Additional refactoring and fixing of equipment data
Add attack data to enemy attacks (might need to rework a little bit for primary/secondary attacks)
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@@ -25,7 +25,7 @@ public abstract partial class Enemy2D : Enemy
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public override void _PhysicsProcess(double delta)
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{
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_enemyModelView.SetCurrentDirection(GlobalBasis, -_player.CurrentBasis.Z);
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_enemyModelView.SetCurrentDirection(GlobalBasis, -_player.GlobalBasis.Z);
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}
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protected void PlayerDetector_BodyEntered(Node3D node)
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@@ -53,15 +53,15 @@ public abstract partial class Enemy2D : Enemy
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protected void EngagePlayerBehavior_TakeAction() => EnemyModelView.PlayPrimaryAttackAnimation();
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protected void EngagePlayerBehavior_AcquireTarget() => LookAt(new Vector3(_player.CurrentPosition.X, GlobalPosition.Y, _player.CurrentPosition.Z), Vector3.Up, true);
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protected void EngagePlayerBehavior_AcquireTarget() => LookAt(new Vector3(_player.GlobalPosition.X, GlobalPosition.Y, _player.GlobalPosition.Z), Vector3.Up, true);
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private void LineOfSight_BodyEntered(Node3D body)
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{
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var overlappingBodies = LineOfSight.GetOverlappingBodies();
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foreach (var _ in overlappingBodies)
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{
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if (Raycast.GlobalPosition != _player.CurrentPosition)
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Raycast.LookAt(_player.CurrentPosition, Vector3.Up);
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if (Raycast.GlobalPosition != _player.GlobalPosition)
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Raycast.LookAt(_player.GlobalPosition, Vector3.Up);
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Raycast.ForceRaycastUpdate();
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if (Raycast.IsColliding())
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{
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