Tweak perspective, add bubble sprite
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@@ -37,12 +37,12 @@ public partial class TestCharacter : CharacterBody3D
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{
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velocity.X = direction.X * _speed;
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velocity.Z = direction.Z * _speed * 2;
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GetNode<Node3D>("Pivot").LookAt(Position + direction, Vector3.Forward);
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GetNode<Node3D>("Pivot").LookAt(Position + direction, Vector3.Forward + Vector3.Up);
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}
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else
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{
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velocity.X = Mathf.MoveToward(Velocity.X, 0, _speed);
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velocity.Z = Mathf.MoveToward(Velocity.Z, 0, _speed);
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velocity.Z = Mathf.MoveToward(Velocity.Z, 0, _speed * 2);
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}
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return velocity;
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}
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@@ -50,7 +50,7 @@ public partial class TestCharacter : CharacterBody3D
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private async void Fire()
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{
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var projectile = _fireProjectile.Instantiate<Projectile>();
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projectile.Position = Position + new Vector3(0f, 1f, -1f);
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projectile.Position = Position + new Vector3(0f, 1f, -3f);
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GetParent().AddChild(projectile);
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CanShoot = false;
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await ToSignal(GetTree().CreateTimer(projectile.Cooldown), "timeout");
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@@ -60,7 +60,7 @@ public partial class TestCharacter : CharacterBody3D
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private async void AltFire()
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{
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var projectile = _altFireProjectile.Instantiate<Projectile>();
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projectile.Position = Position + new Vector3(0f, 1f, -1f);
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projectile.Position = Position + new Vector3(0f, 1f, -3f);
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GetParent().AddChild(projectile);
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CanShoot = false;
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await ToSignal(GetTree().CreateTimer(projectile.Cooldown), "timeout");
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