Refactor
This commit is contained in:
@@ -8,15 +8,12 @@ public partial class GameManager : Node
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[Signal]
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public delegate void OnGameOverEventHandler();
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[Signal]
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public delegate void ReselectCharacterEventHandler(PlayerManager player);
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public delegate void ReselectCharacterEventHandler(Player player);
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[Export]
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private Array<PackedScene> PlayerScenes;
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public Array<Controls> P1CharactersOut = new Array<Controls>();
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public Array<Controls> P2CharactersOut = new Array<Controls>();
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public IEnumerable<PlayerManager> Players = new List<PlayerManager>();
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public IEnumerable<Player> Players = new List<Player>();
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private int _levelIndex;
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@@ -26,116 +23,83 @@ public partial class GameManager : Node
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for (var i = 0; i < main.NumberOfPlayers; i++)
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{
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var player = PlayerScenes[i].Instantiate();
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Players = Players.Append((PlayerManager)player);
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Players = Players.Append((Player)player);
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GetTree().Root.AddChild(player);
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}
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}
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public void OnAllEnemiesDefeated()
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{
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GD.Print("All enemies defeated");
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OnLevelClear();
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}
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public void OnHandleCharacterSelectUI(PlayerManager player)
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public void OnHandleCharacterSelectUI(Player player)
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{
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EmitSignal(SignalName.ReselectCharacter, player);
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}
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public void SetToNextCharacter(PlayerManager player)
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public void SetToNextCharacter(Player player)
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{
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player._characterIndex = (++player._characterIndex) % player.CharactersLeftOnStage.Count();
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GD.Print(player.CharactersLeftOnStage.ElementAt(player._characterIndex));
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player.CharacterIndex = (++player.CharacterIndex) % player.CharactersLeftOnStage.Count();
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GD.Print(player.CharactersLeftOnStage.ElementAt(player.CharacterIndex));
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}
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public void SetToPreviousCharacter(PlayerManager player)
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public void SetToPreviousCharacter(Player player)
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{
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player._characterIndex = player._characterIndex == 0 ? player.CharactersLeftOnStage.Count() - 1 : --player._characterIndex;
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player.CharacterIndex = player.CharacterIndex == 0 ? player.CharactersLeftOnStage.Count() - 1 : --player.CharacterIndex;
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}
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public void ResetPlayerPosition(PlayerManager player)
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public void ResetPlayerPosition(Player player)
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{
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player.SpawnPoint.SetPlayerPosition(player.SelectedCharacter);
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GD.Print(player.CharactersLeftOnStage.ElementAt(player._characterIndex));
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GD.Print(player.CharactersLeftOnStage.ElementAt(player.CharacterIndex));
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}
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public void OnCharacterSelected(PlayerManager player)
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public void OnCharacterSelected(Player player)
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{
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var sfxPlayer = GetTree().Root.GetNode<AudioStreamPlayer>("Main/SFXPlayer");
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var audioStream = ResourceLoader.Load<AudioStream>("Audio/SFX/Select.wav");
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sfxPlayer.Stream = audioStream;
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sfxPlayer.Play();
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GD.Print("Instancing...");
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var names = player.CharactersLeftOnStage.Select(x => x.Name).ToArray();
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GD.Print(names);
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GD.Print(player.Name);
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if (player.CharactersLeftOnStage.Any())
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{
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var selectedCharacter = player.CharactersLeftOnStage[player._characterIndex];
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player.SelectedCharacter = selectedCharacter;
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player.SelectedCharacter = player.CharactersLeftOnStage[player.CharacterIndex];
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GetTree().Root.AddChild(player.SelectedCharacter);
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player.SpawnPoint.SetPlayerPosition(player.SelectedCharacter);
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}
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}
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public void RemoveCharacter(P1Controls character)
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public void RemoveCharacter(Player player)
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{
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Players.ElementAt(0).CharactersLeftOnStage.Remove(character);
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player.CharactersLeftOnStage.Remove(player.SelectedCharacter);
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GetTree().Root.RemoveChild(player.SelectedCharacter);
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GetTree().Root.RemoveChild(character);
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GD.Print(player.CharactersLeftOnStage.Select(x => x.Name).ToArray());
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GD.Print(Players.ElementAt(0).CharactersLeftOnStage.Select(x => x.Name).ToArray());
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player.CharacterIndex = 0;
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if (player.CharactersLeftOnStage.Any())
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EmitSignal(SignalName.ReselectCharacter, player);
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Players.ElementAt(0)._characterIndex = 0;
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if (Players.ElementAt(0).CharactersLeftOnStage.Any())
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EmitSignal(SignalName.ReselectCharacter, Players.ElementAt(0));
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if (!P1CharactersOut.Any() && !Players.ElementAt(0).CharactersLeftOnStage.Any())
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SetGameOver(Players.ElementAt(0), true);
