InventoryFramework.GodotAdapter 1.0.8

dotnet add package InventoryFramework.GodotAdapter --version 1.0.8
                    
NuGet\Install-Package InventoryFramework.GodotAdapter -Version 1.0.8
                    
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="InventoryFramework.GodotAdapter" Version="1.0.8" />
                    
For projects that support PackageReference, copy this XML node into the project file to reference the package.
<PackageVersion Include="InventoryFramework.GodotAdapter" Version="1.0.8" />
                    
Directory.Packages.props
<PackageReference Include="InventoryFramework.GodotAdapter" />
                    
Project file
For projects that support Central Package Management (CPM), copy this XML node into the solution Directory.Packages.props file to version the package.
paket add InventoryFramework.GodotAdapter --version 1.0.8
                    
#r "nuget: InventoryFramework.GodotAdapter, 1.0.8"
                    
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
#:package InventoryFramework.GodotAdapter@1.0.8
                    
#:package directive can be used in C# file-based apps starting in .NET 10 preview 4. Copy this into a .cs file before any lines of code to reference the package.
#addin nuget:?package=InventoryFramework.GodotAdapter&version=1.0.8
                    
Install as a Cake Addin
#tool nuget:?package=InventoryFramework.GodotAdapter&version=1.0.8
                    
Install as a Cake Tool

InventoryFramework.GodotAdapter

NuGet

Godot 4 integration for InventoryFramework: a server-authoritative inventory and crafting backend. Wraps the gRPC SDK in a Node-friendly facade.


Requirements

  • Godot 4.x with .NET enabled
  • A running InventoryFramework server

Installation

dotnet add package InventoryFramework.GodotAdapter

Or copy the DLLs from dist/godot/ into res://addons/InventoryFramework/.


Autoload setup

Create a script and register it as an Autoload in Project > Project Settings > Autoload:

using Godot;
using InventoryFramework.GodotAdapter.Models;
using InventoryFramework.GodotAdapter.Services;

public partial class InventoryManager : Node
{
    public GodotInventoryFacade Facade { get; private set; }

    public override async void _Ready()
    {
        Facade = new GodotInventoryFacade(new GodotInventoryConfiguration
        {
            ServerAddress = "https://your-server:7289",
            ActorId       = OS.GetUniqueId(),
            ApiKey        = "sk-game-your-key"
        });

        var result = await Facade.ConnectAsync();
        if (!result.Succeeded)
        {
            GD.PrintErr($"Connect failed: {result.ErrorMessage}");
            return;
        }

        await Facade.CreateDefaultInventoryAsync();
        await Facade.RefreshAsync();
    }

    protected override void Dispose(bool disposing)
    {
        Facade?.Dispose();
        base.Dispose(disposing);
    }
}

Reading inventory state

var manager = GetNode<InventoryManager>("/root/InventoryManager");

var snapshot = manager.Facade.CurrentSnapshot;  // last fetched, no network call
// or: var snapshot = await manager.Facade.RefreshAsync();

foreach (var container in snapshot.Containers)
{
    GD.Print($"Container: {container.ContainerId}");
    foreach (var slot in container.Slots.Where(s => !s.IsEmpty))
    {
        GD.Print($"  {slot.ItemDefinitionId} x{slot.Quantity}");
        foreach (var affix in slot.Affixes)
            GD.Print($"    {affix.AffixDefinitionId}: {affix.Value}");
    }
}

Item operations

var facade = GetNode<InventoryManager>("/root/InventoryManager").Facade;

// Grant items (admin)
await facade.GrantItemsAsync(containerId, "wood", quantity: 10);

// Transfer a slot between containers
await facade.TransferItemsAsync(sourceContainerId, slotIndex: 0, targetContainerId, quantity: 5);

// One-button quick-store (backpack to chest, skips locked slots)
await facade.QuickStoreToTargetContainerAsync(sourceContainerId, targetContainerId);

// Lock a slot; protected from quick-store and auto-sort. Manual moves still work.
await facade.LockSlotAsync(containerId, slotIndex: 2, lockSlot: true);

// Split a stack into two slots
var split = await facade.SplitStackAsync(containerId, sourceSlotIndex: 0, amount: 5);
GD.Print($"Split landed in slot {split.DestinationSlotIndex}");

// Drop items; returns item id and quantity to spawn a world pickup
var drop = await facade.DropItemsAsync(containerId, slotIndex: 0, amount: 3);
if (drop.Succeeded) SpawnPickupNode(drop.DroppedItemDefinitionId, drop.DroppedQuantity);

