this idiot forgot to commit an entire month's worth of code

This commit is contained in:
Sylvia 2026-04-22 18:23:31 -07:00
parent c67146ea1a
commit a3321d361c
51 changed files with 3644 additions and 84 deletions

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@ -5,7 +5,7 @@ using UnityEngine.EventSystems;
public class AbilityHotbarIcon : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
{
[SerializeField] private Transform cooldownBar;
public Transform cooldownBar;
[SerializeField] private TextMeshProUGUI text;
private bool onCooldown;
private PlayerAbility thisAbility;
@ -34,6 +34,7 @@ public class AbilityHotbarIcon : MonoBehaviour, IPointerEnterHandler, IPointerEx
public void UpdateAbility(PlayerAbility ability)
{
thisAbility = ability;
ability.thisHotbarIcon = this;
text.text = thisAbility.abilityName;
}
public void OnPointerEnter(PointerEventData eventData)

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@ -18,6 +18,7 @@ public class AbilityManager : MonoBehaviour
return;
}
instance = this;
DontDestroyOnLoad(this);
}
#endregion
@ -26,12 +27,23 @@ public class AbilityManager : MonoBehaviour
public Button upgradeButton;
[Header("Upgrades")]
public AbilityUpgrade[] allUpgrades;
public PlayerAbility[] allAbilities;
[SerializeField] private PlayerAbility[] allAbilities;
public Dictionary<String, PlayerAbility> abilityLookup = new();
public Dictionary<String, AbilityUpgrade> upgradeLookup = new();
public Dictionary<AbilityUpgrade, int> upgradesInventory = new();
private void Start()
{
// upgradeButton.onClick.AddListener((() => AddUpgrade(upgradeToAdd, player.mainAttackInstance)));
StoreUpgrade(upgradeToAdd);
foreach (PlayerAbility ability in allAbilities)
{
abilityLookup[ability.abilityName] = ability;
}
foreach (AbilityUpgrade upgrade in allUpgrades)
{
upgradeLookup[upgrade.upgradeName] = upgrade;
}
}
public void StoreUpgrade(AbilityUpgrade upgradeToStore)

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@ -4,7 +4,8 @@ public class EnemyAbility : ScriptableObject
{
public float cooldown;
public float power;
public float range;
public float maxRange;
public float minRange; //usually zero but might be needed in some cases
public virtual void UseAbility(Entity target, Enemy owner)
{

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@ -8,6 +8,7 @@ public class PlayerAbility : MonoBehaviour
public string abilityName;
public Sprite abilityIcon;
public Marisa thisPlayer;
public AbilityHotbarIcon thisHotbarIcon;
[Header("Cooldown")]
public bool canCooldown = true;
public float baseCooldown;
@ -16,6 +17,7 @@ public class PlayerAbility : MonoBehaviour
[Header("Stats")]
public float basePower;
public float power;
public float powerMultiplier; // you need to figure out power.
public int baseProjectileCount;
public int projectileCount;
public Dictionary<AbilityUpgrade, int> attachedUpgrades = new();

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@ -5,15 +5,17 @@ public class AbilityUpgrade : ScriptableObject
[Header("Identification")]
public string upgradeName;
public Sprite upgradeIcon;
public int rarity; //higher is rarer
public int cost;
[Header("Stats")]
[SerializeField] private string hi; //never use this lol it's just for the header
public void ApplyUpgrade(PlayerAbility abilityToUpgrade)
public void ApplyUpgrade(PlayerAbility abilityToUpgrade, float optionalInput = 0)
{
UpgradeEffects(abilityToUpgrade);
UpgradeEffects(abilityToUpgrade, optionalInput);
}
protected virtual void UpgradeEffects(PlayerAbility abilityToUpgrade)
protected virtual void UpgradeEffects(PlayerAbility abilityToUpgrade, float optionalInput)
{
}

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@ -6,7 +6,7 @@ public class CooldownUpgrade : AbilityUpgrade
{
[SerializeField] private float cooldownDifference;
protected override void UpgradeEffects(PlayerAbility abilityToUpgrade)
protected override void UpgradeEffects(PlayerAbility abilityToUpgrade, float optionalInput)
{
abilityToUpgrade.cooldown = abilityToUpgrade.baseCooldown * ((float)Math.Pow(cooldownDifference, abilityToUpgrade.attachedUpgrades[this])); //almost forgot my math there...
}

