Add plastique item
Add Door object Initial work for look up animation
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@@ -167,12 +167,14 @@ public partial class Game : Node3D, IGame
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OnLoadLevelRequest += LoadLevel;
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GameRepo.RestorativePickedUp += GameEventDepot_RestorativePickedUp;
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GameRepo.CloseInventoryEvent += ExitInventoryAction;
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_player.Inventory.BroadcastMessage += BroadcastMessage;
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_map.FloorLoaded += OnFloorLoadFinished;
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_player.PlayerDied += GameOver;
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_player.PointUpFinished += PointUpFinished;
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GameOverMenu.NewGame += OnNewGame;
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GameOverMenu.QuitGame += OnQuit;
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@@ -234,6 +236,14 @@ public partial class Game : Node3D, IGame
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dropped.Drop();
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}
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public void SetItem(InventoryItem item)
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{
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var setScene = GD.Load<PackedScene>("res://src/items/misc/SetItem.tscn");
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var setItem = setScene.Instantiate<SetItem>();
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AddChild(setItem);
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setItem.Set();
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}
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public void ThrowItem(InventoryItem item)
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{
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var thrownScene = GD.Load<PackedScene>("res://src/items/thrown/ThrownItem.tscn");
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@@ -296,9 +306,7 @@ public partial class Game : Node3D, IGame
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})
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.Handle((in GameState.Output.CloseInventoryMenu _) =>
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{
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GameRepo.Resume();
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InGameUI.InventoryMenu.Hide();
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InGameUI.InventoryMenu.SetProcessInput(false);
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CloseInventory();
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})
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.Handle((in GameState.Output.OpenDebugMenu _) =>
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{
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@@ -325,6 +333,7 @@ public partial class Game : Node3D, IGame
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})
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.Handle((in GameState.Output.LoadNextFloor _) =>
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{
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_player.Reset();
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LoadNextLevel.FadeOut();
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EmitSignal(SignalName.OnLoadLevelRequest);
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Task.Run(() => Save());
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@@ -366,6 +375,15 @@ public partial class Game : Node3D, IGame
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InGameUI.Hide();
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}
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private void ExitInventoryAction() => GameState.Input(new GameState.Input.CloseInventory());
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private void CloseInventory()
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{
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GameRepo.Resume();
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InGameUI.InventoryMenu.Hide();
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InGameUI.InventoryMenu.SetProcessInput(false);
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}
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private async void LoadLevel() => await _map.LoadFloor();
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private void FloorClearMenu_GoToNextFloor() => GameState.Input(new GameState.Input.LoadNextFloor());
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@@ -385,7 +403,13 @@ public partial class Game : Node3D, IGame
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GameRepo.Resume();
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}
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private void UseTeleportPrompt_TeleportToNextFloor() => GameState.Input(new GameState.Input.UseTeleport());
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private void UseTeleportPrompt_TeleportToNextFloor()
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{
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//_player.LookUp();
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GameState.Input(new GameState.Input.UseTeleport());
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}
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private void PointUpFinished() => GameState.Input(new GameState.Input.UseTeleport());
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private void FloorClearMenu_TransitionCompleted()
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{
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