more fixes and new footstep sound
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47f5c6869b
commit
c2a4385deb
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@ -292,4 +292,9 @@ public partial class Character : CharacterBody2D, IFaction
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.EmitOneShot();
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}
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}
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public virtual void Footstep()
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{
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throw new System.NotImplementedException();
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}
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}
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@ -2,6 +2,7 @@ using Godot;
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using GodotUtilities;
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using SupaLidlGame.Utils;
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using SupaLidlGame.BoundingBoxes;
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using SupaLidlGame.Extensions;
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namespace SupaLidlGame.Characters;
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@ -102,4 +103,12 @@ public sealed partial class Player : Character
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.DirectionTo(GetGlobalMousePosition())
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.Angle();
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}
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public override void Footstep()
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{
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GetNode<AudioStreamPlayer2D>("Effects/Footstep")
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.OnWorld()
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.WithPitchDeviation(0.125f)
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.Play();
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}
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}
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@ -90,6 +90,23 @@ tracks/0/keys = {
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"update": 1,
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"values": [2, 3, 4, 5, 6, 7]
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}
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tracks/1/type = "method"
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/path = NodePath("..")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/keys = {
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"times": PackedFloat32Array(0.2, 0.5),
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"transitions": PackedFloat32Array(1, 1),
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"values": [{
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"args": [],
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"method": &"Footstep"
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}, {
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"args": [],
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"method": &"Footstep"
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}]
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}
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[sub_resource type="Animation" id="Animation_vobpw"]
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resource_name = "roll"
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@ -23,8 +23,6 @@ public partial class DocShungiteDartState : DocAttackState
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public override NPCState Enter(IState<NPCState> nextState)
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{
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Doc.CanAttack = true;
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Doc.ShouldMove = true;
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return base.Enter(nextState);
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}
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