Switch navigation mesh to be based on collision only, not collision and texture meshes
Will need to finetune enemy navigation agent placement depending on if they're now too high/low to sit in the navigation region
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@@ -114,9 +114,32 @@ public partial class ThrownItem : RigidBody3D, IThrownItem
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{
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case UsableItemTag.LowerTargetTo1HP:
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enemy.HealthComponent.SetCurrentHealth(1);
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SfxDatabase.Instance.Play(SoundEffect.DecreaseStat);
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break;
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case UsableItemTag.DecreaseAllStats:
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enemy.AttackComponent.Reduce(usableItem.Stats.BonusAttack);
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enemy.DefenseComponent.Reduce(usableItem.Stats.BonusDefense);
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SfxDatabase.Instance.Play(SoundEffect.DecreaseStat);
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break;
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case UsableItemTag.DecreaseAttack:
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enemy.AttackComponent.LowerMaximumAttack(usableItem.Stats.BonusAttack);
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SfxDatabase.Instance.Play(SoundEffect.DecreaseStat);
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break;
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case UsableItemTag.DecreaseDefense:
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enemy.DefenseComponent.LowerMaximumDefense(usableItem.Stats.BonusDefense);
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SfxDatabase.Instance.Play(SoundEffect.DecreaseStat);
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break;
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case UsableItemTag.IncreaseAttack:
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enemy.AttackComponent.RaiseMaximumAttack(usableItem.Stats.BonusAttack);
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SfxDatabase.Instance.Play(SoundEffect.IncreaseStat);
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break;
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case UsableItemTag.IncreaseDefense:
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enemy.DefenseComponent.RaiseMaximumDefense(usableItem.Stats.BonusDefense);
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SfxDatabase.Instance.Play(SoundEffect.IncreaseStat);
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break;
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case UsableItemTag.TeleportToRandomLocation:
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_effectService.TeleportToRandomRoom(enemy);
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SfxDatabase.Instance.Play(SoundEffect.TeleportToRandomRoom);
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break;
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case UsableItemTag.Clone:
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_effectService.CloneEnemy(enemy);
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@@ -13,7 +13,7 @@ viewport_path = NodePath("Sprite3D/SubViewportContainer/SubViewport")
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[node name="Hitbox" type="RigidBody3D"]
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process_mode = 1
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collision_layer = 3072
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collision_layer = 1024
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collision_mask = 2049
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gravity_scale = 0.2
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contact_monitor = true
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