Demo reel build
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@@ -133,11 +133,15 @@ public partial class Game : Node3D, IGame
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GameRepo.PlayerData.Inventory.EquippedItem += Inventory_EquippedItem;
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GameEventDepot.EnemyDefeated += OnEnemyDefeated;
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GameEventDepot.RestorativePickedUp += GameEventDepot_RestorativePickedUp;
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}
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private void OnEnemyDefeated(Vector3 vector, EnemyStatResource resource)
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{
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var restorativeScene = GD.Load<PackedScene>("res://src/items/restorative/Restorative.tscn");
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var restorative = restorativeScene.Instantiate<Restorative>();
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AddChild(restorative);
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restorative.GlobalPosition = vector;
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}
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private void Inventory_EquippedItem()
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@@ -184,6 +188,8 @@ public partial class Game : Node3D, IGame
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private void FloorClearMenu_TransitionCompleted()
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{
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GameRepo.Resume();
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if (GameRepo.PlayerData.Inventory.EquippedWeapon.Value.WeaponStats.WeaponTags.Contains(WeaponTag.BreaksOnChange))
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GameRepo.PlayerData.Inventory.Unequip(GameRepo.PlayerData.Inventory.EquippedWeapon.Value);
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}
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private void FloorClearMenu_GoToNextFloor()
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@@ -199,6 +205,7 @@ public partial class Game : Node3D, IGame
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GameLogic.Input(new GameLogic.Input.HideFloorClearMenu());
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}
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private void GameEventDepot_RestorativePickedUp(Restorative obj) => GameRepo.PlayerData.SetCurrentVT(GameRepo.PlayerData.CurrentVT.Value + obj.VTRestoreAmount);
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private void Inventory_RaiseStatRequest(ConsumableItemStats consumableItemStats)
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{
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