Fix level up, fix gallery room height, fix enemy heights, fix gospel of dimension spawn height, put minimap on right visual layer for some floors, add script to floor scene file
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@@ -171,6 +171,7 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
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CollisionDetector.AreaEntered += CollisionDetector_AreaEntered;
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HealthComponent.CurrentHP.Changed += InverseHPToAttackPowerSync;
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HealthComponent.HealthReachedZero += Die;
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ExperiencePointsComponent.PlayerLevelUp += OnLevelUp;
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PlayerFXAnimations.AnimationFinished += PlayerFXAnimations_AnimationFinished;
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HealthTimer.WaitTime = _healthTimerWaitTime;
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SetProcessInput(false);
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@@ -222,17 +223,13 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
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_knockbackDirection = GlobalBasis.Z.Normalized();
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}
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public void PlayJumpScareAnimation() => PlayerFXAnimations.Play("jump_scare");
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public void LevelUp()
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{
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var rng = new RandomNumberGenerator();
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rng.Randomize();
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var hpIncrease = rng.RandiRange(3, 6);
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HealthComponent.RaiseMaximumHP(hpIncrease);
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ExperiencePointsComponent.LevelUp();
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}
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public void PlayJumpScareAnimation() => PlayerFXAnimations.Play("jump_scare");
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public void Die()
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{
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PlayerFXAnimations.Play("death");
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@@ -295,6 +292,19 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
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}
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}
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private void OnLevelUp()
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{
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BoostPlayerHPFromLevelUp();
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}
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private void BoostPlayerHPFromLevelUp()
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{
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var rng = new RandomNumberGenerator();
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rng.Randomize();
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var hpIncrease = rng.RandiRange(3, 6);
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HealthComponent.RaiseMaximumHP(hpIncrease);
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}
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private static float LeftStrafeInputVector => Input.GetActionStrength(GameInputs.StrafeLeft);
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private static float RightStrafeInputVector => Input.GetActionStrength(GameInputs.StrafeRight);
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