Demon wall implementation (attack data, takes damage, dies, etc) but mostly placeholders
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@@ -24,14 +24,8 @@ public partial class EnemyModelView3D : Node3D, IEnemyModelView
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[Node] public AnimationTree AnimationTree { get; set; } = default!;
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[Node] public IHitbox Hitbox { get; set; } = default!;
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[Node] public MeshInstance3D MeshInstance { get; set; } = default!;
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public void Setup()
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{
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}
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public void PlayPrimaryAttackAnimation()
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{
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(PRIMARY_ATTACK);
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@@ -49,7 +43,7 @@ public partial class EnemyModelView3D : Node3D, IEnemyModelView
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public void PlayHitAnimation()
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{
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var tweener = GetTree().CreateTween();
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var tweener = CreateTween();
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ChangeMaterial();
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tweener.TweenMethod(Callable.From((float x) => SetTransparency(x)), 0.0f, 0.5f, 0.3f);
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tweener.TweenCallback(Callable.From(ClearDamageEffect));
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@@ -58,7 +52,7 @@ public partial class EnemyModelView3D : Node3D, IEnemyModelView
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public void PlayDeathAnimation()
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{
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LoadShader("res://src/enemy/EnemyDie.tres");
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var tweener = GetTree().CreateTween();
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var tweener = CreateTween();
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tweener.TweenMethod(Callable.From((float x) => SetTransparency(x)), 0.0f, 1.0f, 0.8f);
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tweener.TweenCallback(Callable.From(QueueFree));
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}
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