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@ -0,0 +1,16 @@
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "Enemy Count Upgrade", menuName = "AbilityUpgrades/EnemyCountUpgrade")]
public class EnemyCountPowerup : AbilityUpgrade
{
public float damageIncreasePercentage;
[SerializeField] private EnemyCountRuntime runtimeObject;
protected override void UpgradeEffects(PlayerAbility abilityToUpgrade, float optionalInput)
{
EnemyCountRuntime newRuntimeObject = Instantiate(runtimeObject, abilityToUpgrade.transform);
newRuntimeObject.baseSO = this;
newRuntimeObject.thisAbility = abilityToUpgrade;
}
}

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@ -0,0 +1,2 @@
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@ -0,0 +1,26 @@
using System;
using System.Collections.Generic;
using UnityEngine;
public class EnemyCountRuntime : MonoBehaviour
{
private List<Collider2D> enemiesInRange = new(); //was supposed to be entity list but trygetcomponent isn't needed because we aren't using the actual entity values
public EnemyCountPowerup baseSO;
public PlayerAbility thisAbility;
private void OnTriggerEnter2D(Collider2D other)
{
if (!other.CompareTag(tag))
{
enemiesInRange.Add(other);
}
thisAbility.powerMultiplier = 1 + baseSO.damageIncreasePercentage * enemiesInRange.Count; //does not stack with other multipliers and must be fixed
}
private void OnTriggerExit2D(Collider2D other)
{
if (!other.CompareTag(tag) && enemiesInRange.Contains(other))
{
enemiesInRange.Remove(other);
}
}
}

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@ -0,0 +1,2 @@
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@ -0,0 +1,18 @@
using UnityEngine;
public class KillCooldown : AbilityUpgrade
{
public float damageIncrease;
public float cooldownChange;
[SerializeField] private KillCooldownRuntimeObject runtimeObject;
protected override void UpgradeEffects(PlayerAbility abilityToUpgrade, float optionalInput)
{
base.UpgradeEffects(abilityToUpgrade, optionalInput);
abilityToUpgrade.canCooldown = false;
abilityToUpgrade.cooldown = abilityToUpgrade.baseCooldown * cooldownChange;
KillCooldownRuntimeObject newRuntimeObject = Instantiate(runtimeObject, abilityToUpgrade.transform);
newRuntimeObject.ability = abilityToUpgrade;
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
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@ -0,0 +1,16 @@
using System;
using UnityEngine;
public class KillCooldownRuntimeObject : MonoBehaviour
{
public PlayerAbility ability;
private void Start()
{
Enemy.OnKill += UpdateKills;
}
public void UpdateKills()
{
ability.currentCooldown -= 1;
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
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@ -3,7 +3,7 @@ using UnityEngine;
[CreateAssetMenu(fileName = "Projectile Count Upgrade", menuName = "AbilityUpgrades/ProjectileCountUpgrade")]
public class ProjectileCountUpgrade : AbilityUpgrade
{
protected override void UpgradeEffects(PlayerAbility abilityToUpgrade)
protected override void UpgradeEffects(PlayerAbility abilityToUpgrade, float optionalInput)
{
abilityToUpgrade.projectileCount =
abilityToUpgrade.baseProjectileCount + abilityToUpgrade.attachedUpgrades[this];

View file

@ -68,16 +68,7 @@ public class AbilitySceneTransfer : MonoBehaviour
abilityHandler.abilities.Clear();
foreach (SavedAbility savedAbility in savedAbilities)
{
PlayerAbility foundAbility = null;
foreach (PlayerAbility ability in AbilityManager.instance.allAbilities)
{
if (savedAbility.abilityName == ability.abilityName) //shit code
{
foundAbility = ability;
break;
}
}
PlayerAbility foundAbility = AbilityManager.instance.abilityLookup[savedAbility.abilityName];
if (!foundAbility)
{
Debug.LogWarning($"{savedAbility.abilityName} was not found.");
@ -85,20 +76,13 @@ public class AbilitySceneTransfer : MonoBehaviour
abilityHandler.abilities.Add(foundAbility);
}
abilityHandler.SetupAbilities();
foreach (PlayerAbility abilityInstance in abilityHandler.abilityInstances)
foreach (SavedAbility savedAbility in savedAbilities)
{
foreach (SavedAbility savedAbility in savedAbilities)
foreach (KeyValuePair<string, int> equippedUpgrade in savedAbility.equippedUpgrades)
{
if (savedAbility.abilityName == abilityInstance.abilityName) //shit code
if (AbilityManager.instance.upgradeLookup[equippedUpgrade.Key] != null)
{
foreach (AbilityUpgrade upgrade in AbilityManager.instance.allUpgrades)
{
if (savedAbility.equippedUpgrades[upgrade.upgradeName] > 0)
{
abilityInstance.AddUpgrade(upgrade, savedAbility.equippedUpgrades[upgrade.upgradeName]);
}
} //this is REALLY BAD.
break;
abilityHandler.instantiatedAbilityLookup[savedAbility.abilityName].AddUpgrade(AbilityManager.instance.upgradeLookup[equippedUpgrade.Key], equippedUpgrade.Value);
}
}
}

