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Restored enemy animations
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57eb6d1724
commit
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3 changed files with 5 additions and 1 deletions
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@ -134,7 +134,7 @@ _moduleNodes = [NodePath("../../AnimationModule")]
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[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
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[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
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sprite_frames = ExtResource("10_514kd")
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sprite_frames = ExtResource("10_514kd")
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animation = &"right"
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animation = &"down"
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[node name="PlayerDetection" type="Area2D" parent="."]
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[node name="PlayerDetection" type="Area2D" parent="."]
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collision_layer = 0
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collision_layer = 0
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@ -100,6 +100,7 @@ public partial class Alert : EnemyStateBase
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NavigationModule.Move(StorageModule.EnemyData.MovementSpeed);
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NavigationModule.Move(StorageModule.EnemyData.MovementSpeed);
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StorageModule.FacingDirection = MainObject.Velocity.SnapToCardinal().Normalized();
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StorageModule.FacingDirection = MainObject.Velocity.SnapToCardinal().Normalized();
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StorageModule.AimingDirection = StorageModule.FacingDirection;
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}
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}
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private void MoveTowardsPosition(Vector2 position)
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private void MoveTowardsPosition(Vector2 position)
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@ -172,11 +172,14 @@ public partial class Shooting : EnemyStateBase
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if (!PlayerDetection.LastKnownPlayerPosition.HasValue) return;
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if (!PlayerDetection.LastKnownPlayerPosition.HasValue) return;
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var direction = GetShootDirection();
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var direction = GetShootDirection();
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// Shoot at the player's last known position
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// Shoot at the player's last known position
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EquippedWeapon.ShootDirection = direction;
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EquippedWeapon.ShootDirection = direction;
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//StorageModule.FacingDirection = direction;
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//StorageModule.FacingDirection = direction;
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StorageModule.FacingDirection = direction.SnapToCardinal().Normalized();
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StorageModule.FacingDirection = direction.SnapToCardinal().Normalized();
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StorageModule.AimingDirection = StorageModule.FacingDirection;
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EquippedWeapon.Shoot();
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EquippedWeapon.Shoot();
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}
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}
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