Add more floors, light refactoring
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@@ -11,6 +11,8 @@ public interface IInventoryMenu : IControl
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{
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public Task RedrawInventory();
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public Task ShowMessage(string message);
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event InventoryMenu.ClosedMenuEventHandler ClosedMenu;
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}
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@@ -93,16 +95,15 @@ public partial class InventoryMenu : Control, IInventoryMenu
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Player.Inventory.EquippedArmor.Sync += EquippedArmor_Sync;
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Player.Inventory.EquippedAccessory.Sync += EquippedAccessory_Sync;
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Game.StatRaisedAlert += Game_StatRaisedAlert;
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SetProcessInput(false);
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}
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private async void Game_StatRaisedAlert(string statRaisedAlert)
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public async Task ShowMessage(string message)
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{
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SetProcessInput(false);
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await HideUserActionPrompt();
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await ShowInventoryInfo();
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ItemEffectLabel.Text = statRaisedAlert;
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ItemEffectLabel.Text = message;
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await ToSignal(GetTree().CreateTimer(1f), "timeout");
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await RedrawInventory();
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SetProcessInput(true);
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