Add collisions to A2 corridors
Start implementation of fading ambient audio in/out on level load
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@@ -2,6 +2,7 @@ using Chickensoft.AutoInject;
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using Chickensoft.Introspection;
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using Godot;
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using System.Collections.Immutable;
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using Zennysoft.Game.Abstractions;
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namespace Zennysoft.Game.Ma;
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@@ -10,17 +11,22 @@ public partial class SpecialFloor : Node3D, IDungeonFloor
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{
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public override void _Notification(int what) => this.Notify(what);
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[Node] private Marker3D PlayerSpawn { get; set; } = default!;
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[Node] private Marker3D PlayerSpawnPoint { get; set; } = default!;
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public ImmutableList<IDungeonRoom> Rooms => [];
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public void InitializeDungeon()
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public virtual void InitializeDungeon()
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{
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FloorIsLoaded = true;
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}
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public virtual void FadeOutAudio()
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{
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}
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public bool FloorIsLoaded { get; set; }
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public (Vector3 Rotation, Vector3 Position) GetPlayerSpawnPoint() => (PlayerSpawn.Rotation, PlayerSpawn.Position);
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public virtual (Vector3 Rotation, Vector3 Position) GetPlayerSpawnPoint() => (PlayerSpawnPoint.Rotation, new Vector3(PlayerSpawnPoint.Position.X, 0, PlayerSpawnPoint.Position.Z));
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}
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}
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