Persist item enabled state in typed snapshots
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10 changed files with 58 additions and 18 deletions
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@ -260,8 +260,12 @@ public class ActionGameManager : MonoBehaviour
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return ItemManager.CreateSimpleCommodityInstance(typedItem, Math.Max(1, item.Quantity));
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var instance = ItemManager.CreateCraftedInstance(typedItem, (float)item.Quality);
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if (instance is EquippableItem equippable && item.Durability > 0)
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equippable.Durability = (float)item.Durability;
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if (instance is EquippableItem equippable)
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{
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equippable.Enabled.Value = item.Enabled;
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if (item.Durability > 0)
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equippable.Durability = (float)item.Durability;
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}
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return instance;
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}
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@ -524,7 +528,8 @@ public class ActionGameManager : MonoBehaviour
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ItemDefinitionLegacyId = item.ItemId == Guid.Empty ? "" : item.ItemId.ToString("D"),
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Quality = item is CraftedItemInstance crafted ? crafted.Quality : 1.0,
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Durability = item is EquippableItem equippable ? equippable.Durability : 1.0,
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Quantity = item is SimpleCommodity commodity ? commodity.Quantity : 1
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Quantity = item is SimpleCommodity commodity ? commodity.Quantity : 1,
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Enabled = item is not EquippableItem enabledItem || enabledItem.Enabled.Value
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};
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}
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