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

@@ -12,18 +12,13 @@ class ItemLogicSignalEmitter(originalID: ItemID) : FixtureItemBase(originalID, "
override var dynamicID: ItemID = originalID
override var baseMass = FixtureLogicSignalEmitter.MASS
override var inventoryCategory = Category.MISC
override val isDynamic = false
override val materialId = ""
override val itemImage: TextureRegion
get() = getItemImageFromSingleImage("basegame", "sprites/fixtures/signal_source.tga")
override var baseToolSize: Double? = baseMass
init {
equipPosition = EquipPosition.HAND_GRIP
originalName = "ITEM_LOGIC_SIGNAL_EMITTER"
}
override var originalName = "ITEM_LOGIC_SIGNAL_EMITTER"
override fun effectWhileEquipped(actor: ActorWithBody, delta: Float) {
super.effectWhileEquipped(actor, delta)