Cleanup
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@ -1,5 +1,5 @@
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@tool
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extends DirectionalLight3D
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# func _process(_delta):
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# func _process(_delta: float):
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# (%PostProcessing as MeshInstance3D).mesh.surface_get_material(0).set_shader_parameter("light_direction", -global_basis.z)
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@ -2,5 +2,5 @@ extends FogVolume
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var speed: float = 0.1
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func _process(delta):
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func _process(delta: float):
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position.z += speed * delta
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@ -14,7 +14,7 @@ var old_pos := Vector3i(NAN, NAN, NAN)
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func _ready():
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set_process(visible)
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func _process(_delta):
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func _process(_delta: float):
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current_pos = local_to_map(Global.player.position)
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if current_pos != old_pos:
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@ -1,4 +0,0 @@
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extends Node3D
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func _process(_delta):
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look_at(Global.camera.global_position, Vector3.UP, true)
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@ -1,6 +0,0 @@
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extends Node3D
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@export var speed: float = 1.0
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func _process(delta):
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rotate_y(speed * delta)
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