Refactor minimap
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@@ -0,0 +1,9 @@
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namespace Zennysoft.Game.Ma.Implementation;
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public partial class InGameUILogic
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{
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public static class Input
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{
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public readonly record struct ShowMinimap;
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public readonly record struct HideMinimap;
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}
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}
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@@ -8,5 +8,7 @@ public partial class InGameUILogic
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public readonly record struct AnnounceMessageOnMainScreen(string Message);
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public readonly record struct AnnounceMessageInInventory(string Message);
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public readonly record struct RemoveItemFromInventory(IInventoryItem Item);
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public readonly record struct DisplayMinimap();
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public readonly record struct HideMinimap();
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}
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}
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@@ -7,9 +7,9 @@ public partial class InGameUILogic
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public partial record State
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{
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[Meta]
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public partial record Active : State
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public partial record Active : State, IGet<Input.ShowMinimap>
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{
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public Transition On(in Input.ShowMinimap input) => To<MinimapOpen>();
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}
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}
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}
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@@ -0,0 +1,22 @@
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using Chickensoft.Introspection;
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using Chickensoft.LogicBlocks;
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namespace Zennysoft.Game.Ma.Implementation;
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public partial class InGameUILogic
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{
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public partial record State
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{
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[Meta]
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public partial record MinimapOpen : State, IGet<Input.HideMinimap>
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{
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public MinimapOpen()
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{
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OnAttach(() => { Get<IGameRepo>().Pause(); Output(new Output.DisplayMinimap()); });
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OnDetach(() => { Get<IGameRepo>().Resume(); Output(new Output.HideMinimap()); });
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}
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public Transition On(in Input.HideMinimap input) => To<Active>();
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}
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}
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}
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