Move files and folders to new repo format to enable multi-project format
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@tool
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extends Node3D
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@export var dungeon_generator : DungeonGenerator3D
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@export var show_delay_ms := 1000
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var done_time
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var done = false
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func _update_to_dungeon():
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if not dungeon_generator:
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return
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var realsize = Vector3(dungeon_generator.dungeon_size) * dungeon_generator.voxel_scale
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$HouseWalls/InsideCut.size = realsize
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$HouseWalls.size = realsize + Vector3(5,5,5)
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$Roof.mesh.size = realsize + Vector3(10,10,10)
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$Roof.mesh.size.y = 20
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$Roof.position.y = realsize.y / 2 + 10 + 2.5
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if not done_time and dungeon_generator.stage == DungeonGenerator3D.BuildStage.DONE:
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done_time = Time.get_ticks_msec()
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if not done and done_time and Time.get_ticks_msec() - done_time > show_delay_ms:
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done = true
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var entrance = dungeon_generator.get_node("MansionEntranceRoom")
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var xform_to_global = dungeon_generator.global_transform * entrance.get_xform_to(DungeonRoom3D.SPACE.LOCAL_GRID, DungeonRoom3D.SPACE.DUNGEON_SPACE)
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var corner_of_room = xform_to_global * Vector3(0,0,3)
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$Entrance.position = corner_of_room
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$Entrance/FrontDoorCut.reparent($HouseWalls)
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self.visible = done
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func _ready():
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_update_to_dungeon()
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func _process(delta):
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_update_to_dungeon()
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