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https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-18 04:23:48 +00:00
Ability to switch weapons through the menu
This commit is contained in:
parent
12b8d4a70f
commit
ff6d46ebcd
11 changed files with 61 additions and 4 deletions
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@ -15,5 +15,6 @@ InfiniteAmmo = true
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BulletsPerShot = 1
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BulletsPerShot = 1
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SpreadAngle = 0.0
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SpreadAngle = 0.0
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RandomSpread = 0.0
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RandomSpread = 0.0
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ItemKey = "CheatGun"
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AmmoKey = ""
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AmmoKey = ""
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_rotationOffset = 0.0
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_rotationOffset = 0.0
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@ -15,5 +15,6 @@ InfiniteAmmo = true
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BulletsPerShot = 5
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BulletsPerShot = 5
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SpreadAngle = 180.0
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SpreadAngle = 180.0
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RandomSpread = 0.0
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RandomSpread = 0.0
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ItemKey = "EnemyWeapon"
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AmmoKey = ""
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AmmoKey = ""
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_rotationOffset = 0.0
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_rotationOffset = 0.0
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@ -15,5 +15,6 @@ InfiniteAmmo = true
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BulletsPerShot = 1
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BulletsPerShot = 1
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SpreadAngle = 0.0
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SpreadAngle = 0.0
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RandomSpread = 0.0
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RandomSpread = 0.0
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ItemKey = "EnemyWeapon_Simple"
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AmmoKey = ""
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AmmoKey = ""
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_rotationOffset = 0.0
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_rotationOffset = 0.0
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@ -15,5 +15,6 @@ InfiniteAmmo = false
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BulletsPerShot = 3
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BulletsPerShot = 3
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SpreadAngle = 15.0
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SpreadAngle = 15.0
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RandomSpread = 0.0
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RandomSpread = 0.0
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ItemKey = "IceShotgun"
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AmmoKey = "Ammo1"
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AmmoKey = "Ammo1"
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_rotationOffset = 0.0
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_rotationOffset = 0.0
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@ -15,5 +15,6 @@ InfiniteAmmo = true
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BulletsPerShot = 1
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BulletsPerShot = 1
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SpreadAngle = 0.0
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SpreadAngle = 0.0
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RandomSpread = 0.0
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RandomSpread = 0.0
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ItemKey = "IcicleGun"
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AmmoKey = ""
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AmmoKey = ""
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_rotationOffset = 0.0
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_rotationOffset = 0.0
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@ -15,5 +15,6 @@ InfiniteAmmo = true
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BulletsPerShot = 1
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BulletsPerShot = 1
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SpreadAngle = 0.0
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SpreadAngle = 0.0
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RandomSpread = 0.0
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RandomSpread = 0.0
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ItemKey = "IcicleRepeater"
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AmmoKey = ""
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AmmoKey = ""
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_rotationOffset = 0.0
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_rotationOffset = 0.0
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@ -133,7 +133,7 @@ public partial class GameManager : Node2D
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_player.ShieldChanged += (newShield, maxShield) => _hud.UpdateShield(newShield, maxShield);
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_player.ShieldChanged += (newShield, maxShield) => _hud.UpdateShield(newShield, maxShield);
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_player.InteractableAreaEntered += (interactable) => _hud.UpdateInteractable(interactable);
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_player.InteractableAreaEntered += (interactable) => _hud.UpdateInteractable(interactable);
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_player.Death += () =>
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_player.Death += () =>
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{
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{
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// Show Game Over
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// Show Game Over
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@ -155,6 +155,8 @@ public partial class GameManager : Node2D
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SpawnPlayerWeapon(item);
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SpawnPlayerWeapon(item);
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}
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}
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};
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};
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_inventoryManager.WeaponEquip += _player.EquipWeapon;
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}
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}
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SpawnWeapons();
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SpawnWeapons();
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@ -11,13 +11,16 @@ public partial class InventoryManager : Node2D
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private Dictionary<string, ItemContainer> _itemsDict = new Dictionary<string, ItemContainer>();
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private Dictionary<string, ItemContainer> _itemsDict = new Dictionary<string, ItemContainer>();
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public Dictionary<string, ItemContainer> Items => _itemsDict;
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public List<ItemContainer> Items => _itemsDict.Where(x => x.Value.Count > 0).Select(x => x.Value).ToList();
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[Signal]
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[Signal]
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public delegate void ItemAddedEventHandler(LootItem item, int currentAmount);
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public delegate void ItemAddedEventHandler(LootItem item, int currentAmount);
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[Signal]
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[Signal]
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public delegate void ItemRemovedEventHandler(string itemKey, int currentAmount);
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public delegate void ItemRemovedEventHandler(string itemKey, int currentAmount);
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[Signal]
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public delegate void WeaponEquipEventHandler(string itemKey);
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// Called when the node enters the scene tree for the first time.
