made test floor, replaced sara frames, replaced shield frames, set many enemies to shaded and adjusted heights/sizes, added solid mesh doorways, added filth and ballos' vfx,
This commit is contained in:
@@ -44,153 +44,153 @@ public partial class EnemyModelView2D : Node3D, IEnemyModelView
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public void PlayPrimaryAttackAnimation()
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{
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switch (_currentDirection)
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{
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case DirectionType.FORWARD:
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(PRIMARY_ATTACK);
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break;
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case DirectionType.RIGHT:
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(PRIMARY_ATTACK_RIGHT);
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break;
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case DirectionType.LEFT:
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(PRIMARY_ATTACK_LEFT);
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break;
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case DirectionType.BACKWARD:
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(PRIMARY_ATTACK_BACK);
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break;
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}
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switch (_currentDirection)
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{
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case DirectionType.FORWARD:
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(PRIMARY_ATTACK);
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break;
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case DirectionType.RIGHT:
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(PRIMARY_ATTACK_RIGHT);
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break;
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case DirectionType.LEFT:
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(PRIMARY_ATTACK_LEFT);
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break;
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case DirectionType.BACKWARD:
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(PRIMARY_ATTACK_BACK);
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break;
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}
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}
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public void PlaySecondaryAttackAnimation()
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{
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switch (_currentDirection)
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{
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case DirectionType.FORWARD:
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(SECONDARY_ATTACK);
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break;
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case DirectionType.RIGHT:
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(SECONDARY_ATTACK_RIGHT);
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break;
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case DirectionType.LEFT:
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(SECONDARY_ATTACK_LEFT);
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break;
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case DirectionType.BACKWARD:
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(SECONDARY_ATTACK_BACK);
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break;
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}
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switch (_currentDirection)
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{
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case DirectionType.FORWARD:
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(SECONDARY_ATTACK);
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break;
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case DirectionType.RIGHT:
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(SECONDARY_ATTACK_RIGHT);
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break;
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case DirectionType.LEFT:
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(SECONDARY_ATTACK_LEFT);
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break;
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case DirectionType.BACKWARD:
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(SECONDARY_ATTACK_BACK);
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break;
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}
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}
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public void PlayPrimarySkillAnimation()
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{
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(PRIMARY_SKILL);
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(PRIMARY_SKILL);
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}
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public void PlayHitAnimation()
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{
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LoadShader("res://src/vfx/shaders/DamageHit.gdshader");
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var tweener = GetTree().CreateTween();
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tweener.TweenMethod(Callable.From((float x) => SetShaderValue(x)), 0.0f, 1.0f, 1.0f);
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LoadShader("res://src/vfx/shaders/DamageHit.gdshader");
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var tweener = GetTree().CreateTween();
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tweener.TweenMethod(Callable.From((float x) => SetShaderValue(x)), 0.0f, 1.0f, 1.0f);
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}
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public void PlayDeathAnimation()
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{
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LoadShader("res://src/vfx/shaders/PixelMelt.gdshader");
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var tweener = GetTree().CreateTween();
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tweener.TweenMethod(Callable.From((float x) => SetShaderValue(x)), 0.0f, 1.0f, 0.8f);
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tweener.TweenCallback(Callable.From(QueueFree));
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LoadShader("res://src/vfx/shaders/PixelMelt.gdshader");
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var tweener = GetTree().CreateTween();
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tweener.TweenMethod(Callable.From((float x) => SetShaderValue(x)), 0.0f, 1.0f, 0.8f);
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tweener.TweenCallback(Callable.From(QueueFree));
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}
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public virtual void PlayIdleAnimation()
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{
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switch (_currentDirection)
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{
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case DirectionType.FORWARD:
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_FORWARD);
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break;
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case DirectionType.RIGHT:
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_RIGHT);
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break;
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case DirectionType.LEFT:
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_LEFT);
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break;
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case DirectionType.BACKWARD:
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_BACK);
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break;
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}
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switch (_currentDirection)
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{
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case DirectionType.FORWARD:
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_FORWARD);
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break;
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case DirectionType.RIGHT:
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_RIGHT);
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break;
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case DirectionType.LEFT:
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_LEFT);
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break;
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case DirectionType.BACKWARD:
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_BACK);
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break;
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}
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}
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public virtual void PlayWalkAnimation()
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{
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switch (_currentDirection)
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{
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case DirectionType.FORWARD:
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_FORWARD_WALK);
