More inventory menu improvements
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@@ -17,6 +17,10 @@ namespace GameJamDungeon
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public float GetLeftStrafeInputVector();
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public float GetRightStrafeInputVector();
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event Player.InventoryButtonPressedEventHandler InventoryButtonPressed;
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event Player.MinimapButtonHeldEventHandler MinimapButtonHeld;
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event Player.PauseButtonPressedEventHandler PauseButtonPressed;
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}
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[Meta(typeof(IAutoNode))]
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@@ -35,6 +39,13 @@ namespace GameJamDungeon
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[Dependency]
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public ISaveChunk<GameData> GameChunk => this.DependOn<ISaveChunk<GameData>>();
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[Signal]
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public delegate void InventoryButtonPressedEventHandler();
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[Signal]
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public delegate void MinimapButtonHeldEventHandler();
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[Signal]
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public delegate void PauseButtonPressedEventHandler();
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[Export]
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public PlayerStatResource PlayerStatResource { get; set; } = default!;
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@@ -135,6 +146,24 @@ namespace GameJamDungeon
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public override void _UnhandledInput(InputEvent @event)
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{
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if (@event.IsActionPressed(GameInputs.Inventory))
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{
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GD.Print("Inventory button pressed");
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EmitSignal(SignalName.InventoryButtonPressed);
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}
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if (@event.IsActionPressed(GameInputs.MiniMap))
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{
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GD.Print("MiniMap button pressed");
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EmitSignal(SignalName.MinimapButtonHeld);
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}
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if (@event.IsActionPressed(GameInputs.Pause))
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{
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GD.Print("Pause button pressed");
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EmitSignal(SignalName.PauseButtonPressed);
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}
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if (@event.IsActionPressed(GameInputs.Attack))
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PlayerLogic.Input(new PlayerLogic.Input.Attack());
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