Beeg checkin
This commit is contained in:
11
Player/Base/Controls.cs
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11
Player/Base/Controls.cs
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using Godot;
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public partial class Controls : CharacterBody3D
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{
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private GameManager _gameManager;
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public override void _Ready()
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{
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_gameManager = GetTree().Root.GetNode<GameManager>("Main/GameManager");
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}
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}
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87
Player/Base/P1Controls.cs
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87
Player/Base/P1Controls.cs
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using Godot;
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public partial class P1Controls : Controls
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{
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[Export]
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private PackedScene _fireProjectile;
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[Export]
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private PackedScene _altFireProjectile;
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[Export]
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private float _speed = 3.0f;
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public bool CanShoot { get; protected set; }
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private GameManager _gameManager;
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public override void _Ready()
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{
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CanShoot = true;
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_gameManager = GetTree().Root.GetNode<GameManager>("Main/GameManager");
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}
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public override void _PhysicsProcess(double delta)
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{
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Velocity = CalculateCharacterMovement(delta);
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MoveAndSlide();
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}
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public override void _UnhandledInput(InputEvent @event)
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{
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if (Input.IsActionJustPressed("exit"))
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GetTree().Quit();
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if (Input.IsActionJustPressed($"p1_fire") && CanShoot)
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Fire();
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if (Input.IsActionJustPressed($"p1_altfire") && CanShoot)
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AltFire();
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}
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private Vector3 CalculateCharacterMovement(double delta)
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{
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var velocity = Velocity;
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var inputDir = Input.GetVector($"p1_left", $"p1_right", $"p1_up", $"p1_down");
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var direction = (Transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized();
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if (direction != Vector3.Zero)
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{
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velocity.X = direction.X * _speed;
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velocity.Z = direction.Z * _speed;
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GetNode<Node3D>("Pivot").LookAt(Position + direction, 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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}
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return velocity;
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}
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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, 0f);
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projectile.ParentCharacter = this;
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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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CanShoot = true;
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}
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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, 0f);
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projectile.ParentCharacter = this;
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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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CanShoot = true;
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}
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public void OnHit(Node3D node)
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{
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if (this != null)
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_gameManager.CallDeferred(GameManager.MethodName.RemoveCharacter, this);
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}
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}
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85
Player/Base/P2Controls.cs
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85
Player/Base/P2Controls.cs
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using Godot;
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public partial class P2Controls : Controls
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{
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[Export]
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private PackedScene _fireProjectile;
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[Export]
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private PackedScene _altFireProjectile;
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[Export]
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private float _speed = 3.0f;
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public bool CanShoot { get; protected set; }
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private GameManager _gameManager;
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public override void _Ready()
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{
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CanShoot = true;
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_gameManager = GetTree().Root.GetNode<GameManager>("Main/GameManager");
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}
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public override void _PhysicsProcess(double delta)
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{
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Velocity = CalculateCharacterMovement(delta);
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MoveAndSlide();
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}
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public override void _UnhandledInput(InputEvent @event)
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{
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if (Input.IsActionJustPressed("exit"))
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GetTree().Quit();
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if (Input.IsActionJustPressed($"p2_fire") && CanShoot)
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Fire();
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if (Input.IsActionJustPressed($"p2_altfire") && CanShoot)
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AltFire();
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}
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private Vector3 CalculateCharacterMovement(double delta)
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{
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var velocity = Velocity;
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var inputDir = Input.GetVector($"p2_left", $"p2_right", $"p2_up", $"p2_down");
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var direction = (Transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized();
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if (direction != Vector3.Zero)
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{
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velocity.X = direction.X * _speed;
