Add weapon textures, refactor item spawning
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@@ -39,7 +39,6 @@ public partial class DungeonRoom : Node3D, IDungeonRoom, IProvide<DungeonRoomLog
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DungeonRoomLogic = new DungeonRoomLogic();
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DungeonRoomLogic.Set(this as IDungeonRoom);
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DungeonRoomLogic.Set(GameRepo);
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ItemDatabase.SpawnItems();
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SpawnItems();
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SpawnEnemies();
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}
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@@ -51,14 +50,14 @@ public partial class DungeonRoom : Node3D, IDungeonRoom, IProvide<DungeonRoomLog
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rng.Randomize();
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var numberOfItemsToSpawn = rng.RandiRange(1, itemSpawnPoints.Count);
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itemSpawnPoints.Shuffle();
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var database = ItemDatabase.Initialize();
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foreach (Marker3D spawnPoint in itemSpawnPoints)
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{
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if (numberOfItemsToSpawn <= 0)
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break;
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numberOfItemsToSpawn--;
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var weights = ItemDatabase.Database.Select(x => x.SpawnRate).ToArray();
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var database = ItemDatabase.Database.Select(x => x.Item).ToArray();
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var weights = database.Select(x => x.Info.SpawnRate).ToArray();
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var selectedItem = database[rng.RandWeighted(weights)];
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var duplicated = selectedItem.Duplicate((int)DuplicateFlags.UseInstantiation) as Node3D;
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duplicated.Position = spawnPoint.Position;
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