Overhaul item and inventory and clean up bits and pieces
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@@ -5,7 +5,6 @@ using Chickensoft.Introspection;
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using Godot;
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using System;
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using System.Linq;
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using Zennysoft.Game.Abstractions;
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using Zennysoft.Game.Ma;
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using Zennysoft.Ma.Adapter;
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@@ -66,7 +65,7 @@ public partial class LoadNextLevel : Control, IFloorClearMenu
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private void CurrentFloorNumber_Sync(int _) => FloorNumber.Text = _map.CurrentFloorNumber.Value.ToString("D2");
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private void EquipmentComponent_EquipmentChanged(EquipableItem obj)
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private void EquipmentComponent_EquipmentChanged(IEquipableItem obj)
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{
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Attack_Sync(0);
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Defense_Sync(0);
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@@ -82,16 +81,16 @@ public partial class LoadNextLevel : Control, IFloorClearMenu
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private void ExitButton_Pressed()
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{
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ContinueButton.Disabled = true;
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ExitButton.Disabled = true;
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ContinueButton.FocusMode = FocusModeEnum.None;
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ExitButton.FocusMode = FocusModeEnum.None;
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FadeOut();
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Exit?.Invoke();
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}
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private void ContinueButton_Pressed()
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{
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ContinueButton.Disabled = true;
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ExitButton.Disabled = true;
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ContinueButton.FocusMode = FocusModeEnum.None;
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ExitButton.FocusMode = FocusModeEnum.None;
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GoToNextFloor?.Invoke();
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}
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@@ -101,14 +100,13 @@ public partial class LoadNextLevel : Control, IFloorClearMenu
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{
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_fadingIn = true;
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_map.CurrentFloor.FadeOutAudio();
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ContinueButton.Disabled = true;
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ExitButton.Disabled = true;
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ContinueButton.CallDeferred(MethodName.GrabFocus);
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ContinueButton.FocusMode = FocusModeEnum.None;
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ExitButton.FocusMode = FocusModeEnum.None;
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}
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if (animName == "fade_out")
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{
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_fadingIn = false;
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CallDeferred(MethodName.ReleaseFocus);
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ContinueButton.CallDeferred(MethodName.ReleaseFocus);
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}
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}
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@@ -116,9 +114,10 @@ public partial class LoadNextLevel : Control, IFloorClearMenu
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{
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if (animName == "fade_in")
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{
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ContinueButton.CallDeferred(MethodName.GrabFocus);
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_fadingIn = false;
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ContinueButton.Disabled = false;
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ExitButton.Disabled = false;
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ContinueButton.FocusMode = FocusModeEnum.All;
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ExitButton.FocusMode = FocusModeEnum.All;
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}
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if (animName == "fade_out")
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TransitionCompleted?.Invoke();
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