new inventory category 'fixtures'; fixture code refactoring

This commit is contained in:
minjaesong
2023-10-04 01:03:40 +09:00
parent fc8138f3b1
commit 9a527a4508
25 changed files with 73 additions and 158 deletions

View File

@@ -52,7 +52,7 @@ abstract class GameItem(val originalID: ItemID) : Comparable<GameItem>, Cloneabl
* - `BLOCK_AIR` Prints out `Lang.get("BLOCK_AIR")`
* - `BLOCK_AIR>>=BLOCK_WALL_NAME_TEMPLATE` Prints out `Formatter().format(Lang.get("BLOCK_WALL_NAME_TEMPLATE"), Lang.get("BLOCK_AIR")).toString()`
*/
@Transient var originalName: String = ""
@Transient open var originalName: String = ""
var newName: String = ""
@@ -101,16 +101,8 @@ abstract class GameItem(val originalID: ItemID) : Comparable<GameItem>, Cloneabl
/**
* Where to equip the item.
*
* Can't use 'open val' as GSON doesn't like that. Initialise this property like:
*
* ```
* init {
* equipPosition = EquipPosition.HAND_GRIP
* }
* ```
*/
@Transient var equipPosition: Int = EquipPosition.NULL
@Transient open var equipPosition: Int = EquipPosition.NULL
internal val material: Material
get() = MaterialCodex.getOrDefault(materialId)