Add more interactive effects to inventory menu
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@@ -7,10 +7,10 @@ using DialogueManagerRuntime;
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using Godot;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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public interface IGame : IProvide<IGameRepo>, INode3D
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public interface IGame : IProvide<IGameRepo>, IProvide<IGame>, INode3D
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{
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public void ToggleInventory();
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}
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[Meta(typeof(IAutoNode))]
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@@ -20,6 +20,8 @@ public partial class Game : Node3D, IGame
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IGameRepo IProvide<IGameRepo>.Value() => GameRepo;
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IGame IProvide<IGame>.Value() => this;
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public IInstantiator Instantiator { get; set; } = default!;
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public IGameLogic GameLogic { get; set; } = default!;
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@@ -116,6 +118,11 @@ public partial class Game : Node3D, IGame
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this.Provide();
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}
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public void ToggleInventory()
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{
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GameLogic.Input(new GameLogic.Input.InventoryMenuToggle());
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}
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private void AnimationPlayer_AnimationStarted(StringName animName)
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{
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var newFloor = Floors.ElementAt(GameRepo.CurrentFloor + 1);
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@@ -130,21 +137,21 @@ public partial class Game : Node3D, IGame
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GameRepo.CurrentFloor++;
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}
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public override void _Process(double delta)
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public override void _UnhandledInput(InputEvent @event)
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{
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if (Input.IsActionJustPressed(GameInputs.Inventory))
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if (@event.IsActionPressed(GameInputs.Inventory))
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{
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GD.Print("Inventory button pressed");
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GameLogic.Input(new GameLogic.Input.InventoryMenuButtonPressed());
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GameLogic.Input(new GameLogic.Input.InventoryMenuToggle());
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}
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if (Input.IsActionJustPressed(GameInputs.MiniMap))
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if (@event.IsActionPressed(GameInputs.MiniMap))
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{
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GD.Print("MiniMap button pressed");
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GameLogic.Input(new GameLogic.Input.MiniMapButtonPressed());
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}
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if (Input.IsActionJustReleased(GameInputs.MiniMap))
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if (@event.IsActionReleased(GameInputs.MiniMap))
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{
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GD.Print("MiniMap button released");
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GameLogic.Input(new GameLogic.Input.MiniMapButtonReleased());
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