Rough collision avoidance implementation using pre-generated floors (just floor 01)
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@@ -111,7 +111,6 @@ public partial class Game : Node3D, IGame
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PauseMenu.TransitionCompleted += OnPauseMenuTransitioned;
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PauseMenu.UnpauseButtonPressed += PauseMenu_UnpauseButtonPressed;
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Map.DungeonFinishedGenerating += Map_DungeonFinishedGenerating;
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InGameUI.InventoryMenu.ClosedMenu += InventoryMenu_CloseInventory;
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InGameUI.MinimapButtonReleased += Player_MinimapButtonReleased;
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@@ -274,7 +273,7 @@ public partial class Game : Node3D, IGame
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private void InventoryMenu_CloseInventory() => GameLogic.Input(new GameLogic.Input.CloseInventory());
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private void Map_DungeonFinishedGenerating()
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public void NextFloorLoaded()
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{
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var transform = Map.GetPlayerSpawnPosition();
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GameRepo.SetPlayerGlobalTransform(transform);
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