Add collisions to A2 corridors
Start implementation of fading ambient audio in/out on level load
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@@ -80,33 +80,6 @@ layout_mode = 2
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custom_minimum_size = Vector2(480, 0)
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layout_mode = 2
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[node name="TextureRect" type="TextureRect" parent="HBoxContainer/Panel"]
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layout_mode = 1
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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offset_bottom = 2.0
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grow_horizontal = 2
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grow_vertical = 2
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texture = ExtResource("7_ur8ag")
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[node name="PlayerInfoUI" parent="HBoxContainer/Panel" instance=ExtResource("4_46s5l")]
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unique_name_in_owner = true
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layout_mode = 2
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anchors_preset = 0
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offset_left = 29.0
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offset_top = 197.0
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offset_right = 29.0
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offset_bottom = -746.0
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[node name="HSeparator" type="HSeparator" parent="HBoxContainer/Panel"]
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layout_mode = 2
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offset_left = 99.0
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offset_top = 326.0
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offset_right = 391.0
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offset_bottom = 332.0
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theme_override_styles/separator = SubResource("StyleBoxLine_ur8ag")
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[node name="MinimapZone" type="Panel" parent="HBoxContainer/Panel"]
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layout_mode = 2
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offset_top = 14.0
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@@ -135,6 +108,34 @@ offset_right = 370.0
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offset_bottom = 722.0
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theme_override_styles/separator = SubResource("StyleBoxLine_ur8ag")
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[node name="TextureRect" type="TextureRect" parent="HBoxContainer/Panel"]
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layout_mode = 1
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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offset_bottom = 1072.0
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grow_horizontal = 2
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grow_vertical = 2
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texture = ExtResource("7_ur8ag")
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stretch_mode = 4
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[node name="PlayerInfoUI" parent="HBoxContainer/Panel" instance=ExtResource("4_46s5l")]
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unique_name_in_owner = true
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layout_mode = 2
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anchors_preset = 0
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offset_left = 29.0
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offset_top = 197.0
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offset_right = 29.0
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offset_bottom = -746.0
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[node name="HSeparator" type="HSeparator" parent="HBoxContainer/Panel"]
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layout_mode = 2
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offset_left = 99.0
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offset_top = 326.0
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offset_right = 391.0
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offset_bottom = 332.0
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theme_override_styles/separator = SubResource("StyleBoxLine_ur8ag")
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[node name="Sigil Marker" type="ReferenceRect" parent="HBoxContainer/Panel"]
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layout_mode = 2
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offset_left = 75.0
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@@ -1,9 +1,11 @@
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using Chickensoft.AutoInject;
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using Chickensoft.Collections;
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using Chickensoft.GodotNodeInterfaces;
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using Chickensoft.Introspection;
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using Godot;
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using System;
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using System.Linq;
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using Zennysoft.Game.Abstractions;
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using Zennysoft.Game.Ma;
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using Zennysoft.Ma.Adapter;
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@@ -98,6 +100,7 @@ public partial class LoadNextLevel : Control, IFloorClearMenu
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if (animName == "fade_in")
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{
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_fadingIn = true;
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_map.CurrentFloor.FadeOutAudio();
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ContinueButton.Disabled = true;
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ExitButton.Disabled = true;
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ContinueButton.CallDeferred(MethodName.GrabFocus);
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Before Width: | Height: | Size: 365 KiB After Width: | Height: | Size: 382 KiB |
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