Fix final remaining issues with inventory
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@@ -88,20 +88,20 @@ public partial class InventoryMenu : Control, IInventoryMenu
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private void EquippedAccessory_Sync(Accessory obj)
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{
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ATKBonusLabel.Text = GameRepo.PlayerData.BonusAttack != 0 ? $"{GameRepo.PlayerData.BonusAttack:+0;-#}" : "...";
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DEFBonusLabel.Text = GameRepo.PlayerData.BonusDefense != 0 ? $"{GameRepo.PlayerData.BonusDefense:+0;-#}" : "...";
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ATKBonusLabel.Text = $"{GameRepo.PlayerData.BonusAttack:+0;-#;\\.\\.\\.}";
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DEFBonusLabel.Text = $"{GameRepo.PlayerData.BonusDefense:+0;-#;\\.\\.\\.}";
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}
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private void EquippedArmor_Sync(Armor obj)
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{
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ATKBonusLabel.Text = GameRepo.PlayerData.BonusAttack != 0 ? $"{GameRepo.PlayerData.BonusAttack:+0;-#}" : "...";
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DEFBonusLabel.Text = GameRepo.PlayerData.BonusDefense != 0 ? $"{GameRepo.PlayerData.BonusDefense:+0;-#}" : "...";
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ATKBonusLabel.Text = $"{GameRepo.PlayerData.BonusAttack:+0;-#;\\.\\.\\.}";
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DEFBonusLabel.Text = $"{GameRepo.PlayerData.BonusDefense:+0;-#;\\.\\.\\.}";
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}
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private void EquippedWeapon_Sync(Weapon obj)
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{
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ATKBonusLabel.Text = GameRepo.PlayerData.BonusAttack != 0 ? $"{GameRepo.PlayerData.BonusAttack:+0;-#}" : "...";
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DEFBonusLabel.Text = GameRepo.PlayerData.BonusDefense != 0 ? $"{GameRepo.PlayerData.BonusDefense:+0;-#}" : "...";
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ATKBonusLabel.Text = $"{GameRepo.PlayerData.BonusAttack:+0;-#;\\.\\.\\.}";
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DEFBonusLabel.Text = $"{GameRepo.PlayerData.BonusDefense:+0;-#;\\.\\.\\.}";
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}
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private void CurrentLevel_Sync(int obj) => CurrentLevelLabel.Text = $"Level {obj:D2}";
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@@ -298,8 +298,6 @@ public partial class InventoryMenu : Control, IInventoryMenu
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{
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await ToSignal(GetTree().CreateTimer(0.1f), "timeout");
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itemSlot.SetSelectedItemStyle();
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if (itemSlot.Item is IEquipable newEquipable && GameRepo.PlayerData.Inventory.IsEquipped(newEquipable))
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itemSlot.SetEquippedSelectedItemStyle();
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ItemDescriptionTitle.Text = $"{itemSlot.Item.Info.Name}";
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ItemEffectLabel.Text = $"{itemSlot.Item.Info.Description}";
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}
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@@ -49,18 +49,36 @@ public partial class ItemSlot : HBoxContainer, IItemSlot
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private void EquippedWeapon_Sync(Weapon obj)
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{
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if (Item is Weapon weapon && weapon == obj)
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{
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EquipBonus.Text = $"{obj.WeaponStats.Damage:+0;-#;\\.\\.\\.}";
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SetEquippedSelectedItemStyle();
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}
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if (Item is Weapon unequippedItem && unequippedItem != obj)
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{
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EquipBonus.Text = $"...";
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SetItemStyle();
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}
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}
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private void EquippedArmor_Sync(Armor obj)
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{
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if (Item is Armor armor && armor == obj)
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{
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EquipBonus.Text = $"{obj.ArmorStats.Defense:+0;-#;\\.\\.\\.}";
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SetEquippedSelectedItemStyle();
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}
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if (Item is Armor unequippedItem && unequippedItem != obj)
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{
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EquipBonus.Text = $"...";
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SetItemStyle();
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}
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}
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private void EquippedAccessory_Sync(Accessory obj)
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{
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if (Item is Accessory accessory && accessory == obj)
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SetEquippedSelectedItemStyle();
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if (Item is Accessory unequippedItem && unequippedItem != obj)
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SetItemStyle();
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}
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@@ -72,8 +90,16 @@ public partial class ItemSlot : HBoxContainer, IItemSlot
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}
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public void SetSelectedItemStyle()
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{
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ItemName.LabelSettings = SelectedItemFont;
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EquipBonus.LabelSettings = SelectedItemFont;
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if (Item is IEquipable equipableItem && GameRepo.PlayerData.Inventory.IsEquipped(equipableItem))
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{
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ItemName.LabelSettings = SelectedEquippedItemFont;
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EquipBonus.LabelSettings = EquippedItemFont;
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}
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else
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{
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ItemName.LabelSettings = SelectedItemFont;
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EquipBonus.LabelSettings = SelectedItemFont;
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}
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}
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public void SetEquippedItemStyle()
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{
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@@ -84,7 +110,7 @@ public partial class ItemSlot : HBoxContainer, IItemSlot
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public void SetEquippedSelectedItemStyle()
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{
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ItemName.LabelSettings = SelectedEquippedItemFont;
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EquipBonus.LabelSettings = SelectedEquippedItemFont;
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EquipBonus.LabelSettings = EquippedItemFont;
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}
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public IInventoryItem Item { get; set; } = default!;
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