Add item spawn menu
Fix game over bug Start adding more implementation for jewels
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@@ -15,8 +15,12 @@ public partial class Overworld : SpecialFloor, IDungeonFloor
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[Dependency] protected IPlayer Player => this.DependOn<IPlayer>();
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[Dependency] protected IGameRepo GameRepo => this.DependOn<IGameRepo>();
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[Node] public Marker3D PlayerSpawnPoint { get; set; } = default!;
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[Node] public Area3D ItemRescueInteractZone { get; set; } = default!;
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[Node] private Area3D Exit { get; set; } = default!;
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[Node] private Area3D RestoreArea { get; set; } = default!;
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@@ -25,6 +29,8 @@ public partial class Overworld : SpecialFloor, IDungeonFloor
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private Timer RestoreTimer { get; set; }
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private bool _insideItemRescueZone = false;
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public override void InitializeDungeon()
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{
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Show();
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@@ -37,11 +43,28 @@ public partial class Overworld : SpecialFloor, IDungeonFloor
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AddChild(RestoreTimer);
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FloorIsLoaded = true;
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ItemRescueInteractZone.AreaEntered += ItemRescueInteractZone_AreaEntered;
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var dimmableAudio = DimmableAudio.GetChildren().OfType<IDimmableAudioStreamPlayer>();
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foreach (var dimmable in dimmableAudio)
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dimmable.FadeIn();
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}
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public void OnResolved()
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{
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Game.ItemRescueMenu.MenuClosing += ItemRescueMenu_MenuClosing;
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}
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private void ItemRescueMenu_MenuClosing()
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{
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GameRepo.Resume();
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}
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private void ItemRescueInteractZone_AreaEntered(Area3D area)
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{
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GameRepo.Pause();
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Game.ItemRescueMenu.Show();
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}
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public override void FadeOutAudio()
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{
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var dimmableAudio = DimmableAudio.GetChildren().OfType<IDimmableAudioStreamPlayer>();
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