Persist item enabled state in typed snapshots

This commit is contained in:
Meta Vens 2026-06-14 17:13:16 +01:00
commit f785f8e350
10 changed files with 58 additions and 18 deletions

View file

@ -260,8 +260,12 @@ public class ActionGameManager : MonoBehaviour
return ItemManager.CreateSimpleCommodityInstance(typedItem, Math.Max(1, item.Quantity));
var instance = ItemManager.CreateCraftedInstance(typedItem, (float)item.Quality);
if (instance is EquippableItem equippable && item.Durability > 0)
equippable.Durability = (float)item.Durability;
if (instance is EquippableItem equippable)
{
equippable.Enabled.Value = item.Enabled;
if (item.Durability > 0)
equippable.Durability = (float)item.Durability;
}
return instance;
}
@ -524,7 +528,8 @@ public class ActionGameManager : MonoBehaviour
ItemDefinitionLegacyId = item.ItemId == Guid.Empty ? "" : item.ItemId.ToString("D"),
Quality = item is CraftedItemInstance crafted ? crafted.Quality : 1.0,
Durability = item is EquippableItem equippable ? equippable.Durability : 1.0,
Quantity = item is SimpleCommodity commodity ? commodity.Quantity : 1
Quantity = item is SimpleCommodity commodity ? commodity.Quantity : 1,
Enabled = item is not EquippableItem enabledItem || enabledItem.Enabled.Value
};
}