Beeg fixpack
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@@ -31,6 +31,12 @@ public partial class InventoryMenu : Control, IInventoryMenu
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[Node] public AugmentableItemsMenu AugmentMenu { get; set; }
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[Node] public Label PlayerATKLabel { get; set; }
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[Node] public Label PlayerDEFLabel { get; set; }
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[Node] public Label StatusLabel { get; set; }
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private List<IItemSlot> ItemSlots;
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private IItemSlot _currentlySelected;
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@@ -46,15 +52,29 @@ public partial class InventoryMenu : Control, IInventoryMenu
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ActionPanel.AugmentMenuRequested += ActionPanel_AugmentMenuRequested;
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AugmentMenu.AugmentMenuClosing += AugmentMenu_AugmentMenuClosing;
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AugmentMenu.FocusMode = FocusModeEnum.None;
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_player.AttackComponent.CurrentAttack.Changed += AttackChanged;
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_player.AttackComponent.MaximumAttack.Changed += AttackChanged;
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_player.DefenseComponent.CurrentDefense.Changed += DefenseChanged;
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_player.DefenseComponent.MaximumDefense.Changed += DefenseChanged;
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ClearDescriptionBox();
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AttackChanged(0);
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DefenseChanged(0);
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StatusLabel.Text = string.Empty;
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Hide();
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}
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private void AttackChanged(int obj) => PlayerATKLabel.Text = $"{_player.AttackComponent.CurrentAttack.Value:D2}/{_player.AttackComponent.MaximumAttack.Value:D2}+{_player.EquipmentComponent.BonusAttack}";
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private void DefenseChanged(int obj) => PlayerDEFLabel.Text = $"{_player.DefenseComponent.CurrentDefense.Value:D2}/{_player.DefenseComponent.MaximumDefense.Value:D2}+{_player.EquipmentComponent.BonusDefense}";
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public override void _Input(InputEvent @event)
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{
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if (Input.IsActionJustPressed(GameInputs.MoveUp) && _currentlySelected != ItemSlots.First())
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SfxDatabase.Instance.Play(SoundEffect.MoveUI);
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if (Input.IsActionJustPressed(GameInputs.MoveDown) && _currentlySelected != ItemSlots.Last(x => x.Item.Value != null))
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SfxDatabase.Instance.Play(SoundEffect.MoveUI);
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if (Input.IsActionJustPressed(GameInputs.Interact))
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SfxDatabase.Instance.Play(SoundEffect.CancelUI);
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}
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private void ActionPanel_AugmentMenuRequested()
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