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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public override void _Ready()
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@ -105,6 +108,37 @@ public partial class InventoryManager : Node2D
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{
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{
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RedKeycard = false;
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RedKeycard = false;
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}
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}
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public bool UseItem(string itemKey)
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{
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if (!_itemsDict.TryGetValue(itemKey, out var itm)) return false;
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if (itm.Count == 0) return false;
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switch (itm.Item.Item)
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{
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case ItemTypes.Medkit:
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// Heal
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break;
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case ItemTypes.FrogBomb:
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// Use Bomb
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break;
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case ItemTypes.Bomb:
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// Bomb
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break;
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case ItemTypes.Mine:
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break;
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case ItemTypes.Battery:
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break;
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case ItemTypes.Weapon:
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// Equip weapon
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EmitSignal(SignalName.WeaponEquip, itm.Item.ItemKey);
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break;
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}
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return true;
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}
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}
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}
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public class ItemContainer
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public class ItemContainer
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@ -206,6 +206,16 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
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EquippedWeapons.Add(weapon);
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EquippedWeapons.Add(weapon);
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}
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}
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public void EquipWeapon(string itemKey)
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{
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if (string.IsNullOrWhiteSpace(itemKey)) return;
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var weapon = EquippedWeapons.FirstOrDefault(x => x.WeaponData.ItemKey == itemKey);
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if (weapon is null) return;
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EquipWeapon(weapon);
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}
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public void EquipWeapon(Weapon weapon)
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public void EquipWeapon(Weapon weapon)
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{
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{
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EquippedWeapon = weapon;
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EquippedWeapon = weapon;
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@ -34,6 +34,8 @@ public partial class WeaponResource : Resource
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[Export] public float SpreadAngle = 0f;
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[Export] public float SpreadAngle = 0f;
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[Export] public float RandomSpread = 0f;
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[Export] public float RandomSpread = 0f;
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[Export] public string ItemKey;
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#region Bullet spawn data
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#region Bullet spawn data
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[Export] public string AmmoKey;
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[Export] public string AmmoKey;
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@ -43,6 +43,8 @@ public partial class ItemsMenu : ItemList
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{
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{
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var item = _itemsDic[index];
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var item = _itemsDic[index];
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GD.Print("Item: " + item);
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GD.Print("Item: " + item);
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_inventoryManager.UseItem(item);
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HideInventory();
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HideInventory();
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}
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}
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@ -57,9 +59,10 @@ public partial class ItemsMenu : ItemList
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public void ShowInventory()
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public void ShowInventory()
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{
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{
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this.Show();
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this.Show();
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foreach (var itm in _inventoryManager.Items)
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foreach (var item in _inventoryManager.Items)
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{
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{
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var item = itm.Value;
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if (item.Count <= 0) continue;
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var index = this.AddItem($"{item.Item.ItemName} x{item.Count}", item.Item.InventorySprite,
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var index = this.AddItem($"{item.Item.ItemName} x{item.Count}", item.Item.InventorySprite,
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item.Item.Selectable);
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item.Item.Selectable);
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