looping music , transition speed up, enemy spped up
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@@ -29,9 +29,9 @@ public partial class Player : Node3D
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public override void _Ready()
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{
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foreach (var character in PlayableCharacterScenes)
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{
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CharactersLeftOnStage.Add(character);
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}
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foreach (var character in PlayableCharacterScenes)
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{
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CharactersLeftOnStage.Add(character);
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}
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}
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}
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@@ -1,4 +1,4 @@
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using Godot;
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using Godot;
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public partial class Projectile : Node3D
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{
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@@ -18,44 +18,44 @@ public partial class Projectile : Node3D
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public override void _EnterTree()
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{
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Speed = _projectileSpeed;
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Speed = _projectileSpeed;
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}
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public override void _PhysicsProcess(double delta)
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{
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var pathFollow = GetNode<PathFollow3D>("PathFollow3D");
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pathFollow.Progress += Speed * (float)delta;
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if (pathFollow.ProgressRatio > 0.98f)
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Delete();
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var pathFollow = GetNode<PathFollow3D>("PathFollow3D");
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pathFollow.Progress += Speed * (float)delta;
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if (pathFollow.ProgressRatio > 0.98f)
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Delete();
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}
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public void OnProjectileHit(Node node)
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{
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if (node is BasicEnemy basicEnemy)
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basicEnemy.Call(BasicEnemy.MethodName.OnEnemyHit, node);
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Delete();
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if (node is BasicEnemy basicEnemy)
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basicEnemy.Call(BasicEnemy.MethodName.OnEnemyHit, node);
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Delete();
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}
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public void OnPlayerHit(Node node)
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{
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SetPhysicsProcess(false);
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SetPhysicsProcess(false);
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if (node is Character character && character.HasMethod(Character.MethodName.OnHit))
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{
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GD.Print("Player hit: " + character.Name);
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character.Call(Character.MethodName.OnHit, this);
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}
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if (node is Character character && character.HasMethod(Character.MethodName.OnHit))
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{
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GD.Print("Player hit: " + character.Name);
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character.Call(Character.MethodName.OnHit, this);
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}
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QueueFree();
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QueueFree();
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}
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public void Delete()
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{
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if (!isDeleted)
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{
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isDeleted = true;
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QueueFree();
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}
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if (!isDeleted)
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{
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isDeleted = true;
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QueueFree();
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}
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}
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public float Speed { get; private set; }
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