Additional refactoring and fixing of equipment data

Add attack data to enemy attacks (might need to rework a little bit for primary/secondary attacks)
This commit is contained in:
2025-10-23 00:05:44 -07:00
parent f0c4e65783
commit bc161a58b3
73 changed files with 641 additions and 641 deletions

View File

@@ -92,7 +92,7 @@ public partial class PauseDebugMenu : Control, IDebugMenu
var enemyToSpawn = _spawnableEnemies.ElementAt((int)index);
var loadedEnemy = GD.Load<PackedScene>(enemyToSpawn).Instantiate<Enemy>();
AddChild(loadedEnemy);
loadedEnemy.GlobalPosition = new Vector3(_player.CurrentPosition.X, _player.CurrentPosition.Y + 1, _player.CurrentPosition.Z) + (-_player.CurrentBasis.Z * 2);
loadedEnemy.GlobalPosition = new Vector3(_player.GlobalPosition.X, _player.GlobalPosition.Y + 1, _player.GlobalPosition.Z) + (-_player.GlobalBasis.Z * 2);
}
private void SpawnItemDropDown_ItemSelected(long index)
@@ -100,7 +100,7 @@ public partial class PauseDebugMenu : Control, IDebugMenu
var itemToSpawn = _spawnableItems.ElementAt((int)index);
var duplicated = itemToSpawn.Duplicate((int)DuplicateFlags.UseInstantiation) as Node3D;
AddChild(duplicated);
duplicated.GlobalPosition = new Vector3(_player.CurrentPosition.X, _player.CurrentPosition.Y + 1, _player.CurrentPosition.Z) + (-_player.CurrentBasis.Z * 2);
duplicated.GlobalPosition = new Vector3(_player.GlobalPosition.X, _player.GlobalPosition.Y + 1, _player.GlobalPosition.Z) + (-_player.GlobalBasis.Z * 2);
}
private async void LoadNextFloorButton_Pressed()