Fix inventory behavior from previous commit

This commit is contained in:
2025-03-27 00:08:18 -07:00
parent 8a9a2313fe
commit 096786f97e
2 changed files with 11 additions and 11 deletions

View File

@@ -403,31 +403,31 @@ public partial class Game : Node3D, IGame
{
case UsableItemTag.TeleportAllEnemiesToRoom:
_effectService.TeleportEnemiesToCurrentRoom();
InGameUI.CloseInventory();
GameRepo.CloseInventory();
break;
case UsableItemTag.KillHalfEnemiesInRoom:
_effectService.KillHalfEnemiesInRoom();
InGameUI.CloseInventory();
GameRepo.CloseInventory();
break;
case UsableItemTag.TurnAllEnemiesIntoHealingItem:
_effectService.TurnAllEnemiesInRoomIntoHealingItem();
InGameUI.CloseInventory();
GameRepo.CloseInventory();
break;
case UsableItemTag.HealsAllInRoomToMaxHP:
_effectService.HealAllEnemiesAndPlayerInRoomToFull();
InGameUI.CloseInventory();
GameRepo.CloseInventory();
break;
case UsableItemTag.AbsorbHPFromAllEnemiesInRoom:
_effectService.AbsorbHPFromAllEnemiesInRoom();
InGameUI.CloseInventory();
GameRepo.CloseInventory();
break;
case UsableItemTag.DealElementalDamageToAllEnemiesInRoom:
_effectService.DealElementalDamageToAllEnemiesInRoom(effectItem.Stats.ElementalDamageType);
InGameUI.CloseInventory();
GameRepo.CloseInventory();
break;
case UsableItemTag.SwapHPAndVT:
_effectService.SwapHPandVT();
InGameUI.CloseInventory();
GameRepo.CloseInventory();
break;
case UsableItemTag.RaiseCurrentWeaponAttack:
_effectService.RaiseCurrentWeaponAttack();
@@ -450,18 +450,18 @@ public partial class Game : Node3D, IGame
{
case ThrowableItemTag.DoubleExp:
GameRepo.StartDoubleEXP(TimeSpan.FromSeconds(30));
InGameUI.CloseInventory();
GameRepo.CloseInventory();
break;
case ThrowableItemTag.TeleportToRandomLocation:
_effectService.TeleportToRandomRoom(Player);
InGameUI.CloseInventory();
GameRepo.CloseInventory();
break;
case ThrowableItemTag.CanChangeAffinity:
_effectService.ChangeAffinity(throwableItem);
break;
case ThrowableItemTag.WarpToExitIfFound:
_effectService.WarpToExit(Player);
InGameUI.CloseInventory();
GameRepo.CloseInventory();
break;
}