Move files and folders to new repo format to enable multi-project format
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85
Zennysoft.Game.Ma/src/items/dropped/DroppedItem.cs
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85
Zennysoft.Game.Ma/src/items/dropped/DroppedItem.cs
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using Chickensoft.AutoInject;
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using Chickensoft.GodotNodeInterfaces;
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using Chickensoft.Introspection;
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using Godot;
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namespace Zennysoft.Game.Ma;
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public interface IDroppedItem : IRigidBody3D
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{
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void RescueItem();
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}
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[Meta(typeof(IAutoNode))]
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public partial class DroppedItem : RigidBody3D, IDroppedItem
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{
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public override void _Notification(int what) => this.Notify(what);
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[Dependency] public IGame Game => this.DependOn<IGame>();
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[Dependency] public IPlayer Player => this.DependOn<IPlayer>();
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[Node] private Sprite2D Sprite { get; set; } = default!;
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[Node] private Area3D Pickup { get; set; } = default!;
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public InventoryItem Item { get; set; }
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public void OnResolved()
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{
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ContactMonitor = true;
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Sprite.Texture = Item.ItemStats.Texture;
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}
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public async void Drop()
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{
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AddCollisionExceptionWith((Node)Player);
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Pickup.Monitorable = false;
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Pickup.Monitoring = false;
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GlobalPosition = Player.CurrentPosition + Vector3.Up;
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ApplyCentralImpulse(-Player.CurrentBasis.Z.Normalized() * 5.0f);
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await ToSignal(GetTree().CreateTimer(1), "timeout");
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RemoveCollisionExceptionWith((Node)Player);
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Pickup.Monitorable = true;
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Pickup.Monitoring = true;
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}
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public void RescueItem()
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{
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ContactMonitor = false;
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Pickup.Monitorable = false;
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Pickup.Monitoring = false;
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PlayRescueAnimation();
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Game.RescuedItems.Items.Add(Item);
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}
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private void PlayRescueAnimation()
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{
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LoadShader("res://src/vfx/shaders/PixelMelt.gdshader");
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var tweener = GetTree().CreateTween();
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SetShaderValue(true);
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tweener.TweenMethod(Callable.From((float x) => SetShaderValue(x)), 0.0f, 0.3f, 2f);
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tweener.TweenCallback(Callable.From(QueueFree));
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}
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private void LoadShader(string shaderPath)
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{
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var shader = GD.Load<Shader>(shaderPath);
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Sprite.Material = new ShaderMaterial();
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var shaderMaterial = (ShaderMaterial)Sprite.Material;
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shaderMaterial.Shader = shader;
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}
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private void SetShaderValue(float shaderValue)
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{
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var shaderMaterial = (ShaderMaterial)Sprite.Material;
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shaderMaterial.SetShaderParameter("progress", shaderValue);
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}
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private void SetShaderValue(bool shaderValue)
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{
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var shaderMaterial = (ShaderMaterial)Sprite.Material;
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shaderMaterial.SetShaderParameter("reverse", shaderValue);
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}
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}
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