Implement inventory system with item management and pickup functionality

This commit is contained in:
2025-10-13 18:29:50 +02:00
parent ce3596efaa
commit 56ffa8e126
10 changed files with 156 additions and 0 deletions

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using GameCore.Combat;
using GameCore.ECS;
using GameCore.ECS.Interfaces;
using GameCore.Events;
using GameCore.Physics;
using GameCore.Player;
namespace GameCore.Inventory;
public class PickupSystem : ISystem
{
public void Update(World world, float deltaTime)
{
var entitiesWithCollisions = world.GetEntitiesWith<CollisionEventComponent>();
var withCollisions = entitiesWithCollisions.ToList();
foreach (var entity in withCollisions)
{
if (world.GetComponent<PlayerComponent>(entity) == null) return;
var collision = world.GetComponent<CollisionEventComponent>(entity);
if (collision == null) continue;
var pickup = world.GetComponent<PickupComponent>(entity);
var inventory = world.GetComponent<InventoryComponent>(entity);
if (pickup == null || inventory == null) continue;
var item = new Item(pickup.ItemId, pickup.Quantity);
// In the future, handle IsInstantUse items here
world.PublishEvent(new AddItemToInventoryEvent(entity, item));
world.AddComponent(collision.OtherEntity, new DeathComponent());
}
foreach (var entity in withCollisions) world.RemoveComponent<CollisionEventComponent>(entity);
}
}