Rewrite and simplify Inventory Menu, various fixes for item effects
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@@ -1,4 +1,6 @@
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using Chickensoft.Collections;
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using Godot;
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using System;
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using Zennysoft.Ma.Adapter;
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using Zennysoft.Ma.Adapter.Entity;
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@@ -17,6 +19,8 @@ public class EquipmentComponent : IEquipmentComponent
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public AutoProp<EquipableItem> _equippedAccessory;
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public event Action<EquipableItem> EquipmentChanged;
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public int BonusAttack => _equippedWeapon.Value.BonusAttack + _equippedArmor.Value.BonusAttack + _equippedAccessory.Value.BonusAttack;
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public int BonusDefense => _equippedWeapon.Value.BonusDefense + _equippedArmor.Value.BonusDefense + _equippedAccessory.Value.BonusDefense;
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@@ -51,6 +55,7 @@ public class EquipmentComponent : IEquipmentComponent
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_equippedArmor.OnNext(armor);
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if (equipable is Accessory accessory)
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_equippedAccessory.OnNext(accessory);
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EquipmentChanged?.Invoke(equipable);
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}
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public void Unequip(EquipableItem equipable)
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@@ -61,6 +66,7 @@ public class EquipmentComponent : IEquipmentComponent
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_equippedArmor.OnNext(new Armor());
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if (equipable is Accessory accessory)
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_equippedAccessory.OnNext(new Accessory());
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EquipmentChanged?.Invoke(equipable);
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}
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public bool IsItemEquipped(InventoryItem item)
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