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break;
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case DirectionType.RIGHT:
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_RIGHT_WALK);
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break;
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case DirectionType.LEFT:
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_LEFT_WALK);
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break;
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case DirectionType.BACKWARD:
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_BACK_WALK);
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break;
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}
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switch (_currentDirection)
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{
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case DirectionType.FORWARD:
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_FORWARD_WALK);
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break;
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case DirectionType.RIGHT:
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_RIGHT_WALK);
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break;
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case DirectionType.LEFT:
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_LEFT_WALK);
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break;
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case DirectionType.BACKWARD:
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_BACK_WALK);
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break;
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}
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}
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private DirectionType GetEnemyDirection(
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Basis enemyBasis,
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Vector3 cameraDirection,
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float rotateUpperThreshold,
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float rotateLowerThreshold)
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Basis enemyBasis,
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Vector3 cameraDirection,
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float rotateUpperThreshold,
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float rotateLowerThreshold)
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{
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var enemyForwardDirection = enemyBasis.Z;
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var enemyLeftDirection = enemyBasis.X;
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var enemyForwardDirection = enemyBasis.Z;
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var enemyLeftDirection = enemyBasis.X;
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var leftDotProduct = enemyLeftDirection.Dot(cameraDirection);
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var forwardDotProduct = enemyForwardDirection.Dot(cameraDirection);
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var leftDotProduct = enemyLeftDirection.Dot(cameraDirection);
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var forwardDotProduct = enemyForwardDirection.Dot(cameraDirection);
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// Check if forward facing. If the dot product is -1, the enemy is facing the camera.
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if (forwardDotProduct < -rotateUpperThreshold)
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return DirectionType.FORWARD;
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// Check if forward facing. If the dot product is -1, the enemy is facing the camera.
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if (forwardDotProduct < -rotateUpperThreshold)
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return DirectionType.FORWARD;
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// Check if backward facing. If the dot product is 1, the enemy is facing the same direction as the camera.
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else if (forwardDotProduct > rotateUpperThreshold)
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return DirectionType.BACKWARD;
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else
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{
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// If the dot product of the perpendicular direction is positive (up to 1), the enemy is facing to the left (since it's mirrored).
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if (leftDotProduct > 0)
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return DirectionType.RIGHT;
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// Check if backward facing. If the dot product is 1, the enemy is facing the same direction as the camera.
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else if (forwardDotProduct > rotateUpperThreshold)
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return DirectionType.BACKWARD;
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else
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{
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// If the dot product of the perpendicular direction is positive (up to 1), the enemy is facing to the left (since it's mirrored).
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if (leftDotProduct > 0)
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return DirectionType.RIGHT;
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// Check if side facing. If the dot product is close to zero in the positive or negative direction, its close to the threshold for turning.
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if (Mathf.Abs(forwardDotProduct) < rotateLowerThreshold)
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return DirectionType.LEFT;
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}
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// Check if side facing. If the dot product is close to zero in the positive or negative direction, its close to the threshold for turning.
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if (Mathf.Abs(forwardDotProduct) < rotateLowerThreshold)
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return DirectionType.LEFT;
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}
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return _currentDirection;
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return _currentDirection;
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}
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private void LoadShader(string shaderPath)
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{
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var shader = GD.Load<Shader>(shaderPath);
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var sprites = FindChildren("*", "AnimatedSprite2D", true).Cast<AnimatedSprite2D>();
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foreach (var sprite in sprites)
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{
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sprite.Material = new ShaderMaterial();
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var shaderMaterial = (ShaderMaterial)sprite.Material;
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shaderMaterial.Shader = shader;
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}
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var shader = GD.Load<Shader>(shaderPath);
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var sprites = FindChildren("*", "AnimatedSprite2D", true).Cast<AnimatedSprite2D>();
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foreach (var sprite in sprites)
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{
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sprite.Material = new ShaderMaterial();
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var shaderMaterial = (ShaderMaterial)sprite.Material;
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shaderMaterial.Shader = shader;
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}
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}
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private void SetShaderValue(float shaderValue)
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{
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var sprites = FindChildren("*", "AnimatedSprite2D", true).Cast<AnimatedSprite2D>();
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foreach (var sprite in sprites)
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{
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var shaderMaterial = (ShaderMaterial)sprite.Material;
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shaderMaterial.SetShaderParameter("progress", shaderValue);
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}
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var sprites = FindChildren("*", "AnimatedSprite2D", true).Cast<AnimatedSprite2D>();
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foreach (var sprite in sprites)
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{
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var shaderMaterial = (ShaderMaterial)sprite.Material;
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shaderMaterial.SetShaderParameter("progress", shaderValue);
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}
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}
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}
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