Add item spawn menu
Fix game over bug Start adding more implementation for jewels
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@@ -158,9 +158,7 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
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{
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PlayerFXAnimations.Play("RESET");
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foreach (var item in Inventory.Items)
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Inventory.Remove(item);
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Inventory.Items.Clear();
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HealthComponent.Reset();
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VTComponent.Reset();
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AttackComponent.Reset();
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@@ -281,6 +279,8 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
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HealthComponent.RaiseMaximumHP(equipable.BonusHP, false);
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VTComponent.RaiseMaximumVT(equipable.BonusVT, false);
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//if (equipable.Augment != null)
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// Augment(equipable.Augment, equipable);
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EquipmentComponent.Equip(equipable);
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SfxDatabase.Instance.Play(SoundEffect.Equip);
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@@ -293,6 +293,9 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
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HealthComponent.SetMaximumHealth(HealthComponent.MaximumHP.Value - equipable.BonusHP);
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VTComponent.SetMaximumVT(VTComponent.MaximumVT.Value - equipable.BonusVT);
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//if (equipable.Augment != null)
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// Deaugment(equipable.Augment);
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EquipmentComponent.Unequip(equipable);
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SfxDatabase.Instance.Play(SoundEffect.Unequip);
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@@ -300,6 +303,39 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
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PersuaderCrosshair.Hide();
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}
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//public void ApplyNewAugment(Jewel jewel, EquipableItem equipableItem)
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//{
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// _player.Inventory.Remove(jewel);
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// jewel.ApplyAugment((dynamic)equipableItem);
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// if (!_player.EquipmentComponent.IsItemEquipped(equipableItem))
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// return;
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// if (jewel.Stats.JewelTag == JewelTags.IncreaseEXPGain)
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// _player.ExperiencePointsComponent.ModifyExpGainRate(_player.ExperiencePointsComponent.ExpGainRate.Value + 0.25f);
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//}
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private void Augment(IAugmentItem augment, EquipableItem equipable)
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{
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var jewel = augment as Jewel;
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switch (augment.Augment)
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{
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case JewelTags.IncreaseEXPGain:
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ExperiencePointsComponent.ModifyExpGainRate(ExperiencePointsComponent.ExpGainRate.Value + 0.25f);
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break;
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}
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}
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private void Deaugment(Augment augment)
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{
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switch (augment.AugmentTag)
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{
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case JewelTags.IncreaseEXPGain:
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ExperiencePointsComponent.ModifyExpGainRate(ExperiencePointsComponent.ExpGainRate.Value - 0.25f);
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break;
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}
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}
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private static Vector3 GlobalInputVector
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{
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get
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@@ -440,7 +476,6 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
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PlayerBinding.Dispose();
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Hitbox.AreaEntered -= Hitbox_AreaEntered;
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CollisionDetector.AreaEntered -= CollisionDetector_AreaEntered;
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HealthComponent.HealthReachedZero -= Die;
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HealthTimer.Timeout -= OnHealthTimerTimeout;
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HealthComponent.CurrentHP.Changed -= InverseHPToAttackPowerSync;
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HealthComponent.HealthReachedZero -= Die;
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