code refactor to clarify the state of item being dynamic

fix: simple item cell not showing itemcount for stackable and canbedynamic items
This commit is contained in:
minjaesong
2024-02-11 20:51:54 +09:00
parent 8e97914834
commit 77bc646991
30 changed files with 51 additions and 50 deletions

View File

@@ -230,7 +230,7 @@ class PickaxeCopper(originalID: ItemID) : GameItem(originalID) {
override var baseToolSize: Double? = BASE_MASS_AND_SIZE
override var inventoryCategory = Category.TOOL
override val isDynamic = true
override val canBeDynamic = true
override val materialId = "CUPR"
override var baseMass = material.density.toDouble() / MaterialCodex["IRON"].density * BASE_MASS_AND_SIZE
override val itemImage: TextureRegion
@@ -260,7 +260,7 @@ class PickaxeIron(originalID: ItemID) : GameItem(originalID) {
override var baseToolSize: Double? = BASE_MASS_AND_SIZE
override var inventoryCategory = Category.TOOL
override val isDynamic = true
override val canBeDynamic = true
override val materialId = "IRON"
override var baseMass = material.density.toDouble() / MaterialCodex["IRON"].density * BASE_MASS_AND_SIZE
override val itemImage: TextureRegion
@@ -290,7 +290,7 @@ class PickaxeSteel(originalID: ItemID) : GameItem(originalID) {
override var baseToolSize: Double? = BASE_MASS_AND_SIZE
override var inventoryCategory = Category.TOOL
override val isDynamic = true
override val canBeDynamic = true
override val materialId = "STAL"
override var baseMass = material.density.toDouble() / MaterialCodex["IRON"].density * BASE_MASS_AND_SIZE
override val itemImage: TextureRegion
@@ -320,7 +320,7 @@ class PickaxeWood(originalID: ItemID) : GameItem(originalID) {
override var baseToolSize: Double? = BASE_MASS_AND_SIZE
override var inventoryCategory = Category.TOOL
override val isDynamic = true
override val canBeDynamic = true
override val materialId = "WOOD"
override var baseMass = material.density.toDouble() / MaterialCodex["IRON"].density * BASE_MASS_AND_SIZE
override val itemImage: TextureRegion
@@ -350,7 +350,7 @@ class PickaxeStone(originalID: ItemID) : GameItem(originalID) {
override var baseToolSize: Double? = BASE_MASS_AND_SIZE
override var inventoryCategory = Category.TOOL
override val isDynamic = true
override val canBeDynamic = true
override val materialId = "ROCK"
override var baseMass = material.density.toDouble() / MaterialCodex["IRON"].density * BASE_MASS_AND_SIZE
override val itemImage: TextureRegion