Refactor game state management to use a unified Stat system and update UI labels for production and corruption
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@@ -17,7 +17,8 @@ public partial class MiracleButton : Button
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return;
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}
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Text = $"{_miracle.Name}\nCost: {_miracle.FaithCost} Faith";
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Text = BuildText();
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TooltipText = BuildTooltipText();
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Pressed += OnPressed;
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}
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@@ -35,8 +36,25 @@ public partial class MiracleButton : Button
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public void SetMiracle(MiracleDefinition miracle)
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{
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_miracle = miracle;
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Text = $"{_miracle.Name}\nCost: {_miracle.FaithCost} Faith";
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Text = BuildText();
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TooltipText = BuildTooltipText();
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}
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public MiracleDefinition GetMiracle() { return _miracle; }
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private string BuildText()
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{
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return $"{_miracle.Name}\nCost: {_miracle.FaithCost} Faith";
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}
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private string BuildTooltipText()
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{
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var tooltip = $"Cost: {_miracle.FaithCost} Faith\nRequires: {_miracle.FollowersRequired} Followers\nEffects:\n";
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foreach (var effect in _miracle.Effects)
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{
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if (effect.ToString() == string.Empty) continue;
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tooltip += $"- {effect}\n";
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}
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return tooltip.TrimEnd();
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}
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}
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