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@@ -1,6 +1,7 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using BITFALL.Entities.Armor;
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using BITFALL.Player.Equip;
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using BITFALL.Player.Movement;
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using UnityEngine;
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@@ -34,6 +35,7 @@ namespace BITFALL.UX
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[SerializeField] private UXBar healthBar;
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[SerializeField] private UXBar lerpHealthBar;
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[SerializeField] private UXBar staminaBar;
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[SerializeField] private UXBar armorBar;
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[Header(Constant.Header.Input)]
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public InputActionReference inventoryAction;
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@@ -50,6 +52,8 @@ namespace BITFALL.UX
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private IEquipService _equipService;
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[Inject]
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private ISelector _selector;
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[Inject]
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private IArmor _armor;
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private float _currentHealthLerp;
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protected override void Awake()
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{
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@@ -99,6 +103,14 @@ namespace BITFALL.UX
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_selector.OnInactive += OnInactive;
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_selector.OnSelected += OnSelect;
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_armor.OnArmorChanged += x => armorBar.Set(x);
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_armor.OnEquipArmor += x =>
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{
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armorBar.Set(_armor.Armor);
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armorBar.SetActive(true);
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};
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_armor.OnUnEquipArmor += x => armorBar.SetActive(false);
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if (steamService.IsInitialized)
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{
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playerNameLabel.Set(steamService.Name);
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@@ -108,6 +120,8 @@ namespace BITFALL.UX
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_equipService = entity.Get<IEquipService>();
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armorBar.SetActive(_armor.TryGetCurrentArmor(out _));
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OnSetHP(_health.HealthPoint);
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OnSetAlive(_health.IsAlive);
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