Add new resources and presenters for item pickups and effects
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Code/Resources/Effects/ConsumeAmmoCostResource.cs
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10
Code/Resources/Effects/ConsumeAmmoCostResource.cs
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using Godot;
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namespace CryptonymThunder.Code.Resources.Effects;
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[GlobalClass]
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public partial class ConsumeAmmoCostResource : EffectResource
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{
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[Export] public string AmmoId { get; set; } = "ammo_bullets";
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[Export(PropertyHint.Range, "1,100,1")] public int Amount { get; set; } = 1;
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}
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Code/Resources/Effects/ConsumeAmmoCostResource.cs.uid
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1
Code/Resources/Effects/ConsumeAmmoCostResource.cs.uid
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uid://b6argm77cho2t
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1
Code/Resources/InventoryComponentResource.cs.uid
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1
Code/Resources/InventoryComponentResource.cs.uid
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uid://dhcbayl5iwvf3
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@@ -8,4 +8,5 @@ public partial class PickupComponentResource : Resource
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[Export] public string ItemId { get; set; }
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[Export] public int Quantity { get; set; } = 1;
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[Export] public bool IsInstantUse { get; set; } = false;
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[Export] public Godot.Collections.Array<EffectResource> OnAcquireEffects { get; set; } = [];
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}
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Code/Resources/PickupComponentResource.cs.uid
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1
Code/Resources/PickupComponentResource.cs.uid
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@@ -0,0 +1 @@
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uid://cg8upylcrj8le
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@@ -9,6 +9,7 @@ public partial class WeaponResource : Resource
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[Export] public float FireRate { get; set; } = 1.0f;
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[ExportGroup("Effects")]
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[Export] public Godot.Collections.Array<EffectResource> FireCosts { get; set; } = [];
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[Export] public Godot.Collections.Array<EffectResource> OnFireEffects { get; set; } = [];
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[Export] public Godot.Collections.Array<EffectResource> OnHitEffects { get; set; } = [];
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}
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