Fix final remaining issues with inventory
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@@ -125,13 +125,7 @@ namespace GameJamDungeon
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GameRepo.PlayerGlobalPosition.Sync += PlayerGlobalPosition_Sync;
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HealthTimer.Timeout += OnHealthTimerTimeout;
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CollisionDetector.AreaEntered += OnEnemyHitBoxEntered;
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}
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private void Inventory_AccessoryUnequipped(Accessory unequippedAccessory)
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{
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PlayerData.SetMaximumHP(PlayerData.MaximumHP.Value - unequippedAccessory.AccessoryInfo.MaxHPUp);
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PlayerData.SetMaximumVT(PlayerData.MaximumVT.Value - unequippedAccessory.AccessoryInfo.MaxVTUp);
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PlayerData.SetLuck(PlayerData.Luck.Value - unequippedAccessory.AccessoryInfo.LUCKUp);
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PlayerData.Inventory.AccessoryUnequipped += Inventory_AccessoryUnequipped;
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}
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public void OnReady()
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@@ -224,9 +218,16 @@ namespace GameJamDungeon
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private void EquippedAccessory_Sync(Accessory equippedItem)
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{
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PlayerData.SetMaximumHP(PlayerData.MaximumHP.Value + equippedItem.AccessoryInfo.MaxHPUp);
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PlayerData.SetMaximumVT(PlayerData.MaximumVT.Value + equippedItem.AccessoryInfo.MaxVTUp);
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PlayerData.SetLuck(PlayerData.Luck.Value + equippedItem.AccessoryInfo.LUCKUp);
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PlayerData.SetMaximumHP(PlayerData.MaximumHP.Value + equippedItem.AccessoryStats.MaxHPUp);
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PlayerData.SetMaximumVT(PlayerData.MaximumVT.Value + equippedItem.AccessoryStats.MaxVTUp);
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PlayerData.SetLuck(PlayerData.Luck.Value + equippedItem.AccessoryStats.LUCKUp);
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}
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private void Inventory_AccessoryUnequipped(AccessoryStats unequippedAccessory)
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{
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PlayerData.SetMaximumHP(PlayerData.MaximumHP.Value - unequippedAccessory.MaxHPUp);
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PlayerData.SetMaximumVT(PlayerData.MaximumVT.Value - unequippedAccessory.MaxVTUp);
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PlayerData.SetLuck(PlayerData.Luck.Value - unequippedAccessory.LUCKUp);
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}
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private void OnEnemyHitBoxEntered(Area3D area)
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@@ -36,8 +36,8 @@ namespace GameJamDungeon
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public IAutoProp<int> MaxAttack => _maxAttack;
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[Save("maxDefense")]
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public IAutoProp<int> MaxDefense => _maxDefense;
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public int BonusAttack => Inventory.EquippedWeapon.Value.WeaponStats.Damage + Inventory.EquippedAccessory.Value.AccessoryInfo.ATKUp;
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public int BonusDefense => Inventory.EquippedArmor.Value.ArmorStats.Defense + Inventory.EquippedAccessory.Value.AccessoryInfo.DEFUp;
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public int BonusAttack => Inventory.EquippedWeapon.Value.WeaponStats.Damage + Inventory.EquippedAccessory.Value.AccessoryStats.ATKUp;
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public int BonusDefense => Inventory.EquippedArmor.Value.ArmorStats.Defense + Inventory.EquippedAccessory.Value.AccessoryStats.DEFUp;
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[Save("expToNextLevel")]
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public IAutoProp<int> ExpToNextLevel => _expToNextLevel;
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[Save("luck")]
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