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5e87a02a76
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c0424444b9
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@ -1,5 +1,4 @@
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using Godot;
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using Godot;
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using IEnumerableNode = System.Collections.Generic.IEnumerable<Godot.Node>;
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namespace SupaLidlGame.Extensions;
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namespace SupaLidlGame.Extensions;
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@ -56,13 +55,4 @@ public static class NodeExtensions
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return node.GetNode<UI.UIController>("/root/BaseUI/" +
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return node.GetNode<UI.UIController>("/root/BaseUI/" +
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"SubViewportContainer/UIViewport/CanvasLayer/MainUILayer/Main");
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"SubViewportContainer/UIViewport/CanvasLayer/MainUILayer/Main");
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}
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}
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public static IEnumerableNode GetChildrenEnumerable(this Node node)
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{
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int childCount = node.GetChildCount();
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for (int i = 0; i < childCount; i++)
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{
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yield return node.GetChild(i);
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}
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}
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}
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}
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@ -239,21 +239,6 @@ public partial class Inventory : Node2D, IItemCollection<ItemMetadata>
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public bool Remove(ItemMetadata item)
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public bool Remove(ItemMetadata item)
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{
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{
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int indexInInventory = Items.IndexOf(item);
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if (indexInInventory < 0)
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{
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return false;
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}
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// remove instances of item from hotbar
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int indexInHotbar = HotbarToItemIndexMap.IndexOf(indexInInventory);
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if (indexInHotbar >= 0)
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{
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HotbarToItemIndexMap[indexInHotbar] = -1;
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Hotbar[indexInHotbar].QueueFree();
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}
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Items[indexInInventory] = null;
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return Items.Remove(item);
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return Items.Remove(item);
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}
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}
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@ -65,15 +65,4 @@ public abstract partial class Item : Node2D
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{
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{
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}
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}
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public virtual void Remove()
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{
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if (IsUsing)
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{
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Deuse();
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}
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Unequip(CharacterOwner);
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QueueFree();
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}
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}
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}
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@ -412,6 +412,7 @@ libraries = {
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}
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}
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[node name="Hitbox" parent="." instance=ExtResource("9_qimey")]
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[node name="Hitbox" parent="." instance=ExtResource("9_qimey")]
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priority = 5
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IsDisabled = true
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IsDisabled = true
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[node name="CollisionShape2D" parent="Hitbox" index="0"]
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[node name="CollisionShape2D" parent="Hitbox" index="0"]
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@ -65,9 +65,9 @@ tracks/0/path = NodePath("Anchor:position")
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tracks/0/interp = 1
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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tracks/0/keys = {
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"times": PackedFloat32Array(0, 0.2),
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"times": PackedFloat32Array(0, 0.5),
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"transitions": PackedFloat32Array(1, 1),
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"transitions": PackedFloat32Array(1, 1),
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"update": 0,
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"update": 1,
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"values": [Vector2(-4, 0), Vector2(0, 0)]
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"values": [Vector2(-4, 0), Vector2(0, 0)]
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}
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}
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tracks/1/type = "audio"
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tracks/1/type = "audio"
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@ -92,10 +92,10 @@ tracks/2/path = NodePath("Anchor:rotation")
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tracks/2/interp = 1
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tracks/2/interp = 1
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tracks/2/loop_wrap = true
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tracks/2/loop_wrap = true
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tracks/2/keys = {
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tracks/2/keys = {
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"times": PackedFloat32Array(0, 0.1, 1, 1.5),
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"times": PackedFloat32Array(0, 1, 1.5),
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"transitions": PackedFloat32Array(1, 1, 1, 1),
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"transitions": PackedFloat32Array(1, 1, 1),
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"update": 0,
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"update": 0,
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"values": [6.19592, 6.28319, 6.28319, 0.0]
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"values": [6.28319, 6.28319, 0.0]
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}
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}
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tracks/3/type = "audio"
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tracks/3/type = "audio"
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tracks/3/imported = false
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tracks/3/imported = false
