generalized card vs item, cleaned up some headbob stuff, added the ability to refund a wall block
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PCs
Universal
ClassCards
Assault
Blowdart
BombLauncher
Fireball
Flamethrower
Gatling
GlueLauncher
Icicle
Reactor
Refrigerator
RocketLauncher
Sniper
Scenes
Scripts
AStarGraph3D.gd
motion_test.gdnode_2d.tscnproject.godotResources
Towers
card_hand.gdedit_tool.gdinventory.gditem_container.gdshop_stand.gdtower_base.gd@ -5,37 +5,37 @@ signal item_added(item)
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signal item_removed(item)
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@export var max_size := 0
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var contents : Array[Card] = []
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@export var contents : Array[Item] = []
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var selected_index := 0
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var selected_item : Card :
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var selected_item : Item :
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get:
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return contents[selected_index] if contents.size() > 0 else null
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set(_value):
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return
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func add(card : Card) -> bool:
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if card != null and contents.size() < max_size or max_size == 0:
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contents.append(card)
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item_added.emit(card)
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networked_add.rpc(Data.cards.find(card))
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func add(item : Item) -> bool:
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if item != null and contents.size() < max_size or max_size == 0:
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contents.append(item)
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item_added.emit(item)
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networked_add.rpc(Data.cards.find(item))
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return true
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return false
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func remove_at(index : int) -> Card:
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func remove_at(index : int) -> Item:
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if contents.size() <= 0:
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return null
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var card = contents[index]
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var item = contents[index]
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contents.remove_at(index)
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if selected_index >= contents.size() and selected_index > 0:
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selected_index -= 1
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item_removed.emit(card)
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item_removed.emit(item)
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networked_remove_at.rpc(index)
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return card
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return item
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func remove() -> Card:
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func remove() -> Item:
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return remove_at(selected_index)
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