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https://github.com/MartinKral/Slash-The-Hordes
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Item manager
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@@ -1,5 +1,4 @@
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import { Camera, Component, JsonAsset, KeyCode, Vec2, _decorator } from "cc";
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import { runInThisContext } from "vm";
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import { Camera, Component, KeyCode, Vec2, _decorator } from "cc";
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import { ModalWindowManager } from "../Services/ModalWindowSystem/ModalWindowManager";
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import { delay } from "../Services/Utils/AsyncUtils";
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import { GameAudioAdapter } from "./Audio/GameAudioAdapter";
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@@ -13,6 +12,7 @@ import { UserData } from "./Data/UserData";
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import { KeyboardInput } from "./Input/KeyboardInput";
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import { MultiInput } from "./Input/MultiInput";
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import { VirtualJoystic } from "./Input/VirtualJoystic";
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import { ItemManager } from "./Items/ItemManager";
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import { GameModalLauncher } from "./ModalWIndows/GameModalLauncher";
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import { Pauser } from "./Pauser";
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import { TestValues } from "./TestGameRunner";
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@@ -36,6 +36,7 @@ export class Game extends Component {
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@property(ProjectileLauncher) private horizontalProjectileLauncherComponent: ProjectileLauncher;
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@property(ProjectileLauncher) private diagonalProjectileLauncherComponent: ProjectileLauncher;
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@property(EnemyManager) private enemyManager: EnemyManager;
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@property(ItemManager) private itemManager: ItemManager;
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@property(Camera) private camera: Camera;
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@property(GameUI) private gameUI: GameUI;
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@property(Background) private background: Background;
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@@ -77,11 +78,11 @@ export class Game extends Component {
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const multiInput: MultiInput = new MultiInput([this.virtualJoystic, wasd, arrowKeys]);
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this.player.init(multiInput, this.createPlayerData(settings.player, metaUpgrades));
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this.playerCollisionSystem = new PlayerCollisionSystem(this.player, settings.player.collisionDelay, gameResult);
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new WeaponCollisionSystem(this.player.Weapon);
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this.enemyManager.init(this.player.node, settings.enemyManager);
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this.itemManager.init(this.enemyManager, this.player, gameResult);
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this.playerCollisionSystem = new PlayerCollisionSystem(this.player, settings.player.collisionDelay, this.itemManager);
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new WeaponCollisionSystem(this.player.Weapon);
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const projectileData = new ProjectileData();
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projectileData.damage = 1 + metaUpgrades.getUpgradeValue(MetaUpgradeType.OverallDamage);
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