Add attack patterns for boss
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@@ -101,6 +101,7 @@ public partial class Character : CharacterBody3D
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public void OnHit(Node3D node)
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{
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OwnerPlayer.SelectedCharacter.Position = new Vector3(0, 0, -20);
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_gameManager.CallDeferred(GameManager.MethodName.RemoveCharacter, OwnerPlayer);
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}
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}
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@@ -1,5 +1,4 @@
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using Godot;
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using System;
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public partial class Projectile : Node3D
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{
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@@ -37,6 +36,19 @@ public partial class Projectile : Node3D
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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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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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}
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public void Delete()
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{
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if (!isDeleted)
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@@ -6,7 +6,7 @@
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[sub_resource type="Curve3D" id="Curve3D_7ok4f"]
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_data = {
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"points": PackedVector3Array(0, 0, 0, 0, 0, 0, 0, 1, -1, 0, 0, 0, 0, 0, 0, -0.0755615, 2.8497, -5.04305, 0, 0, 0, 0, 0, 0, 0, 1, -10),
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"points": PackedVector3Array(0, 0, 0, 0, 0, 0, 0, 1, -1, 0, 0, 0, 0, 0, 0, 0, 2, -3, 0, 0, 0, 0, 0, 0, 0, 1, -5),
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"tilts": PackedFloat32Array(0, 0, 0)
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}
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point_count = 3
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@@ -28,7 +28,8 @@ _projectileSpeed = 3.0
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HasRotation = true
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[node name="PathFollow3D" type="PathFollow3D" parent="Path3D"]
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transform = Transform3D(0.999818, 0.00777275, 0.0169926, 4.65658e-10, 0.909374, -0.415969, -0.0186858, 0.415894, 0.909219, 0, 1, -1)
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transform = Transform3D(0.999993, 0, 0, 0, 0.999995, 0, 0, 0, 0.999999, 0, 1, -1)
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rotation_mode = 0
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loop = false
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tilt_enabled = false
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