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if (Players.Count() == 2 && !P2CharactersOut.Any() && !Players.ElementAt(1).CharactersLeftOnStage.Any())
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SetGameOver(Players.ElementAt(1), true);
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if (!player.CharactersExited.Any() && !player.CharactersLeftOnStage.Any())
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SetGameOver(player, true);
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}
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public void RemoveCharacter(P2Controls character)
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public void RemoveCharacterAndAddToExit(Player player)
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{
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Players.ElementAt(1).CharactersLeftOnStage.Remove(character);
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player.CharactersExited.Add(player.SelectedCharacter);
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player.CharactersLeftOnStage.Remove(player.SelectedCharacter);
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GetTree().Root.RemoveChild(player.SelectedCharacter);
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GetTree().Root.RemoveChild(character);
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GD.Print(player.CharactersLeftOnStage.Select(x => x.Name).ToArray());
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GD.Print(Players.ElementAt(1).CharactersLeftOnStage.Select(x => x.Name).ToArray());
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Players.ElementAt(1)._characterIndex = 0;
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if (Players.ElementAt(1).CharactersLeftOnStage.Any())
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EmitSignal(SignalName.ReselectCharacter, Players.ElementAt(1));
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player.CharacterIndex = 0;
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if (player.CharactersLeftOnStage.Any())
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EmitSignal(SignalName.ReselectCharacter, player);
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}
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public void RemoveCharacterAndAddToExit(P1Controls character)
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{
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P1CharactersOut.Add(character);
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Players.ElementAt(0).CharactersLeftOnStage.Remove(character);
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GetTree().Root.RemoveChild(character);
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GD.Print(Players.ElementAt(0).CharactersLeftOnStage.Select(x => x.Name).ToArray());
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Players.ElementAt(0)._characterIndex = 0;
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if (Players.ElementAt(0).CharactersLeftOnStage.Any())
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EmitSignal(SignalName.ReselectCharacter, Players.ElementAt(0));
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}
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public void RemoveCharacterAndAddToExit(P2Controls character)
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{
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P2CharactersOut.Add(character);
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Players.ElementAt(1).CharactersLeftOnStage.Remove(character);
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GetTree().Root.RemoveChild(character);
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Players.ElementAt(1)._characterIndex = 0;
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if (Players.ElementAt(1).CharactersLeftOnStage.Any())
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EmitSignal(SignalName.ReselectCharacter, Players.ElementAt(1));
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}
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public void SetGameOver(PlayerManager player, bool isGameOver)
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public void SetGameOver(Player player, bool isGameOver)
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{
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player.GameOver = isGameOver;
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if (isGameOver)
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@@ -145,25 +109,17 @@ public partial class GameManager : Node
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public void OnLevelClear()
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{
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Players.ElementAt(0).CharactersLeftOnStage.AddRange(P1CharactersOut);
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if (Players.Count() == 2)
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Players.ElementAt(1).CharactersLeftOnStage.AddRange(P2CharactersOut);
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P1CharactersOut.Clear();
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if (Players.Count() == 2)
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P2CharactersOut.Clear();
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Players.ElementAt(0)._characterIndex = 0;
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if (Players.Count() == 2)
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Players.ElementAt(1)._characterIndex = 0;
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var players = GetTree().GetNodesInGroup("Player");
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foreach (var player in players)
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GetTree().Root.RemoveChild(player);
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foreach (var player in Players)
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{
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player.CharactersLeftOnStage.AddRange(player.CharactersExited);
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player.CharactersExited.Clear();
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player.CharacterIndex = 0;
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GetTree().Root.RemoveChild(player.SelectedCharacter);
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}
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var projectiles = GetTree().Root.GetChildren().OfType<Projectile>();
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foreach (var projectile in projectiles)
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GetTree().Root.RemoveChild(projectile);
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projectile.QueueFree();
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var main = GetTree().Root.GetNode<Main>("/root/Main");
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main.LoadNextLevel(_levelIndex++);
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@@ -17,8 +17,22 @@ size = 10.8546
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[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, -0.504317, 0.863519, 0, -0.863519, -0.504317, 0, 19.9508, 0)
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visible = false
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shadow_enabled = true
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shadow_bias = 0.0
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shadow_normal_bias = 0.0
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directional_shadow_mode = 0
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sky_mode = 1
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[node name="StageGUI" parent="." instance=ExtResource("4_xi0i5")]
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[node name="DirectionalLight3D2" type="DirectionalLight3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 0.993572, 0.113203, 0, -0.113203, 0.993572, 0, 6.22805, 0)
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shadow_enabled = true
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shadow_bias = 0.0
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shadow_normal_bias = 0.0
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directional_shadow_mode = 0
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sky_mode = 1
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[connection signal="ReselectCharacter" from="." to="StageGUI" method="OnCharacterSelect"]
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[connection signal="OnCharacterSelectionMade" from="StageGUI" to="." method="OnCharacterSelected"]
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