feat: implemented basics for weapons

This commit is contained in:
Sara 2025-07-17 12:49:32 +02:00
parent 6fa9d11af5
commit aecc40ed6e
15 changed files with 163 additions and 51 deletions

View file

@ -19,7 +19,7 @@ void WeaponInventory::ready() {
this->weapon_parent->add_child(fallback_as_node);
if ((this->fallback_weapon = cast_to<WeaponBase>(fallback_as_node))) {
this->select_weapon(this->fallback_weapon);
} else if(fallback_as_node != nullptr) {
} else if (fallback_as_node != nullptr) {
fallback_as_node->queue_free();
}
}
@ -78,7 +78,7 @@ WeaponBase *WeaponInventory::get_current_weapon() const {
void WeaponInventory::pickup_weapon(Ref<PackedScene> weapon_scene) {
Node *weapon_as_node{ weapon_scene->instantiate() };
if (WeaponBase *weapon{ cast_to<WeaponBase>(weapon_as_node) }) {
if (WeaponBase * weapon{ cast_to<WeaponBase>(weapon_as_node) }) {
if (this->weapons[0] == nullptr) {
this->weapons[0] = weapon;
select_weapon(weapon);