Refactor more stuff (Audio mostly)
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60
Zennysoft.Game.Ma.Implementation/Player/IPlayer.cs
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60
Zennysoft.Game.Ma.Implementation/Player/IPlayer.cs
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using Chickensoft.Collections;
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using Godot;
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using Zennysoft.Game.Abstractions;
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namespace Zennysoft.Ma.Adapter;
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public interface IPlayer : IKillable
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{
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public void Attack();
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public void PlayerPause();
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public void TakeDamage(double damage, ElementType elementType = ElementType.None, bool isCriticalHit = false);
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public void Knockback(float impulse);
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public void GainExp(double expGained);
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public void LevelUp();
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public void Move(float delta);
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public void TeleportPlayer(Transform3D newTransform);
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public void HealHP(int amount);
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public void RaiseHP(int amount);
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public void HealVT(int amount);
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public void RaiseVT(int amount);
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public void ModifyBonusAttack(int amount);
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public void ModifyBonusDefense(int amount);
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public void ModifyMaximumHP(int amount);
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public void ModifyMaximumVT(int amount);
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public void ModifyBonusLuck(double amount);
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public IInventory Inventory { get; }
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public PlayerStatController Stats { get; }
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public Vector3 CurrentPosition { get; }
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public Basis CurrentBasis { get; }
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public IAutoProp<EquipableItem> EquippedWeapon { get; }
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public IAutoProp<EquipableItem> EquippedArmor { get; }
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public IAutoProp<EquipableItem> EquippedAccessory { get; }
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public void Equip(EquipableItem equipable);
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public void Unequip(EquipableItem equipable);
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}
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