View file

@ -11,7 +11,8 @@ public class Effect : ScriptableObject
{
EffectInstance newEffectInstance = Instantiate(effectInstanceObject, affectedEntity.transform);
newEffectInstance.affectedEntity = affectedEntity;
newEffectInstance.thisEffect = this;
}
public virtual void EffectTick(Entity affectedEntity)

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@ -0,0 +1,16 @@
using UnityEngine;
[CreateAssetMenu(fileName = "New Speed Effect", menuName = "Effects/Speed")]
public class SpeedEffect : Effect
{
[SerializeField] private float speedAmount;
public override void ApplyEffect(Entity affectedEntity)
{
base.ApplyEffect(affectedEntity);
affectedEntity.speedMultiplier += speedAmount;
}
public override void RemoveEffect(Entity affectedEntity)
{
affectedEntity.speedMultiplier = 1f; //supposed to be -= speedAmount but it's fucked.
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: c42a268529acb9c14b00a019f63603b8

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@ -13,6 +13,7 @@ public class Enemy : Entity
public float currentCooldown;
}
public static event Action OnDamaged;
public static event Action OnKill;
[Header("Targetting")]
public Entity closestTarget;
public float engagementRange;
@ -22,8 +23,8 @@ public class Enemy : Entity
public Transform[] possibleDirections;
public float forwardPercent;
public float strafePercent;
private float xSign = -1f;
private float ySign = 1f;
protected float xSign = -1f;
protected float ySign = 1f;
[System.Serializable]
public class UpgradeDrop
@ -37,6 +38,11 @@ public class Enemy : Entity
[Header("Abilities")]
[SerializeField] private Ability[] allAbilities;
[Header("Levels")]
[SerializeField] private float levelHealthBuff;
[SerializeField] private float levelPowerBuff;
public float powerBuffAmount;
private void Start()
{
if (Random.Range(0f, 2f) > 1f)
@ -44,16 +50,21 @@ public class Enemy : Entity
xSign = -xSign;
ySign = -ySign;
}
//set hp and dmg values
maxHealth = baseMaxHealth * (EnemySpawner.instance.enemyLevel * levelHealthBuff);
health = maxHealth;
powerBuffAmount = EnemySpawner.instance.enemyLevel * levelPowerBuff;
}
private void Update()
protected virtual void Update()
{
if (detectedPlayer)
{
Ability foundAbility = null;
foreach (Ability availableAbility in allAbilities)
{
if (foundAbility == null && availableAbility.currentCooldown <= 0 && availableAbility.ability.range < Vector3.Distance(closestTarget.transform.position, transform.position))
float targetDistance = Vector3.Distance(closestTarget.transform.position, transform.position);
if (foundAbility == null && availableAbility.currentCooldown <= 0 && availableAbility.ability.maxRange > targetDistance && availableAbility.ability.minRange < targetDistance)
{
foundAbility = availableAbility;
}
@ -100,7 +111,7 @@ public class Enemy : Entity
directionToMove = directionToPoint;
}
}
rb.VelocityTowards(directionToMove.ScaleToMagnitude(speed), acceleration);
rb.VelocityTowards(directionToMove.ScaleToMagnitude(speed * speedMultiplier), acceleration);
FlipSprite(directionToMove);
}
}

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@ -28,7 +28,7 @@ public class EnemyFireBullet : EnemyAbility
newProjectile.owner = owner;
newProjectile.pierceAmount = pierceAmount;
newProjectile.damage = power;
newProjectile.damage = power * owner.powerBuffAmount;
newProjectile.speed = projectileSpeed;
newProjectile.lifetime = bulletLifetime;
newProjectile.transform.Rotate(0, 0, Random.Range(-accuracy, accuracy));