// Sort all unlocked slots
// sortMode: 0 = ByNameAscending, 1 = ByWeightDescending, 2 = ByTagThenName
await facade.SortContainerAsync(containerId, sortMode: 0);

Item affixes (per-instance modifiers)

Affixes are rolled modifiers on individual item stacks: fire damage, crit chance, move speed, etc. Define them in Data/Affixes/affixes.json on the server:

// Grant a sword with specific affix values (admin)
await facade.GrantItemsAsync(containerId, "sword", quantity: 1, affixes: new[]
{
    new ItemAffixRequest { AffixDefinitionId = "fire_damage", Value = 38.5f },
    new ItemAffixRequest { AffixDefinitionId = "crit_chance", Value = 12.0f }
});

// Affixes are included in every snapshot
var snapshot = await facade.RefreshAsync();
foreach (var slot in snapshot.Containers[0].Slots.Where(s => !s.IsEmpty))
    foreach (var affix in slot.Affixes)
        GD.Print($"{slot.ItemDefinitionId} | {affix.AffixDefinitionId}: {affix.Value}");

Crafting

// Preview before committing
var preview = await facade.PreviewCraftItemsAsync(
    "plank_recipe", sourceContainerId, targetContainerId,
    count: 2, station: "workbench");

GD.Print($"Can craft: {preview.CanCraftRequestedCount}  Max: {preview.MaxCraftableCount}");

if (preview.CanCraftRequestedCount)
    await facade.CraftItemsAsync(
        "plank_recipe", sourceContainerId, targetContainerId,
        count: 2, allowPartial: false, station: "workbench");

// List available recipes for current inventory
var available = await facade.GetAvailableRecipesAsync(sourceContainerId);
foreach (var recipe in available.Recipes)
    GD.Print($"{recipe.DisplayName} ({recipe.CraftingCategory})");

Player progression

await facade.UnlockRecipeKeyAsync("tier2_weapons");

var progression = await facade.GetPlayerProgressionAsync();
foreach (var key in progression.UnlockedKeys)
    GD.Print($"Unlocked: {key}");

Session controller

For UI screens that need live state and connection tracking:

var controller = new GodotInventorySessionController(facade);
await controller.StartSessionAsync();

// controller.State.Snapshot      = current inventory
// controller.State.IsConnected   = connection status
// controller.State.ErrorMessage  = last error if any

Error handling

Every operation returns a result with Succeeded and ErrorMessage:

var result = await facade.TransferItemsAsync(sourceId, slotIndex: 0, targetId, quantity: 5);
if (!result.Succeeded)
    GD.PrintErr($"Transfer failed: {result.ErrorMessage}");

Full documentation: Godot Integration Guide

Product Compatible and additional computed target framework versions.
.NET net5.0 was computed.  net5.0-windows was computed.  net6.0 was computed.  net6.0-android was computed.  net6.0-ios was computed.  net6.0-maccatalyst was computed.  net6.0-macos was computed.  net6.0-tvos was computed.  net6.0-windows was computed.  net7.0 was computed.  net7.0-android was computed.  net7.0-ios was computed.  net7.0-maccatalyst was computed.  net7.0-macos was computed.  net7.0-tvos was computed.  net7.0-windows was computed.  net8.0 was computed.  net8.0-android was computed.  net8.0-browser was computed.  net8.0-ios was computed.  net8.0-maccatalyst was computed.  net8.0-macos was computed.  net8.0-tvos was computed.  net8.0-windows was computed.  net9.0 was computed.  net9.0-android was computed.  net9.0-browser was computed.  net9.0-ios was computed.  net9.0-maccatalyst was computed.  net9.0-macos was computed.  net9.0-tvos was computed.  net9.0-windows was computed.  net10.0 was computed.  net10.0-android was computed.  net10.0-browser was computed.  net10.0-ios was computed.  net10.0-maccatalyst was computed.  net10.0-macos was computed.  net10.0-tvos was computed.  net10.0-windows was computed. 
.NET Core netcoreapp3.0 was computed.  netcoreapp3.1 was computed. 
.NET Standard netstandard2.1 is compatible. 
MonoAndroid monoandroid was computed. 
MonoMac monomac was computed. 
MonoTouch monotouch was computed. 
Tizen tizen60 was computed. 
Xamarin.iOS xamarinios was computed. 
Xamarin.Mac xamarinmac was computed. 
Xamarin.TVOS xamarintvos was computed. 
Xamarin.WatchOS xamarinwatchos was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

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