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@ -417,6 +417,7 @@ libraries = {
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}
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}
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[node name="Hitbox" parent="." instance=ExtResource("3_up3ob")]
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[node name="Hitbox" parent="." instance=ExtResource("3_up3ob")]
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priority = 5
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IsDisabled = true
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IsDisabled = true
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[node name="CollisionShape2D" parent="Hitbox" index="0"]
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[node name="CollisionShape2D" parent="Hitbox" index="0"]
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@ -3,7 +3,7 @@ using SupaLidlGame.Utils;
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namespace SupaLidlGame.State.Global;
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namespace SupaLidlGame.State.Global;
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public partial class GlobalState : Node, ISave
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public partial class GlobalState : Node
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{
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{
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[Export]
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[Export]
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public Progression Progression { get; set; }
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public Progression Progression { get; set; }
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@ -14,10 +14,6 @@ public partial class GlobalState : Node, ISave
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[Export]
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[Export]
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public Stats Stats { get; set; }
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public Stats Stats { get; set; }
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private ulong _saveTimeElapsed = 0;
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public ulong TimeElapsed => _saveTimeElapsed + Godot.Time.GetTicksMsec();
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public static GlobalState Instance { get; private set; }
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public static GlobalState Instance { get; private set; }
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[Export]
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[Export]
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@ -80,7 +76,6 @@ public partial class GlobalState : Node, ISave
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Progression = save.Progression;
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Progression = save.Progression;
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MapState = save.MapState;
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MapState = save.MapState;
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Stats = save.Stats;
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Stats = save.Stats;
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_saveTimeElapsed = save.TimeElapsed; // use as offset
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var inventory = World.Instance.CurrentPlayer.Inventory;
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var inventory = World.Instance.CurrentPlayer.Inventory;
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inventory.Items = Stats.Items;
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inventory.Items = Stats.Items;
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@ -101,7 +96,6 @@ public partial class GlobalState : Node, ISave
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save.Progression = Progression;
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save.Progression = Progression;
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save.MapState = MapState;
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save.MapState = MapState;
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save.Stats = Stats;
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save.Stats = Stats;
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save.TimeElapsed = TimeElapsed; // update time elapsed when saving
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var inventory = World.Instance.CurrentPlayer.Inventory;
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var inventory = World.Instance.CurrentPlayer.Inventory;
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Stats.Items = inventory.Items;
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Stats.Items = inventory.Items;
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@ -56,8 +56,7 @@ public partial class RangedChargeState : WeaponState
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return IdleState;
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return IdleState;
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}
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}
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FireState.VelocityModifier = (float)(1 - progress) *
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FireState.VelocityModifier = (float)(1 - progress);
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FireState.InitialVelocityModifier;
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return FireState;
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return FireState;
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}
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}
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}
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}
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@ -17,18 +17,10 @@ public partial class RangedFireState : WeaponState
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[Export]
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[Export]
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public string AnimationKey { get; set; }
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public string AnimationKey { get; set; }
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public float VelocityModifier { get; set; } = 1;
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public float VelocityModifier { get; set; }
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[Export]
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public float InitialVelocityModifier { get; set; } = 1;
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private double _timeLeft = 0;
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private double _timeLeft = 0;
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public override void _Ready()
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{
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VelocityModifier = InitialVelocityModifier;
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}
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public override IState<WeaponState> Enter(IState<WeaponState> prev)
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public override IState<WeaponState> Enter(IState<WeaponState> prev)
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{
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{
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//_timeLeft
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//_timeLeft
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@ -1,4 +1,4 @@
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<Project Sdk="Godot.NET.Sdk/4.3.0">
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<Project Sdk="Godot.NET.Sdk/4.3.0-beta.1">
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<PropertyGroup>
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<PropertyGroup>
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<TargetFramework>net7.0</TargetFramework>
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<TargetFramework>net7.0</TargetFramework>
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<EnableDynamicLoading>true</EnableDynamicLoading>
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<EnableDynamicLoading>true</EnableDynamicLoading>
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@ -1,14 +0,0 @@
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using Godot;
