Refactor projectiles
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@@ -1,16 +1,21 @@
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using Godot;
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using Godot.Collections;
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using System.Linq;
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public partial class Projectile : Node3D
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{
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[Export]
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public double Cooldown { get; protected set; }
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[Export]
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protected float _projectileSpeed = 1f;
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[Export]
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public AudioStream _soundEffect;
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public Character ParentCharacter;
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[Export]
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protected float _projectileSpeed = 1f;
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private Array<Path3D> _paths;
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public override void _Ready()
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{
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@@ -18,12 +23,19 @@ public partial class Projectile : Node3D
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var sfxPlayer = GetTree().Root.GetNode<AudioStreamPlayer>("Main/SFXPlayer");
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sfxPlayer.Stream = _soundEffect;
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sfxPlayer.Play();
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_paths = new Array<Path3D>(GetChildren().OfType<Path3D>());
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}
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public override void _PhysicsProcess(double delta)
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{
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foreach (var paths in _paths)
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{
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var pathFollow = paths.GetChildren().OfType<PathFollow3D>().Single();
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pathFollow.Progress += Speed * (float)delta;
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if (pathFollow.ProgressRatio > 0.9f)
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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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public void OnTimeToLiveTimeout()
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{
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QueueFree();
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}
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}
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