.DynamicUiGroup?.HideControl(Path);
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GameSceneDepend.DynamicUiGroup?.HideControl(Path);
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}
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}
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public override void CopyAttributes(Node node)
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{
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base.CopyAttributes(node);
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if (node is Packsack packsack)
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{
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SelfItemContainer = packsack.SelfItemContainer;
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}
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}
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public override void _Ready()
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public override void _Ready()
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{
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{
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@ -342,14 +342,14 @@ public partial class PickAbleTemplate : RigidBody2D, IItem
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/// <para>Please copy node properties within this function</para>
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/// <para>Please copy node properties within this function</para>
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/// <para>请在此函数内复制节点属性</para>
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/// <para>请在此函数内复制节点属性</para>
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/// </summary>
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/// </summary>
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/// <param name="node"></param>
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/// <param name="originalNode"></param>
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public virtual void CopyAttributes(Node node)
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public void CopyAttributes(Node originalNode)
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{
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{
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if (node is not PickAbleTemplate pickAbleTemplate)
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if (originalNode is not PickAbleTemplate originalPickAbleTemplate)
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{
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{
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return;
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return;
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}
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}
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Id = originalPickAbleTemplate.Id;
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pickAbleTemplate.Id = Id;
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SelfItemContainer = originalPickAbleTemplate.SelfItemContainer;
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}
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}
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}
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}
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@ -113,11 +113,22 @@ public partial class ProjectileWeapon : WeaponTemplate
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{
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{
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base._Ready();
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base._Ready();
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_marker2D = GetNode<Marker2D>("Marker2D");
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_marker2D = GetNode<Marker2D>("Marker2D");
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SelfItemContainer = new UniversalItemContainer(_numberSlots);
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if (SelfItemContainer == null)
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SelfItemContainer.AllowAddingItemByType(Config.ItemType.Spell);
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{
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SelfItemContainer = new UniversalItemContainer(_numberSlots);
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SelfItemContainer.AllowAddingItemByType(Config.ItemType.Spell);
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}
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}
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}
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private void OnItemDataChangeEvent(ItemDataChangeEvent itemDataChangeEvent)
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/// <summary>
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/// <para>Update spell cache</para>
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/// <para>更新法术缓存</para>
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/// </summary>
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/// <remarks>
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///<para>This will parse available spells from inside the item container.</para>
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///<para>这将从物品容器内解析可用的法术。</para>
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/// </remarks>
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public void UpdateSpellCache()
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{
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{
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if (SelfItemContainer == null)
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if (SelfItemContainer == null)
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{
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{
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@ -148,6 +159,11 @@ public partial class ProjectileWeapon : WeaponTemplate
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}
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}
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}
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}
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private void OnItemDataChangeEvent(ItemDataChangeEvent itemDataChangeEvent)
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{
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UpdateSpellCache();
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}
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public override void _EnterTree()
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public override void _EnterTree()
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{
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{
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base._EnterTree();
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base._EnterTree();
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