Add more floors, light refactoring
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@@ -10,9 +10,6 @@ public partial class ConsumableItem : Node3D, IUsableItem
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{
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public override void _Notification(int what) => this.Notify(what);
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[Signal]
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public delegate void RaiseStatRequestEventHandler(ConsumableItemStats consumableItemStats);
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[Dependency] public IGame Game => this.DependOn<IGame>();
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[Dependency] public IPlayer Player => this.DependOn<IPlayer>();
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@@ -40,15 +37,15 @@ public partial class ConsumableItem : Node3D, IUsableItem
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public void Use()
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{
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if (_consumableItemStats.RaiseHPAmount > 0)
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Game.RaiseHP(_consumableItemStats.RaiseHPAmount);
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if (_consumableItemStats.RaiseVTAmount > 0)
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Game.RaiseVT(_consumableItemStats.RaiseVTAmount);
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if (Player.Stats.CurrentHP.Value == Player.Stats.MaximumHP.Value && _consumableItemStats.RaiseHPAmount > 0)
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Player.RaiseHP(_consumableItemStats.RaiseHPAmount);
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if (Player.Stats.CurrentVT.Value == Player.Stats.MaximumVT.Value && _consumableItemStats.RaiseVTAmount > 0)
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Player.RaiseVT(_consumableItemStats.RaiseVTAmount);
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if (_consumableItemStats.HealHPAmount > 0 && Player.Stats.CurrentHP.Value != Player.Stats.MaximumHP.Value)
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Game.HealHP(_consumableItemStats.HealHPAmount);
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Player.HealHP(_consumableItemStats.HealHPAmount);
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if (_consumableItemStats.HealVTAmount > 0 && Player.Stats.CurrentVT.Value != Player.Stats.MaximumVT.Value)
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Game.HealVT(_consumableItemStats.HealVTAmount);
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Player.HealVT(_consumableItemStats.HealVTAmount);
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}
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public void SetItemStats(InventoryItemStats inventoryItemStats)
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