Add more floors, light refactoring
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@@ -14,6 +14,8 @@ public partial class InGameAudio : Node
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[Dependency] public IGameEventDepot GameEventDepot => this.DependOn<IGameEventDepot>();
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[Dependency] public IPlayer Player => this.DependOn<IPlayer>();
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#region BGM Nodes
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[Node] public IDimmableAudioStreamPlayer MenuBgm { get; set; } = default!;
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@@ -54,6 +56,7 @@ public partial class InGameAudio : Node
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{
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InGameAudioLogic.Set(AppRepo);
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InGameAudioLogic.Set(GameEventDepot);
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InGameAudioLogic.Set(Player);
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InGameAudioBinding = InGameAudioLogic.Bind();
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@@ -11,15 +11,16 @@ public partial class InGameAudioLogic
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{
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OnAttach(() =>
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{
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var player = Get<IPlayer>();
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OnOverworldEntered();
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var gameEventDepot = Get<IGameEventDepot>();
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gameEventDepot.OverworldEntered += OnOverworldEntered;
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gameEventDepot.DungeonAThemeAreaEntered += OnDungeonAThemeEntered;
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gameEventDepot.MenuScrolled += OnMenuScrolled;
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gameEventDepot.MenuBackedOut += OnMenuBackedOut;
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gameEventDepot.EquippedWeapon += OnEquippedItem;
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gameEventDepot.EquippedArmor += OnEquippedItem;
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gameEventDepot.EquippedAccessory += OnEquippedItem;
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player.Inventory.EquippedWeapon.Changed += OnEquippedItem;
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player.Inventory.EquippedArmor.Changed += OnEquippedItem;
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player.Inventory.EquippedAccessory.Changed += OnEquippedItem;
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gameEventDepot.InventorySorted += OnInventorySorted;
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gameEventDepot.HealingItemConsumed += OnHealingItemConsumed;
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gameEventDepot.RestorativePickedUp += OnRestorativePickedUp;
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@@ -28,13 +29,14 @@ public partial class InGameAudioLogic
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OnDetach(() =>
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{
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var gameEventDepot = Get<IGameEventDepot>();
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var player = Get<IPlayer>();
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gameEventDepot.OverworldEntered -= OnOverworldEntered;
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gameEventDepot.DungeonAThemeAreaEntered -= OnDungeonAThemeEntered;
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gameEventDepot.MenuScrolled -= OnMenuScrolled;
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gameEventDepot.MenuBackedOut -= OnMenuBackedOut;
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gameEventDepot.EquippedWeapon -= OnEquippedItem;
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gameEventDepot.EquippedArmor -= OnEquippedItem;
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gameEventDepot.EquippedAccessory -= OnEquippedItem;
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player.Inventory.EquippedWeapon.Changed -= OnEquippedItem;
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player.Inventory.EquippedArmor.Changed -= OnEquippedItem;
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player.Inventory.EquippedAccessory.Changed -= OnEquippedItem;
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gameEventDepot.InventorySorted -= OnInventorySorted;
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gameEventDepot.TeleportEntered -= OnTeleportEntered;
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});
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