Rust
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@@ -0,0 +1,13 @@
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using Chickensoft.Collections;
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using Godot;
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using Zennysoft.Ma.Adapter;
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public interface IStatusEffectComponent : IEntityComponent
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{
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[Export] public double RustDuration { get; set; }
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public AutoProp<bool> Rust { get; }
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public bool ImmuneToRust { get; set; }
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}
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@@ -31,6 +31,8 @@ namespace Zennysoft.Ma.Adapter.Entity
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public IDefenseComponent DefenseComponent { get; }
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public IStatusEffectComponent StatusEffectComponent { get; }
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public ElementalResistanceSet ElementalResistanceSet { get; }
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public int InitialHP { get; }
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@@ -18,12 +18,6 @@ public interface IGameRepo : IDisposable
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event Action<IBaseInventoryItem>? RemoveItemFromInventoryEvent;
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event Action? PlayerAttack;
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event Action? PlayerAttackedWall;
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event Action? PlayerAttackedEnemy;
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event Action<IEquipableItem>? EquippedItem;
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event Action<IEquipableItem>? UnequippedItem;
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@@ -42,10 +36,6 @@ public interface IGameRepo : IDisposable
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public void RemoveItemFromInventory(IBaseInventoryItem item);
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public void OnPlayerAttack();
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public void OnPlayerAttackedWall();
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public void CloseInventory();
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public void GameEnded();
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@@ -64,9 +54,6 @@ public class GameRepo : IGameRepo
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public event Action<string>? AnnounceMessageOnMainScreenEvent;
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public event Action<string>? AnnounceMessageInInventoryEvent;
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public event Action<IBaseInventoryItem>? RemoveItemFromInventoryEvent;
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public event Action? PlayerAttack;
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public event Action? PlayerAttackedWall;
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public event Action? PlayerAttackedEnemy;
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public event Action<IEquipableItem>? EquippedItem;
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public event Action<IEquipableItem>? UnequippedItem;
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public event Action<IEnemy>? EnemyDied;
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@@ -107,16 +94,6 @@ public class GameRepo : IGameRepo
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RemoveItemFromInventoryEvent?.Invoke(item);
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}
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public void OnPlayerAttack()
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{
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PlayerAttack?.Invoke();
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}
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public void OnPlayerAttackedWall()
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{
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PlayerAttackedWall?.Invoke();
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}
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public void CloseInventory()
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{
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CloseInventoryEvent?.Invoke();
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@@ -46,6 +46,8 @@ public interface IPlayer : IKillable, ICharacterBody3D
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public IEquipmentComponent EquipmentComponent { get; }
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public IStatusEffectComponent StatusEffectComponent { get; }
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public void SetHealthTimerStatus(bool isActive);
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public void ModifyHealthTimerSpeed(float newModifier);
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