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velocity.Z = direction.Z * _speed;
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GetNode<Node3D>("Pivot").LookAt(Position + direction, Vector3.Up);
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GetNode<Node3D>("CollisionShape3D").LookAt(Position + direction, 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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}
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return velocity;
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}
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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, 0f);
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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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CanShoot = true;
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}
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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, 0f);
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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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CanShoot = true;
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}
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public void OnHit(Node3D node)
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{
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_gameManager.RemoveCharacter(this);
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}
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}
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18
Player/Base/Player1.tscn
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18
Player/Base/Player1.tscn
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@@ -0,0 +1,18 @@
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[gd_scene load_steps=7 format=3 uid="uid://xcmspevaqcrc"]
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[ext_resource type="Script" path="res://Player/Base/PlayerManager.cs" id="1_mmi2c"]
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[ext_resource type="PackedScene" uid="uid://b38hcomu4tpm5" path="res://Player/Pisces/P1PiscesWitch.tscn" id="2_g10gf"]
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[ext_resource type="PackedScene" uid="uid://iempdafdn6ct" path="res://Player/Scorpio/P1PlayerScorpio.tscn" id="3_nsh6r"]
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[ext_resource type="PackedScene" uid="uid://bgkqfamdiwrrw" path="res://Player/Sagittarius/P1Megami.tscn" id="4_vnhuv"]
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[ext_resource type="PackedScene" uid="uid://crkon4c8ah1a2" path="res://Player/Capricorn/CapricornP1.tscn" id="5_ccoeb"]
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[ext_resource type="Script" path="res://Player/Base/SpawnPoint.cs" id="6_lida8"]
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[node name="Player1" type="Node3D" node_paths=PackedStringArray("SpawnPoint")]
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script = ExtResource("1_mmi2c")
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SpawnPoint = NodePath("Marker3D")
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PlayableCharacterScenes = Array[PackedScene]([ExtResource("2_g10gf"), ExtResource("3_nsh6r"), ExtResource("4_vnhuv"), ExtResource("5_ccoeb")])
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[node name="Marker3D" type="Marker3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -3.5, 0, 5.513)
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gizmo_extents = 1.0
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script = ExtResource("6_lida8")
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15
Player/Base/Player2.tscn
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15
Player/Base/Player2.tscn
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[gd_scene load_steps=5 format=3 uid="uid://b57xus5rqasy8"]
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[ext_resource type="Script" path="res://Player/Base/PlayerManager.cs" id="1_gttsr"]
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[ext_resource type="Script" path="res://Player/Base/SpawnPoint.cs" id="1_xs6nn"]
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[ext_resource type="PackedScene" uid="uid://dfanwejjy3iue" path="res://Player/Pisces/P2PiscesWitch.tscn" id="2_78cal"]
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[ext_resource type="PackedScene" uid="uid://cg6hdoeq70ke8" path="res://Player/Scorpio/P2PlayerScorpio.tscn" id="3_04rrx"]
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[node name="Player2" type="Node3D" groups=["Player"]]
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script = ExtResource("1_gttsr")
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PlayableCharacterScenes = Array[PackedScene]([ExtResource("2_78cal"), ExtResource("3_04rrx")])
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[node name="Marker3D" type="Marker3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 3.5, 0, 5.513)
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gizmo_extents = 1.0
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script = ExtResource("1_xs6nn")
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30
Player/Base/PlayerManager.cs
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30
Player/Base/PlayerManager.cs
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using Godot;
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using Godot.Collections;
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public partial class PlayerManager : Node3D
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{
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[Export]
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public SpawnPoint SpawnPoint;
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[Export]
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public Array<PackedScene> PlayableCharacterScenes;
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public Array<Controls> CharactersLeftOnStage = new Array<Controls>();
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public Controls SelectedCharacter;
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public bool IsSelectingCharacter = false;
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public int _characterIndex = 0;
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public bool GameOver = false;
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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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var instance = character.Instantiate();
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CharactersLeftOnStage.Add((Controls)instance);
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}
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}
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}
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29
Player/Base/Projectile.cs
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29
Player/Base/Projectile.cs
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using Godot;
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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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public AudioStream _soundEffect;
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public Controls ParentCharacter;
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[Export]
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private float _projectileSpeed = 1f;
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public override void _Ready()
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{
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Speed = _projectileSpeed;
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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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}
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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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10
Player/Base/SpawnPoint.cs
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10
Player/Base/SpawnPoint.cs
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using Godot;
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public partial class SpawnPoint : Marker3D
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{
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public void SetPlayerPosition(Node3D character)
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{
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GD.Print("Moving character to spawn point");
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character.Position = Position;
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}
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}
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