Improved dash skill
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@ -1,6 +1,6 @@
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[gd_resource type="AudioBusLayout" load_steps=2 format=3 uid="uid://c4mndkm5mss5f"]
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[sub_resource type="AudioEffectReverb" id="AudioEffectReverb_f5en5"]
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[sub_resource type="AudioEffectReverb" id="AudioEffectReverb_hjj00"]
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resource_name = "Reverb"
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[resource]
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@ -22,13 +22,13 @@ bus/3/mute = false
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bus/3/bypass_fx = false
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bus/3/volume_db = -10.0741
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bus/3/send = &"Master"
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bus/4/name = &"Environment"
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bus/4/name = &"Ambience"
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bus/4/solo = false
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bus/4/mute = false
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bus/4/bypass_fx = false
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bus/4/volume_db = -25.0
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bus/4/volume_db = -12.9785
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bus/4/send = &"Master"
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bus/4/effect/0/effect = SubResource("AudioEffectReverb_f5en5")
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bus/4/effect/0/effect = SubResource("AudioEffectReverb_hjj00")
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bus/4/effect/0/enabled = true
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bus/5/name = &"Footsteps"
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bus/5/solo = false
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@ -16,6 +16,11 @@ func _ready():
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if !visible:
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return
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rebuild()
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func rebuild():
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remove_children()
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for x in range(-size_x, size_x, step):
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for z in range(-size_z, size_z, step):
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if noise.get_noise_2d(x, z) < 1 - density * 2:
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@ -37,4 +42,10 @@ func generate(x: int, z: int) -> Node3D:
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var uniform_scale := scale_min + randf() * (scale_max - scale_min)
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t.scale = Vector3(uniform_scale, uniform_scale, uniform_scale)
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return t
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return t
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func remove_children():
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var num_children = get_child_count()
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for n in range(num_children):
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get_child(num_children - 1 - n).queue_free()
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