Decide loadout affordability in Materialize and test weapon-group unequip (Cut 10 fix)
Materialize, which already charges, now also owns affordability: when credits are below Price it lists "cannot afford <price> credits" and builds nothing. The restore menu's separate price < Credits check is deleted; the menu still shows Loadouts.Price and lists Materialize's failures. Tests: one credit short builds nothing, leaves credits unchanged and lists the failure. A fixture gun with an InstantWeapon behavior proves TryUnequip removes the weapon and its item from every weapon group. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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3 changed files with 45 additions and 6 deletions
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@ -189,7 +189,7 @@ public class InventoryPanel : MonoBehaviour, IPointerClickHandler
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loadouts.Select<Loadout, (string text, Action action, bool enabled)>(loadout =>
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{
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var price = Loadouts.Price(GameManager.ItemManager, loadout);
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return ($"{loadout.Name} - {price:n0}", () => RestoreLoadout(loadout), price < GameManager.Credits);
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return ($"{loadout.Name} - {price:n0}", () => RestoreLoadout(loadout), true);
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}));
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}
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