stack item pickup (in progress), throwable hand consumes items, spawnable objects tied to item definitions

This commit is contained in:
2026-09-16 22:48:52 -05:00
parent d8295719b0
commit f4642ea005
17 changed files with 444 additions and 26 deletions
+13 -4
View File
@@ -35,18 +35,26 @@ private void Update()
}
}
// we'll set this up to only try to add one item to the inventory at a time for now
// there won't be stacked items in the wild for right now
public bool AddItem(Item item, int quantity)
{
int curQuantity = quantity;
// first try to stack
for (int i = 0; i < itemSlots.Length; i++)
{
if (itemSlots[i].item == item.id && itemSlots[i].quantity < item.maxStack)
if (itemSlots[i].item == item.id && itemSlots[i].quantity + quantity < item.maxStack)
{
itemSlots[i].quantity += 1;
return true;
}
else if (itemSlots[i].item == item.id)
{
curQuantity = quantity - (item.maxStack - itemSlots[i].quantity);
itemSlots[i].quantity = item.maxStack;
if (curQuantity <= 0)
return true;
}
}
// no stack to add to, try to find an empty slot
@@ -56,7 +64,7 @@ public bool AddItem(Item item, int quantity)
{
itemSlots[i] = new ItemSlot();
itemSlots[i].quantity = 1;
itemSlots[i].quantity = curQuantity;
itemSlots[i].item = item.id;
return true;
}
@@ -88,6 +96,7 @@ public bool RemoveItemQuantity(ItemIdEnum itemId, int quantity)
// we have exactly enough in the current slot, so nullify it and
// exit
itemSlots[i].item = ItemIdEnum.NONE;
itemSlots[i].quantity = 0;
break;
}
else