Big refactor in place: Organize nodes in line with dependency injection expectations, use state machine flow more
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26
src/ui/in_game_ui/InGameUI.tscn
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26
src/ui/in_game_ui/InGameUI.tscn
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[gd_scene load_steps=4 format=3 uid="uid://b1muxus5qdbeu"]
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[ext_resource type="Script" path="res://src/ui/in_game_ui/InGameUI.cs" id="1_sc13i"]
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[ext_resource type="PackedScene" uid="uid://bwbofurcvf3yh" path="res://src/minimap/Minimap.tscn" id="2_6sfje"]
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[ext_resource type="PackedScene" uid="uid://dlj8qdg1c5048" path="res://src/inventory_menu/InventoryMenu.tscn" id="3_4vcdl"]
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[node name="InGameUI" type="Control"]
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process_mode = 3
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layout_mode = 3
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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script = ExtResource("1_sc13i")
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[node name="MiniMap" parent="." instance=ExtResource("2_6sfje")]
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unique_name_in_owner = true
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visible = false
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layout_mode = 1
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[node name="InventoryMenu" parent="." instance=ExtResource("3_4vcdl")]
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unique_name_in_owner = true
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process_mode = 3
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visible = false
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layout_mode = 1
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