using Godot; using Godot.Collections; public partial class MapState : Resource { [Export] private Dictionary _state = new(); [Signal] public delegate void MapStateChangedEventHandler(string key, Variant value); [Signal] public delegate void MapStateBoolChangedEventHandler(string key, bool value); public Variant this[string key] { get { if (_state.ContainsKey(key)) { return _state[key]; } return default; } set { if (_state.ContainsKey(key)) { _state[key] = value; } else { _state.Add(key, value); } EmitSignal(SignalName.MapStateChanged, key, value); switch (value.VariantType) { case Variant.Type.Bool: EmitSignal(SignalName.MapStateBoolChanged, key, (bool)value); break; } } } }