Cleanup
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@ -23,4 +23,4 @@ signal name_changed(new_name: String)
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func set_player_name(new_name: String):
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name = new_name
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name_changed.emit(new_name)
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name_changed.emit(new_name)
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@ -13,7 +13,7 @@ func _ready():
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state.transitioned.connect(on_transition)
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animations = %AnimationPlayer
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func _process(delta):
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func _process(delta: float):
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accumulated_delta += delta
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if skipped_frames >= skip_frames:
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@ -4,7 +4,7 @@ extends Controller
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var turn: float
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var turn_speed: float = 2.0
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func _process(delta):
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func _process(delta: float):
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if (Time.get_ticks_msec() / 1000) % 2 == 0:
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direction_changed.emit(Vector3.ZERO)
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else:
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@ -30,6 +30,7 @@ func _ready():
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foot.attachment.bone_name = foot_name
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foot.attachment.bone_idx = foot.bone_id
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foot.audio.reparent(foot.attachment)
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foot.audio.position = Vector3.ZERO
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skeleton.add_child(foot.attachment)
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feet.append(foot)
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@ -62,7 +63,7 @@ func _process(delta: float):
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play(foot.audio)
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func _physics_process(_delta):
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func _physics_process(_delta: float):
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var space_state = get_world_3d().direct_space_state
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for foot in feet:
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@ -12,7 +12,7 @@ func _ready():
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assert(rotation_speed > 0, "rotation speed must be greater than zero")
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character.controlled.connect(on_controlled)
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func _process(delta):
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func _process(delta: float):
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if absf(angle_difference(root.rotation.y, angle)) < 0.001:
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return
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@ -19,7 +19,7 @@ func _ready():
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current = State.Idle
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movement = character.get_node("Movement")
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func _process(_delta):
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func _process(_delta: float):
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if current == State.Skill:
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return
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