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@ -0,0 +1,17 @@
using UnityEngine;
[CreateAssetMenu(fileName = "New Enemy Rush Ability", menuName = "EnemyAbilities/Rush")]
public class EnemyRushAbility : EnemyAbility
{
[SerializeField] private Effect speedEffect;
public override void UseAbility(Entity target, Enemy owner)
{
Debug.Log("ability activated");
if (owner.speedMultiplier < 1.10f)
{
Debug.Log("affect applied");
speedEffect.ApplyEffect(owner);
}
//owner.closestTarget =
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 489701e947dc0bf818f370f0fa7734aa

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@ -36,9 +36,12 @@ public class EnemySpawner : MonoBehaviour
[SerializeField] private Transform bossHealthBar;
[SerializeField] private TextMeshProUGUI bossHealthText;
[SerializeField] private TextMeshProUGUI bossNameText;
[Header("Difficulty Scaling")]
public float levelUpIntervals;
public int enemyLevel;
[Header("Cache")]
[SerializeField] private Transform enemyFolder;
[SerializeField] private Marisa player;
public Marisa player;
private void Update()
{
@ -51,13 +54,14 @@ public class EnemySpawner : MonoBehaviour
SpawnEnemy(enemiesToSpawn[Random.Range(0, enemiesToSpawn.Length)], spawnPoints[Random.Range(0, spawnPoints.Count)].position);
}
}
else if (!canSpawn && bossEnemy)
else if (!canSpawn && bossEnemy.health < 0)
{
if (Input.GetKey(KeyCode.E))
{
LevelSwitcher.instance.LoadShop();
}
}
enemyLevel = (int)(Time.time / levelUpIntervals); //figure out the time.time thing because that's not gonna work here
}
public Enemy SpawnEnemy(Enemy enemy, Vector3 location)

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@ -0,0 +1,58 @@
using Core.Extensions;
using UnityEngine;
public class RusherEnemy : Enemy
{
private bool isRushing;
public Vector2 lastTargetLocation;
public Vector2 lastTargetDirection;
protected override void Update()
{
base.Update();
if (speedMultiplier <= 1.10f && closestTarget)
{
lastTargetLocation = closestTarget.transform.position;
lastTargetDirection = (lastTargetLocation - (Vector2)transform.position).normalized;
}
}
protected override void FixedUpdate() //this is really bad.
{
if (!detectedPlayer && Vector3.Distance(transform.position, lastTargetLocation) < engagementRange)
{
detectedPlayer = true;
}
if (stalled || !closestTarget || !detectedPlayer)
{
rb.VelocityTowards(Vector2.zero.ScaleToMagnitude(speed), acceleration);
}
else if (speed > 1.10f && closestTarget)
{
rb.VelocityTowards(lastTargetDirection.ScaleToMagnitude(speed * speedMultiplier), acceleration);
}
else
{
Vector2 directionToTarget = (lastTargetLocation - (Vector2)transform.position).normalized;
Vector2 directionToMove = directionToTarget;
float currentHighestScore = float.NegativeInfinity;
Vector2 strafeDirection = new Vector3(directionToTarget.y * ySign, directionToTarget.x * xSign);
foreach (Transform direction in possibleDirections)
{
Vector3 directionToPoint = (direction.position - transform.position).normalized;
float forwardScore = Vector3.Dot(directionToPoint, directionToTarget);
float strafeScore = Vector3.Dot(directionToPoint, strafeDirection);
float finalScore = (forwardScore * forwardPercent) + (strafeScore * strafePercent);
//Debug.Log($"Forward: {forwardScore} Strafe: {strafeScore} Final: {finalScore}");
if (finalScore > currentHighestScore)
{
//Debug.Log($"{finalScore} is higher than current score: {currentHighestScore}");
currentHighestScore = finalScore;
directionToMove = directionToPoint;
}
}
rb.VelocityTowards(directionToMove.ScaleToMagnitude(speed * speedMultiplier), acceleration);
FlipSprite(directionToMove);
}
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 8f7666f7f9e3cad958069b3b00bd6879

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@ -11,6 +11,7 @@ public class Entity : MonoBehaviour
public bool invincible;
[Header("Stats")]
public float health;
public float baseMaxHealth; //for enemies, mostly.
public float maxHealth;
[Header("Movement")]
@ -18,6 +19,7 @@ public class Entity : MonoBehaviour
[SerializeField] protected Rigidbody2D rb;
protected Vector2 moveDirection;
public float speed;
public float speedMultiplier = 1f;
protected void FlipSprite(Vector2 lookDirection)
{
@ -36,7 +38,7 @@ public class Entity : MonoBehaviour
{
if (!stalled)
{
rb.linearVelocity = moveDirection * speed;
rb.linearVelocity = moveDirection * (speed * speedMultiplier);
FlipSprite(moveDirection);
}
}

