Remove inventory component references (#15249)
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@@ -28,7 +28,7 @@ public sealed class InventoryUIController : UIController, IOnStateEntered<Gamepl
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[UISystemDependency] private readonly ClientInventorySystem _inventorySystem = default!;
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[UISystemDependency] private readonly HandsSystem _handsSystem = default!;
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private ClientInventoryComponent? _playerInventory;
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private InventorySlotsComponent? _playerInventory;
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private readonly Dictionary<string, ItemSlotButtonContainer> _slotGroups = new();
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private StrippingWindow? _strippingWindow;
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@@ -105,7 +105,7 @@ public sealed class InventoryUIController : UIController, IOnStateEntered<Gamepl
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ToggleInventoryBar();
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}
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private void UpdateInventoryHotbar(ClientInventoryComponent? clientInv)
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private void UpdateInventoryHotbar(InventorySlotsComponent? clientInv)
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{
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if (clientInv == null)
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{
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@@ -131,7 +131,7 @@ public sealed class InventoryUIController : UIController, IOnStateEntered<Gamepl
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}
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}
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private void UpdateStrippingWindow(ClientInventoryComponent? clientInv)
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private void UpdateStrippingWindow(InventorySlotsComponent? clientInv)
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{
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if (clientInv == null)
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{
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@@ -197,7 +197,7 @@ public sealed class InventoryUIController : UIController, IOnStateEntered<Gamepl
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{
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_inventorySystem.OnSlotAdded += AddSlot;
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_inventorySystem.OnSlotRemoved += RemoveSlot;
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_inventorySystem.OnLinkInventory += LoadSlots;
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_inventorySystem.OnLinkInventorySlots += LoadSlots;
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_inventorySystem.OnUnlinkInventory += UnloadSlots;
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_inventorySystem.OnSpriteUpdate += SpriteUpdated;
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}
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@@ -207,7 +207,7 @@ public sealed class InventoryUIController : UIController, IOnStateEntered<Gamepl
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{
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_inventorySystem.OnSlotAdded -= AddSlot;
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_inventorySystem.OnSlotRemoved -= RemoveSlot;
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_inventorySystem.OnLinkInventory -= LoadSlots;
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_inventorySystem.OnLinkInventorySlots -= LoadSlots;
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_inventorySystem.OnUnlinkInventory -= UnloadSlots;
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_inventorySystem.OnSpriteUpdate -= SpriteUpdated;
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}
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@@ -265,7 +265,7 @@ public sealed class InventoryUIController : UIController, IOnStateEntered<Gamepl
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!_entities.TryGetComponent<HandsComponent>(player, out var hands) ||
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hands.ActiveHandEntity is not { } held ||
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!_entities.TryGetComponent(held, out SpriteComponent? sprite) ||
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!_inventorySystem.TryGetSlotContainer(player.Value, control.SlotName, out var container, out var slotDef, _playerInventory))
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!_inventorySystem.TryGetSlotContainer(player.Value, control.SlotName, out var container, out var slotDef))
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{
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control.ClearHover();
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return;
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@@ -274,7 +274,7 @@ public sealed class InventoryUIController : UIController, IOnStateEntered<Gamepl
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// Set green / red overlay at 50% transparency
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var hoverEntity = _entities.SpawnEntity("hoverentity", MapCoordinates.Nullspace);
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var hoverSprite = _entities.GetComponent<SpriteComponent>(hoverEntity);
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var fits = _inventorySystem.CanEquip(player.Value, held, control.SlotName, out _, slotDef, _playerInventory) &&
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var fits = _inventorySystem.CanEquip(player.Value, held, control.SlotName, out _, slotDef) &&
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container.CanInsert(held, _entities);
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hoverSprite.CopyFrom(sprite);
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@@ -305,7 +305,7 @@ public sealed class InventoryUIController : UIController, IOnStateEntered<Gamepl
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_inventorySystem.ReloadInventory();
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}
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private void LoadSlots(ClientInventoryComponent clientInv)
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private void LoadSlots(InventorySlotsComponent clientInv)
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{
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UnloadSlots();
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_playerInventory = clientInv;
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