Refactor Player class to use components, also use components in Enemy class types and fiddle with boss structure
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@@ -37,15 +37,15 @@ public partial class PlayerInfoUI : Control, IPlayerInfoUI
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public void Activate()
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{
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Player.Stats.CurrentHP.Sync += CurrentHP_Sync;
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Player.Stats.MaximumHP.Sync += MaximumHP_Sync;
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Player.HealthComponent.CurrentHP.Sync += HPSync;
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Player.HealthComponent.MaximumHP.Sync += HPSync;
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Player.Stats.CurrentVT.Sync += CurrentVT_Sync;
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Player.Stats.MaximumVT.Sync += MaximumVT_Sync;
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Player.VTComponent.CurrentVT.Sync += VTSync;
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Player.VTComponent.MaximumVT.Sync += VTSync;
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Player.Stats.CurrentLevel.Sync += CurrentLevel_Sync;
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Player.Stats.CurrentExp.Sync += CurrentExp_Sync;
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Player.Stats.ExpToNextLevel.Sync += ExpToNextLevel_Sync;
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Player.ExperiencePointsComponent.Level.Sync += CurrentLevel_Sync;
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Player.ExperiencePointsComponent.CurrentExp.Sync += ExpSync;
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Player.ExperiencePointsComponent.ExpToNextLevel.Sync += ExpSync;
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}
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private void CurrentLevel_Sync(int obj)
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@@ -53,36 +53,22 @@ public partial class PlayerInfoUI : Control, IPlayerInfoUI
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LevelNumber.Text = $"{obj}";
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}
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private void MaximumVT_Sync(int obj)
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private void VTSync(int obj)
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{
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VTNumber.Text = $"{Player.Stats.CurrentVT.Value}/{obj}";
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VTProgressBar.MaxValue = obj;
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VTNumber.Text = $"{Player.VTComponent.CurrentVT.Value}/{Player.VTComponent.MaximumVT.Value}";
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VTProgressBar.Value = Player.VTComponent.CurrentVT.Value;
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VTProgressBar.MaxValue = Player.VTComponent.MaximumVT.Value;
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}
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private void CurrentVT_Sync(int obj)
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private void HPSync(int obj)
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{
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VTNumber.Text = $"{obj}/{Player.Stats.MaximumVT.Value}";
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VTProgressBar.Value = obj;
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HPNumber.Text = $"{Player.HealthComponent.CurrentHP.Value}/{Player.HealthComponent.MaximumHP.Value}";
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HPProgressBar.Value = Player.HealthComponent.CurrentHP.Value;
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HPProgressBar.MaxValue = Player.HealthComponent.MaximumHP.Value;
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}
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private void MaximumHP_Sync(int obj)
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private void ExpSync(int obj)
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{
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HPNumber.Text = $"{Player.Stats.CurrentHP.Value}/{obj}";
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HPProgressBar.MaxValue = obj;
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}
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private void CurrentHP_Sync(int obj)
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{
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HPNumber.Text = $"{obj}/{Player.Stats.MaximumHP.Value}";
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HPProgressBar.Value = obj;
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}
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private void CurrentExp_Sync(double obj)
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{
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EXPNumber.Text = $"{(int)obj}/{Player.Stats.ExpToNextLevel.Value}";
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}
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private void ExpToNextLevel_Sync(int obj)
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{
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EXPNumber.Text = $"{Player.Stats.CurrentExp.Value}/{obj}";
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EXPNumber.Text = $"{Player.ExperiencePointsComponent.CurrentExp.Value}/{Player.ExperiencePointsComponent.ExpToNextLevel.Value}";
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}
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}
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