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87b189f779
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371b19c41e
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@ -137,8 +137,7 @@ public sealed partial class Player : Character
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{
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base.Stun(time);
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Camera.Shake(2, 0.8f);
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Events.EventBus.Instance.EmitSignal(
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Events.EventBus.SignalName.PlayerStun);
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// TODO: implement visual effects for stun
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}
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protected override void OnReceivedDamage(
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@ -33,9 +33,6 @@ public partial class EventBus : Node
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[Signal]
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public delegate void PlayerHealthChangedEventHandler(HealthChangedArgs args);
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[Signal]
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public delegate void PlayerStunEventHandler();
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[Signal]
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public delegate void RegisteredBossEventHandler(Characters.Boss boss);
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@ -1,11 +0,0 @@
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shader_type canvas_item;
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uniform float grayscale_intensity : hint_range(0.0, 1.0) = 0.0;
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uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
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void fragment() {
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vec4 color = texture(SCREEN_TEXTURE, SCREEN_UV);
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float average = (color.r + color.g + color.b) / 3.0;
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COLOR = vec4(vec3(average), grayscale_intensity);
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}
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@ -6,18 +6,18 @@ uniform vec4 vignette_rgb : source_color = vec4(0.0, 0.0, 0.0, 1.0);
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uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
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float vignette(vec2 uv) {
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float vignette(vec2 uv){
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uv *= 1.0 - uv.xy;
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float vignette = uv.x * uv.y * 15.0;
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return pow(vignette, vignette_intensity * vignette_opacity);
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}
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void fragment() {
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void fragment(){
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vec4 color = texture(SCREEN_TEXTURE, SCREEN_UV);
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vec4 text = texture(TEXTURE, UV);
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text.rgba *= (vignette_rgb.rgba);
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text.rgba *= (1.0 - vignette(UV));
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COLOR = vec4((text.rgb) * color.rgb, text.a);
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COLOR = vec4((text.rgb)*color.rgb,text.a);
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}
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30
UI/Base.tscn
30
UI/Base.tscn
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@ -1,4 +1,4 @@
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[gd_scene load_steps=14 format=3 uid="uid://c271rdjhd1gfo"]
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[gd_scene load_steps=10 format=3 uid="uid://c271rdjhd1gfo"]
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[ext_resource type="PackedScene" uid="uid://73jm5qjy52vq" path="res://Dialogue/balloon.tscn" id="1_atjb1"]
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[ext_resource type="Script" path="res://UI/UIController.cs" id="2_b4b6l"]
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@ -9,13 +9,6 @@
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[ext_resource type="PackedScene" uid="uid://sfs8dpfitpdu" path="res://UI/Hotbar.tscn" id="5_mmp18"]
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[ext_resource type="PackedScene" uid="uid://d3q1yu3n7cqfj" path="res://UI/SceneTransition.tscn" id="6_j0nhv"]
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[ext_resource type="PackedScene" uid="uid://2afbrf8asy2a" path="res://UI/PostProcessing/Vignette.tscn" id="9_p1ubd"]
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[ext_resource type="PackedScene" uid="uid://b1wsryv4bn0cn" path="res://UI/PostProcessing/StunEffect.tscn" id="10_646ma"]
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[ext_resource type="Shader" path="res://Shaders/Grayscale.gdshader" id="11_w4gn1"]
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[ext_resource type="Texture2D" uid="uid://bw052v8ikfget" path="res://icon.svg" id="12_tyv35"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_kbd61"]
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shader = ExtResource("11_w4gn1")
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shader_parameter/grayscale_intensity = 0.0
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[node name="BaseUI" type="CanvasLayer"]
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process_mode = 3
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@ -112,22 +105,7 @@ layout_mode = 2
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[node name="SceneTransition" parent="SubViewportContainer/UIViewport/MainUILayer" instance=ExtResource("6_j0nhv")]
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z_index = 1
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[node name="PostProcessing" type="CanvasLayer" parent="."]
