token manager for projectile
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@@ -13,7 +13,7 @@ using Movementtests.systems;
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typeof(IAutoConnect),
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typeof(IProvider)
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)]
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public partial class MainSceneTemplate : Node3D, IProvide<InventoryManager>, IProvide<TagsManager>, IProvide<CuesManager>
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public partial class MainSceneTemplate : Node3D, IProvide<InventoryManager>, IProvide<TagsManager>, IProvide<CuesManager>, IProvide<TokenManager>
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{
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public override void _Notification(int what) => this.Notify(what);
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@@ -31,6 +31,7 @@ public partial class MainSceneTemplate : Node3D, IProvide<InventoryManager>, IPr
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#region Exports
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[Export] public WeaponInventory? InitialWeaponInventory { get; set; }
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[Export] public int MaxNumberOfProjectiles { get; set; } = 3;
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#endregion
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@@ -40,6 +41,9 @@ public partial class MainSceneTemplate : Node3D, IProvide<InventoryManager>, IPr
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TagsManager IProvide<TagsManager>.Value() => ForgeManagers.Instance.TagsManager;
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CuesManager IProvide<CuesManager>.Value() => ForgeManagers.Instance.CuesManager;
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public required TokenManager TokenManager { get; set; }
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TokenManager IProvide<TokenManager>.Value() => TokenManager;
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public void OnReady()
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{
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PlayerFellPlane.BodyEntered += StartResetPlayerAnimation;
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@@ -49,6 +53,11 @@ public partial class MainSceneTemplate : Node3D, IProvide<InventoryManager>, IPr
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if (InitialWeaponInventory != null)
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InventoryManager.InitializeFromResource(InitialWeaponInventory);
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AddChild(InventoryManager);
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TokenManager = new TokenManager();
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TokenManager.Initialize(MaxNumberOfProjectiles);
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AddChild(TokenManager);
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this.Provide();
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}
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