Update slot items to simplified slotting logic + reveal renderers
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@@ -59,9 +59,7 @@ namespace Dialogue
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PuzzleManager.Instance.OnStepCompleted += OnAnyPuzzleStepCompleted;
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ItemManager.Instance.OnItemPickedUp += OnAnyItemPickedUp;
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ItemManager.Instance.OnCorrectItemSlotted += OnAnyItemSlotted;
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ItemManager.Instance.OnIncorrectItemSlotted += OnAnyIncorrectItemSlotted;
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ItemManager.Instance.OnForbiddenItemSlotted += OnAnyForbiddenItemSlotted;
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ItemManager.Instance.OnItemSlotCleared += OnAnyItemSlotCleared;
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ItemManager.Instance.OnWrongItemAttempted += OnAnyWrongItemAttempted;
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ItemManager.Instance.OnItemsCombined += OnAnyItemsCombined;
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}
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@@ -191,9 +189,7 @@ namespace Dialogue
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{
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ItemManager.Instance.OnItemPickedUp -= OnAnyItemPickedUp;
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ItemManager.Instance.OnCorrectItemSlotted -= OnAnyItemSlotted;
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ItemManager.Instance.OnIncorrectItemSlotted -= OnAnyIncorrectItemSlotted;
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ItemManager.Instance.OnForbiddenItemSlotted -= OnAnyForbiddenItemSlotted;
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ItemManager.Instance.OnItemSlotCleared -= OnAnyItemSlotCleared;
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ItemManager.Instance.OnWrongItemAttempted -= OnAnyWrongItemAttempted;
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ItemManager.Instance.OnItemsCombined -= OnAnyItemsCombined;
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}
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}
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@@ -538,7 +534,7 @@ namespace Dialogue
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}
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}
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private void OnAnyIncorrectItemSlotted(PickupItemData slotDefinition, PickupItemData slottedItem)
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private void OnAnyWrongItemAttempted(PickupItemData slotDefinition, PickupItemData attemptedItem)
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{
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// Initialize if needed
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if (!initialized)
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@@ -554,53 +550,10 @@ namespace Dialogue
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if (currentNode.nodeType == RuntimeDialogueNodeType.WaitOnSlot &&
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slotDefinition.itemId == currentNode.slotItemID)
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{
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// Treat as Incorrect for dialogue purposes
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_currentSlotState = ItemSlotState.Incorrect;
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_lastSlottedItem = slottedItem;
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_lastSlottedItem = attemptedItem;
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UpdateDialogueVisibilityOnItemEvent();
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}
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}
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private void OnAnyForbiddenItemSlotted(PickupItemData slotDefinition, PickupItemData slottedItem)
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{
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// Initialize if needed
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if (!initialized)
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{
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StartDialogue();
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}
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// Update the slot state for displaying the correct dialogue lines
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if (!IsActive || IsCompleted || currentNode == null)
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return;
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// Only update state if we're actively waiting on this slot
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if (currentNode.nodeType == RuntimeDialogueNodeType.WaitOnSlot &&
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slotDefinition.itemId == currentNode.slotItemID)
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{
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_currentSlotState = ItemSlotState.Forbidden;
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_lastSlottedItem = slottedItem;
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UpdateDialogueVisibilityOnItemEvent();
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}
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}
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private void OnAnyItemSlotCleared(PickupItemData removedItem)
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{
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// Initialize if needed
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if (!initialized)
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{
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StartDialogue();
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}
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// Update the slot state when an item is removed
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if (!IsActive || IsCompleted || currentNode == null)
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return;
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// Reset slot state if we were tracking this item
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if (_lastSlottedItem != null && _lastSlottedItem == removedItem)
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{
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_currentSlotState = ItemSlotState.None;
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_lastSlottedItem = null;
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UpdateDialogueVisibilityOnItemEvent();
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}
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