refactor: power-up effects applied centrally in GameBootstrap
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@@ -1,5 +1,6 @@
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using System.Collections;
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using Core.Domain;
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using Core.Domain.Status.Effects;
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using Core.Ports;
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using TMPro;
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using UnityEngine;
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@@ -370,14 +371,22 @@ namespace Infrastructure.Unity
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instance.Configure(type);
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instance.OnCollected += (t) =>
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instance.OnCollected += (t, dur) =>
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{
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cameraController?.Shake(0.2f, 0.15f);
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rumbleManager?.PulseMedium();
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if (t == PowerUpType.TimeSlow)
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switch (t)
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{
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_gameSession.ActivateTimeSlow(10f);
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case PowerUpType.TimeSlow:
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_gameSession.ActivateTimeSlow(dur);
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break;
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case PowerUpType.LightFooted:
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_playerInstance?.Status.AddEffect(new LightFootedEffect(dur));
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break;
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case PowerUpType.SpeedBoost:
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_playerInstance?.Status.AddEffect(new SpeedBoostEffect(dur));
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break;
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}
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};
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}
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