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namespace SupaLidlGame.Utils;
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public interface ISave
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{
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public State.Global.Progression Progression { get; set; }
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public State.Global.MapState MapState { get; set; }
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public State.Global.Stats Stats { get; set; }
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public ulong TimeElapsed { get; }
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}
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@ -40,7 +40,6 @@ public partial class PlayerStats : CharacterStats
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_xpDecayTimer = new Timer();
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_xpDecayTimer = new Timer();
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_xpDecayTimer.Timeout += () => _shouldDecayXP = true;
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_xpDecayTimer.Timeout += () => _shouldDecayXP = true;
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_xpDecayTimer.OneShot = true;
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_xpDecayTimer.Stop();
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_xpDecayTimer.Stop();
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AddChild(_xpDecayTimer);
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AddChild(_xpDecayTimer);
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@ -2,7 +2,7 @@ using Godot;
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namespace SupaLidlGame.Utils;
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namespace SupaLidlGame.Utils;
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public partial class Save : Resource, ISave
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public partial class Save : Resource
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{
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{
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[Export]
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[Export]
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public State.Global.Progression Progression { get; set; }
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public State.Global.Progression Progression { get; set; }
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@ -13,14 +13,10 @@ public partial class Save : Resource, ISave
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[Export]
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[Export]
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public State.Global.Stats Stats { get; set; }
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public State.Global.Stats Stats { get; set; }
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[Export]
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public ulong TimeElapsed { get; set; }
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public Save()
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public Save()
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{
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{
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Progression = new();
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Progression = new();
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MapState = new();
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MapState = new();
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Stats = new();
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Stats = new();
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TimeElapsed = 0;
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}
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}
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}
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}
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@ -68,8 +68,6 @@ public partial class World : Node
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private string _currentMapResourcePath;
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private string _currentMapResourcePath;
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internal DebugCommands Debug { get; }
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//private Entities.Campfire _lastCampfire = null;
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//private Entities.Campfire _lastCampfire = null;
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private const string PLAYER_PATH = "res://Characters/Player.tscn";
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private const string PLAYER_PATH = "res://Characters/Player.tscn";
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@ -86,13 +84,6 @@ public partial class World : Node
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{
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{
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throw new System.Exception("Another World instance is running.");
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throw new System.Exception("Another World instance is running.");
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}
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}
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Debug = new(this);
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}
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~World()
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{
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Debug.Free();
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}
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}
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public override void _Ready()
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public override void _Ready()
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@ -345,21 +336,3 @@ public partial class World : Node
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public Node FindEntity(string name) => CurrentMap.Entities.GetNode(name);
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public Node FindEntity(string name) => CurrentMap.Entities.GetNode(name);
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}
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}
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internal partial class DebugCommands : Godot.GodotObject
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{
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private World _world;
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internal DebugCommands(World world)
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{
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_world = world;
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}
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internal Items.ItemMetadata GiveItem(string item)
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{
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var itemMetadata = ResourceLoader
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.Load<Items.ItemMetadata>($"res://Items/{item}.tres");
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_world.CurrentPlayer.Inventory.Add(itemMetadata);
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return itemMetadata;
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}
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}
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@ -228,8 +228,6 @@ locale/translations_pot_files=PackedStringArray("res://Assets/Dialogue/doc.dialo
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2d_physics/layer_5="World Clip"
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2d_physics/layer_5="World Clip"
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2d_physics/layer_6="Interaction Receiver"
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2d_physics/layer_6="Interaction Receiver"
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2d_physics/layer_7="Interaction Trigger"
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2d_physics/layer_7="Interaction Trigger"
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2d_physics/layer_9="Hitbox"
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2d_physics/layer_10="Hurtbox"
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[navigation]
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[navigation]
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