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@ -13,7 +13,7 @@ public class MarisaAbilityHandler : MonoBehaviour
[Header("Ability Instances")]
public List<PlayerAbility> abilityInstances = new();
public Dictionary<String, PlayerAbility> instantiatedAbilityLookup = new();
[Header("UI")]
public AbilityHotbarIcon[] hotbarIcons;
//this is getting ridiculous
@ -23,6 +23,15 @@ public class MarisaAbilityHandler : MonoBehaviour
SetupAbilities();
}
private void Start()
{
hotbarIcons = FindObjectsByType<AbilityHotbarIcon>(FindObjectsSortMode.InstanceID);
if (AbilitySceneTransfer.instance.savedAbilities.Count > 0)
{
LevelSwitcher.instance.SetupScene();
}
}
public void SetupAbilities()
{
foreach (PlayerAbility oldAbility in abilityInstances)
@ -37,6 +46,7 @@ public class MarisaAbilityHandler : MonoBehaviour
abilityInstances.Add(newAbility);
newAbility.thisPlayer = thisPlayer;
hotbarIcons[currentAbilityCount].UpdateAbility(newAbility);
instantiatedAbilityLookup[ability.abilityName] = ability;
currentAbilityCount++;
Debug.Log(ability.abilityName);
}

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@ -31,7 +31,6 @@ public class LevelSwitcher : MonoBehaviour
AbilitySceneTransfer.instance.SaveAllAbilities();
SceneManager.LoadScene(shopStage);
SceneManager.LoadScene(uiStage, LoadSceneMode.Additive);
SetupScene();
}
public void ChangeLevel()
{
@ -39,12 +38,13 @@ public class LevelSwitcher : MonoBehaviour
AbilitySceneTransfer.instance.SaveAllAbilities();
SceneManager.LoadScene(stages[currentStage]);
SceneManager.LoadScene(uiStage, LoadSceneMode.Additive);
SetupScene();
}
public void SetupScene()
{
AbilitySceneTransfer.instance.abilityHandler = FindFirstObjectByType<MarisaAbilityHandler>();
MarisaAbilityHandler abilityHandler = FindFirstObjectByType<MarisaAbilityHandler>();
AbilityManager.instance.player = abilityHandler;
AbilitySceneTransfer.instance.abilityHandler = abilityHandler;
AbilitySceneTransfer.instance.LoadAbilities();
}
}

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@ -0,0 +1,27 @@
using System;
using UnityEngine;
public class ShopKeeperInteractionRadius : MonoBehaviour
{
private bool playerNearby;
[SerializeField] private GameObject interactionIcon;
private void OnTriggerEnter2D(Collider2D other)
{
playerNearby = true;
interactionIcon.SetActive(true);
}
private void OnTriggerExit2D(Collider2D other)
{
playerNearby = false;
interactionIcon.SetActive(false);
}
private void Update()
{
if (playerNearby && Input.GetKeyDown(KeyCode.E))
{
ShopManager.instance.OpenShopUI();
}
}
}

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@ -0,0 +1,2 @@
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@ -0,0 +1,58 @@
using System.Collections.Generic;
using UnityEngine;
public class ShopManager : MonoBehaviour
{
#region Statication
public static ShopManager instance;
private void Awake()
{
if (instance != null && instance != this)
{
Destroy(gameObject);
return;
}
instance = this;
DontDestroyOnLoad(this);
}
#endregion
public List<AbilityUpgrade> buyableUpgrades;
public int currency; //uh. we need to figure out this one lol
public GameObject shopUIObject;
[SerializeField] private Marisa player;
public void GenerateUpgradeList()
{
}
public void BuyUpgrade(AbilityUpgrade abilityToBuy)
{
if (currency >= abilityToBuy.cost)
{
AbilityManager.instance.upgradesInventory[abilityToBuy]++;
currency -= abilityToBuy.cost;
}
}
public void SellUpgrade(AbilityUpgrade abilityToSell)
{
AbilityManager.instance.upgradesInventory[abilityToSell]--;
currency += abilityToSell.cost/2;
}
public void OpenShopUI()
{
shopUIObject.SetActive(true);
player.stalled = true;
}
public void CloseShopUI()
{
shopUIObject.SetActive(false);
player.stalled = false;
}
}

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