Start refactoring UI concerns away from game and into UI logic class
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@@ -97,6 +97,7 @@ public partial class Game : Node3D, IGame
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GameLogic.Set(GameEventDepot);
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GameLogic.Set(Player);
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GameLogic.Set(Map);
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GameLogic.Set(InGameUI);
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Instantiator = new Instantiator(GetTree());
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RescuedItems = new RescuedItemDatabase();
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@@ -185,10 +186,10 @@ public partial class Game : Node3D, IGame
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Input.MouseMode = Input.MouseModeEnum.Visible;
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PauseMenu.SetProcessUnhandledInput(true);
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})
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.Handle((in GameLogic.Output.LoadNextFloor _) => { Map.SpawnNextFloor(); })
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.Handle((in GameLogic.Output.LoadMap _) => { Map.LoadMap(); })
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.Handle((in GameLogic.Output.HidePauseMenu _) => { PauseMenu.Hide(); })
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.Handle((in GameLogic.Output.ExitPauseMenu _) => { PauseMenu.FadeOut(); Input.MouseMode = Input.MouseModeEnum.Visible; PauseMenu.SetProcessUnhandledInput(false); })
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.Handle((in GameLogic.Output.LoadNextFloor _) => { Map.SpawnNextFloor(); })
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.Handle((in GameLogic.Output.LoadMap _) => { Map.LoadMap(); })
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.Handle((in GameLogic.Output.ShowFloorClearMenu _) => { FloorClearMenu.Show(); FloorClearMenu.FadeIn(); })
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.Handle((in GameLogic.Output.ExitFloorClearMenu _) => { FloorClearMenu.FadeOut(); })
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.Handle((in GameLogic.Output.OpenInventory _) => { InGameUI.ShowInventoryScreen(); InGameUI.InventoryMenu.SetProcessInput(true); })
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@@ -199,7 +200,6 @@ public partial class Game : Node3D, IGame
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.Handle((in GameLogic.Output.HideAskForTeleport _) => { GameRepo.Resume(); InGameUI.UseTeleportPrompt.FadeOut(); InGameUI.SetProcessInput(false); })
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.Handle((in GameLogic.Output.ShowLostScreen _) => { DeathMenu.Show(); DeathMenu.FadeIn(); })
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.Handle((in GameLogic.Output.ExitLostScreen _) => { DeathMenu.FadeOut(); })
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.Handle((in GameLogic.Output.AnnounceMessage output) => { AnnounceMessageOnMainScreen(output.Message); })
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.Handle((in GameLogic.Output.DoubleExpTimeStart output) => { DoubleEXPTimer.WaitTime = output.lengthOfTimeInSeconds; DoubleEXPTimer.Start(); })
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.Handle((in GameLogic.Output.SaveGame _) =>
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{
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@@ -364,11 +364,6 @@ public partial class Game : Node3D, IGame
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InGameUI.InventoryMenu.ShowMessage(message);
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}
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public void AnnounceMessageOnMainScreen(string message)
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{
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InGameUI.PlayerInfoUI.DisplayMessage(message);
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}
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public IDungeonFloor CurrentFloor => Map.CurrentFloor;
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public void EnemyDefeated(Vector3 defeatedLocation, EnemyStatResource resource)
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@@ -5,7 +5,6 @@ using Chickensoft.AutoInject;
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using Chickensoft.GodotNodeInterfaces;
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using Chickensoft.SaveFileBuilder;
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using Godot;
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using System;
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using Zennysoft.Game.Ma.Implementation;
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public interface IGame : IProvide<IGameRepo>, IProvide<IGameEventDepot>, IProvide<IGame>, IProvide<IPlayer>, IProvide<ISaveChunk<GameData>>, INode3D
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@@ -32,8 +31,6 @@ public interface IGame : IProvide<IGameRepo>, IProvide<IGameEventDepot>, IProvid
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public void AnnounceMessageOnInventoryScreen(string message);
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public void AnnounceMessageOnMainScreen(string message);
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public void FloorExitReached();
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public void NextFloorLoaded();
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