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[node name="PostProcessing" type="CanvasLayer" parent="SubViewportContainer/UIViewport"]
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layer = 2
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[node name="Vignette" parent="PostProcessing" instance=ExtResource("9_p1ubd")]
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[node name="StunEffect" parent="PostProcessing" instance=ExtResource("10_646ma")]
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[node name="Sprite2D" type="TextureRect" parent="PostProcessing"]
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visible = false
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material = SubResource("ShaderMaterial_kbd61")
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anchors_preset = 3
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anchor_left = 1.0
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anchor_top = 1.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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offset_left = -128.0
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offset_top = -128.0
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grow_horizontal = 0
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grow_vertical = 0
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texture = ExtResource("12_tyv35")
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[node name="TextureRect" parent="SubViewportContainer/UIViewport/PostProcessing" instance=ExtResource("9_p1ubd")]
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@ -1,15 +0,0 @@
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using Godot;
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namespace SupaLidlGame.UI.PostProcessing;
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public partial class StunEffect : ColorRect
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{
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public override void _Ready()
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{
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Events.EventBus.Instance.PlayerStun += () =>
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{
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GD.Print("PLAYER STUNNED!!!");
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GetNode<AnimationPlayer>("AnimationPlayer").Play("tighten");
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};
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}
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}
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@ -1,58 +0,0 @@
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[gd_scene load_steps=7 format=3 uid="uid://b1wsryv4bn0cn"]
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[ext_resource type="Shader" path="res://Shaders/Grayscale.gdshader" id="2_dlm7y"]
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[ext_resource type="Script" path="res://UI/PostProcessing/StunEffect.cs" id="3_h8rlj"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_uawkd"]
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shader = ExtResource("2_dlm7y")
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shader_parameter/grayscale_intensity = 0.0
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[sub_resource type="Animation" id="Animation_5d4h1"]
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length = 0.001
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath(".:material:shader_parameter/grayscale_intensity")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [0.0]
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}
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[sub_resource type="Animation" id="Animation_txpv1"]
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resource_name = "tighten"
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath(".:material:shader_parameter/grayscale_intensity")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0, 1),
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"transitions": PackedFloat32Array(1, 1),
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"update": 0,
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"values": [1.0, 0.0]
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}
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_kyxik"]
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_data = {
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"RESET": SubResource("Animation_5d4h1"),
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"tighten": SubResource("Animation_txpv1")
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}
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[node name="StunEffect" type="ColorRect"]
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material = SubResource("ShaderMaterial_uawkd")
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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script = ExtResource("3_h8rlj")
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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libraries = {
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"": SubResource("AnimationLibrary_kyxik")
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}
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@ -7,7 +7,7 @@
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_fmdjb"]
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shader = ExtResource("1_nrekm")
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shader_parameter/vignette_intensity = 0.1
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shader_parameter/vignette_opacity = 0.2
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shader_parameter/vignette_opacity = 0.1
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shader_parameter/vignette_rgb = Color(0, 0, 0, 1)
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[sub_resource type="Animation" id="Animation_ph4f2"]
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@ -34,7 +34,7 @@ tracks/1/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [0.2]
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"values": [0.1]
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}
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[sub_resource type="Animation" id="Animation_sqaf2"]
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@ -50,7 +50,7 @@ tracks/0/keys = {
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"times": PackedFloat32Array(0, 0.2, 0.5),
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"transitions": PackedFloat32Array(1, 1, 1),
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"update": 0,
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"values": [0.4, 0.1, 0.1]
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"values": [0.1, 0.1, 0.1]
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}
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tracks/1/type = "value"
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tracks/1/imported = false
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@ -62,7 +62,7 @@ tracks/1/keys = {
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"times": PackedFloat32Array(0.2, 0.5),
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"transitions": PackedFloat32Array(1, 0.25),
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"update": 0,
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"values": [1.0, 0.2]
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"values": [1.0, 0.1]
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}
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_s4mrn"]
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@ -71,7 +71,7 @@ _data = {
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"tighten": SubResource("Animation_sqaf2")
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}
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[node name="Vignette" type="TextureRect"]
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[node name="TextureRect" type="TextureRect"]
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material = SubResource("ShaderMaterial_fmdjb")
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anchors_preset = 15
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anchor_right = 1.0
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@ -43,12 +43,15 @@ public partial class CharacterStats : Node
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public void AddStaggerDamage(float damage)
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{
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StaggerDamage.Value += damage * StaggerCoefficient;
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GD.Print(StaggerDamage.Value);
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if (StaggerDamage.Value >= MaxStagger)
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{
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GD.Print(StaggerDamage.Value + " >= " + MaxStagger);
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EmitSignal(SignalName.Stagger, 1);
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}
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else
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{
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GD.Print(StaggerDamage.Value + " < " + MaxStagger);
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_shouldDecayStagger = false;
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_staggerDecayTimer.Stop();
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_staggerDecayTimer.Start(1);
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