Fixed item spawn locations, make filth eater stop firing animation on death
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@@ -35,7 +35,7 @@ public abstract partial class Enemy2D : Enemy
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if (_enemyLogic.Value is EnemyLogic.State.FollowPlayer || _enemyLogic.Value is EnemyLogic.State.Patrolling)
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{
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var velocity = (GlobalPosition - _previousPosition) / (float)delta;
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if (velocity.Length() < 0.3f)
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if (velocity.Length() < 0.15f)
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_enemyLogic.Input(new EnemyLogic.Input.Idle());
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else
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_enemyLogic.Input(new EnemyLogic.Input.Move());
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@@ -1098,6 +1098,18 @@ tracks/4/keys = {
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"update": 0,
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"values": [1.0]
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}
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tracks/5/type = "value"
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tracks/5/imported = false
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tracks/5/enabled = true
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tracks/5/path = NodePath("attack VFX:frame")
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tracks/5/interp = 1
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tracks/5/loop_wrap = true
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tracks/5/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 1,
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"values": [0]
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}
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[sub_resource type="Animation" id="Animation_b1kem"]
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resource_name = "idle_back"
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@@ -1,7 +1,6 @@
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[gd_scene load_steps=5 format=3 uid="uid://bg3654q6tmtbk"]
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[gd_scene load_steps=4 format=3 uid="uid://bg3654q6tmtbk"]
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[ext_resource type="Script" uid="uid://bq8aaf1ae4afh" path="res://src/items/weapons/Weapon.cs" id="1_7pkyf"]
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[ext_resource type="Texture2D" uid="uid://bnkshsssabl0" path="res://src/items/weapons/textures/Air Sword.png" id="2_udu2u"]
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[sub_resource type="CylinderShape3D" id="CylinderShape3D_1051i"]
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height = 0.725098
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@@ -32,7 +31,6 @@ unique_name_in_owner = true
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pixel_size = 0.005
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billboard = 2
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texture_filter = 0
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texture = ExtResource("2_udu2u")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="Pickup"]
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shape = SubResource("CapsuleShape3D_wll7p")
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@@ -65,7 +65,7 @@ public partial class MonsterRoom : DungeonRoom
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var selectedItem = database.PickItem<IBaseInventoryItem>() as Node3D;
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var duplicated = selectedItem.Duplicate((int)DuplicateFlags.UseInstantiation) as Node3D;
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duplicated.GlobalPosition = new Vector3(spawnPoint.GlobalPosition.X, 0, spawnPoint.GlobalPosition.Z);
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duplicated.Position = new Vector3(spawnPoint.Position.X, 0, spawnPoint.Position.Z);
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AddChild(duplicated);
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}
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}
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