Massive refactor (inventory menu still a little broken but its Good Enough)
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@@ -31,23 +31,23 @@ namespace GameJamDungeon
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foreach (var armor in armorResources)
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{
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var armorInfo = GD.Load<ArmorInfo>($"res://src/items/armor/resources/{armor}");
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var armorInfo = GD.Load<ArmorStats>($"res://src/items/armor/resources/{armor}");
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var armorScene = ArmorScene.Instantiate<Armor>();
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armorScene.ArmorInfo = armorInfo;
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armorScene.ArmorStats = armorInfo;
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database.Add(armorScene);
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}
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foreach (var weapon in weaponResources)
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{
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var weaponInfo = GD.Load<WeaponInfo>($"res://src/items/weapons/resources/{weapon}");
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var weaponInfo = GD.Load<WeaponStats>($"res://src/items/weapons/resources/{weapon}");
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var weaponScene = WeaponScene.Instantiate<Weapon>();
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weaponScene.WeaponInfo = weaponInfo;
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weaponScene.WeaponStats = weaponInfo;
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database.Add(weaponScene);
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}
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foreach (var accessory in accessoryResources)
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{
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var accessoryInfo = GD.Load<AccessoryInfo>($"res://src/items/accessory/resources/{accessory}");
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var accessoryInfo = GD.Load<AccessoryStats>($"res://src/items/accessory/resources/{accessory}");
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var accessoryScene = AccessoryScene.Instantiate<Accessory>();
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accessoryScene.AccessoryInfo = accessoryInfo;
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database.Add(accessoryScene);
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@@ -55,7 +55,7 @@ namespace GameJamDungeon
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foreach (var throwable in throwableResources)
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{
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var throwableItemInfo = GD.Load<ThrowableItemInfo>($"res://src/items/throwable/resources/{throwable}");
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var throwableItemInfo = GD.Load<ThrowableItemStats>($"res://src/items/throwable/resources/{throwable}");
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var throwableItemScene = ThrowableItemScene.Instantiate<ThrowableItem>();
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throwableItemScene.ThrowableItemInfo = throwableItemInfo;
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database.Add(throwableItemScene);
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@@ -63,7 +63,7 @@ namespace GameJamDungeon
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foreach (var consumable in consumableResources)
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{
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var consumableItemInfo = GD.Load<ConsumableItemInfo>($"res://src/items/consumable/resources/{consumable}");
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var consumableItemInfo = GD.Load<ConsumableItemStats>($"res://src/items/consumable/resources/{consumable}");
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var consumableItemScene = ConsumableItemScene.Instantiate<ConsumableItem>();
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consumableItemScene.ConsumableItemInfo = consumableItemInfo;
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database.Add(consumableItemScene);
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