Revamp boss logic
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@@ -10,18 +10,16 @@ public partial class BossFloor : Node3D, IDungeonFloor
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{
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public override void _Notification(int what) => this.Notify(what);
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private BossRoomA BossRoom;
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[Node] private BossRoomA BossFloorA { get; set; } = default!;
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public ImmutableList<IDungeonRoom> Rooms => [];
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public void InitializeDungeon()
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{
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var bossRoomScene = GD.Load<PackedScene>($"res://src/map/dungeon/scenes/BossRoom.tscn");
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BossRoom = bossRoomScene.Instantiate<BossRoomA>();
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FloorIsLoaded = true;
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FloorIsLoaded = true;
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}
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public bool FloorIsLoaded { get; set; }
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public Transform3D GetPlayerSpawnPoint() => BossRoom.PlayerSpawn.GlobalTransform;
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public Transform3D GetPlayerSpawnPoint() => BossFloorA.PlayerSpawn.GlobalTransform;
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}
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