Start refactoring UI concerns away from game and into UI logic class
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@@ -19,6 +19,8 @@ public partial class Player : CharacterBody3D, IPlayer
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public override void _Notification(int what) => this.Notify(what);
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private PlayerLogic.IBinding PlayerBinding { get; set; } = default!;
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[Dependency] private IGameRepo _gameRepo => this.DependOn<IGameRepo>();
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#endregion
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#region Save
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@@ -233,22 +235,22 @@ public partial class Player : CharacterBody3D, IPlayer
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var isAdded = Inventory.TryAdd(inventoryItem);
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if (isAdded)
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{
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Game.AnnounceMessageOnMainScreen($"{inventoryItem.ItemName} picked up.");
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_gameRepo.AnnounceMessageOnMainScreen($"{inventoryItem.ItemName} picked up.");
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inventoryItem.QueueFree();
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}
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else
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Game.AnnounceMessageOnMainScreen($"Could not pick up {inventoryItem.ItemName}.");
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_gameRepo.AnnounceMessageOnMainScreen($"Could not pick up {inventoryItem.ItemName}.");
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}
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if (area.GetParent() is DroppedItem droppedItem)
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{
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var isAdded = Inventory.TryAdd(droppedItem.Item);
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if (isAdded)
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{
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Game.AnnounceMessageOnMainScreen($"{droppedItem.Item.ItemName} picked up.");
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_gameRepo.AnnounceMessageOnMainScreen($"{droppedItem.Item.ItemName} picked up.");
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droppedItem.QueueFree();
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}
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else
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Game.AnnounceMessageOnMainScreen($"Could not pick up {droppedItem.Item.ItemName}.");
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_gameRepo.AnnounceMessageOnMainScreen($"Could not pick up {droppedItem.Item.ItemName}.");
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}
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}
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