Rework loading maps to be asynchronous, change debug menu so that its not completely pausing the game
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@@ -177,13 +177,13 @@ public partial class Game : Node3D, IGame
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{
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InGameUI.DebugMenu.Show();
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InGameUI.PlayerInfoUI.Hide();
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GameRepo.Pause();
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_player.Deactivate();
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})
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.Handle((in GameState.Output.CloseDebugMenu _) =>
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{
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InGameUI.DebugMenu.Hide();
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InGameUI.PlayerInfoUI.Show();
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GameRepo.Resume();
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_player.Activate();
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})
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.Handle((in GameState.Output.OpenTeleportScreen _) =>
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{
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@@ -199,7 +199,7 @@ public partial class Game : Node3D, IGame
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.Handle((in GameState.Output.LoadNextFloor _) =>
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{
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FloorClearMenu.FadeOut();
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_map.SpawnNextFloor();
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_map.LoadFloor();
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if (_player.EquippedWeapon.Value.ItemTag == ItemTag.BreaksOnChange)
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{
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var itemToDestroy = _player.EquippedWeapon.Value;
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@@ -247,7 +247,7 @@ public partial class Game : Node3D, IGame
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public void OnReady()
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{
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InitializeGame();
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_map.LoadMap();
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_map.LoadFloor();
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GameRepo.Resume();
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InGameUI.Show();
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InGameUI.PlayerInfoUI.Activate();
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