Add collisions to A2 corridors
Start implementation of fading ambient audio in/out on level load
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@@ -7,7 +7,7 @@ using Zennysoft.Ma.Adapter;
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namespace Zennysoft.Game.Ma;
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[Meta(typeof(IAutoNode))]
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public partial class BossRoomB : Node3D, IBossRoom, IDungeonFloor
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public partial class BossRoomB : SpecialFloor, IBossRoom, IDungeonFloor
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{
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public override void _Notification(int what) => this.Notify(what);
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@@ -18,8 +18,6 @@ public partial class BossRoomB : Node3D, IBossRoom, IDungeonFloor
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[Node] public DemonWall DemonWall { get; set; } = default!;
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[Node] private Area3D ActivateTrap { get; set; } = default!;
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public ImmutableList<IDungeonRoom> Rooms { get; }
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public bool FloorIsLoaded { get; set; }
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[Node] private Area3D _exit { get; set; } = default!;
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@@ -41,11 +39,6 @@ public partial class BossRoomB : Node3D, IBossRoom, IDungeonFloor
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DemonWall.Activate();
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}
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public void InitializeDungeon()
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{
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}
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public void ExitReached()
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=> Game.FloorExitReached();
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@@ -54,6 +47,4 @@ public partial class BossRoomB : Node3D, IBossRoom, IDungeonFloor
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if (area.GetOwner() is IPlayer)
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ExitReached();
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}
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public (Vector3 Rotation, Vector3 Position) GetPlayerSpawnPoint() { return (PlayerSpawn.Rotation, new Vector3(PlayerSpawn.GlobalPosition.X, 0, PlayerSpawn.GlobalPosition.Z)); }
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}
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