private void OnItemUpdated(int idx) { if (Items[idx] != null) { GameEventDispatcher.DispatchPlayerInventoryItemUpdatedEvent(Items[idx].Id); } }
public override void _Ready() { Instance = this; GameEventMapping.Add(PLAYER_INVENTORY_ITEM_UPDATED, new GameEvent(PLAYER_INVENTORY_ITEM_UPDATED, nameof(PLAYER_INVENTORY_ITEM_UPDATED))); GameEventMapping.Add(ENTITY_KILLED, new GameEvent(ENTITY_KILLED, nameof(ENTITY_KILLED))); GameEventMapping.Add(ITEM_TURNED_IN, new GameEvent(ITEM_TURNED_IN, nameof(ITEM_TURNED_IN))); GameEventMapping.Add(DIALOGUE_STARTED, new GameEvent(DIALOGUE_STARTED, nameof(DIALOGUE_STARTED))); GameEventMapping.Add(ENTITY_ENGAGED, new GameEvent(ENTITY_ENGAGED, nameof(ENTITY_ENGAGED))); GameEventMapping.Add(PLAYER_DIED, new GameEvent(PLAYER_DIED, nameof(PLAYER_DIED))); GameEventMapping.Add(PLAYER_INTERACT, new GameEvent(PLAYER_INTERACT, nameof(PLAYER_INTERACT))); GameEventMapping.Add(PLAYER_HEALTH_CHANGED, new GameEvent(PLAYER_HEALTH_CHANGED, nameof(PLAYER_HEALTH_CHANGED))); GameEventMapping.Add(PLAYER_MANA_CHANGED, new GameEvent(PLAYER_MANA_CHANGED, nameof(PLAYER_MANA_CHANGED))); GameEventMapping.Add(PLAYER_CREATED, new GameEvent(PLAYER_CREATED, nameof(PLAYER_CREATED))); GameEventMapping.Add(ZONE_CHANGED, new GameEvent(ZONE_CHANGED, nameof(ZONE_CHANGED))); }
private void OnItemCleared(string itemId) { GameEventDispatcher.DispatchPlayerInventoryItemUpdatedEvent(itemId); }