Fix range marker detection issue
(could fix other issues too?)
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parent
c5e3b7f027
commit
565eab0b75
3 changed files with 15 additions and 11 deletions
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@ -606,16 +606,18 @@ script = ExtResource("7_jc1pg")
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[node name="Victory" type="Node" parent="StateMachine/Root"]
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script = ExtResource("7_jc1pg")
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[node name="BlastSpawnerEast" type="Marker2D" parent="."]
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[node name="RangeSpawners" type="Node2D" parent="."]
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[node name="East" type="Marker2D" parent="RangeSpawners"]
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position = Vector2(19, -14)
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[node name="BlastSpawnerWest" type="Marker2D" parent="."]
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[node name="West" type="Marker2D" parent="RangeSpawners"]
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position = Vector2(-21, -15)
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[node name="BlastSpawnerSouth" type="Marker2D" parent="."]
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[node name="South" type="Marker2D" parent="RangeSpawners"]
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position = Vector2(-2, 15)
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[node name="BlastSpawnerNorth" type="Marker2D" parent="."]
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[node name="North" type="Marker2D" parent="RangeSpawners"]
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position = Vector2(-4, -40)
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[connection signal="animation_finished" from="AnimationTree" to="." method="_on_animation_tree_animation_finished"]
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@ -61,7 +61,7 @@ func _on_attackbox_area_entered(area: Area2D):
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func _on_cutscene_issued_command(command: CutsceneCommand, manager: CutsceneManager):
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if command is MoveCharacterCommand:
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var target_character = manager.root.get_node(command.target_character)
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var target_character = manager.get_node(command.target_character)
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if target_character != self:
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return
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movement_scripted_target = command.target_vector if command.target_type == "Vector" else manager.get_node(command.target_node).global_position
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@ -26,12 +26,7 @@ signal range_attack_initiated(by: CharacterBase)
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@onready var melee_hitbox = $Meleebox
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@onready var melee_hitbox_collider = $Meleebox/DetectionArea
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@onready var spawners = {
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Vector2(1,0): $BlastSpawnerEast,
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Vector2(-1,0): $BlastSpawnerWest,
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Vector2(0,1): $BlastSpawnerSouth,
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Vector2(0,-1): $BlastSpawnerNorth
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}
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@onready var spawners: Dictionary
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var timer = 0
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@ -46,6 +41,13 @@ var wants_to_melee = false
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func _ready():
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state_machine.set_expression_property("melee_stage", 0)
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if has_node("RangeSpawners"):
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spawners = {
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Vector2(1,0): $RangeSpawners/East,
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Vector2(-1,0): $RangeSpawners/West,
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Vector2(0,1): $RangeSpawners/South,
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Vector2(0,-1): $RangeSpawners/North
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}
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func set_animation_direction(facing_direction: Vector2):
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anim_tree.set("parameters/idle/blend_position", facing_direction)
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