forked from team-sg/hero-mark-2
famira can die
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5b520f0a46
commit
1274e989b4
3 changed files with 200 additions and 9 deletions
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@ -8,6 +8,8 @@ export var breath_knockback: float = 16.0
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export var punch_damage: float = 10.0
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export var punch_knockback: float = 8.0
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export var hurting: bool = false
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export var hp: float = 100.0
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export var sg2083_beam_dps: float = 10.0
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export var sg2083_path: NodePath
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@ -39,6 +41,12 @@ func stop_push() -> void:
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state_chart.send_event("stop_push")
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func hurt(amount: float) -> void:
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hp -= amount
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if hp <= 0.0:
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state_chart.send_event("die")
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func _attack() -> void:
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var sg2083 := get_node(sg2083_path)
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if sg2083.has_method("hurt"):
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@ -48,6 +56,9 @@ func _attack() -> void:
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func _on_Roar_state_entered() -> void:
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animation_player.play("roar", 0.25)
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func _roar() -> void:
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Audio.play_sound(Audio.a_famira, Audio.ac_boss)
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@ -72,11 +83,8 @@ func _on_PushedBack_state_entered() -> void:
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func _on_Dying_state_entered() -> void:
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queue_free()
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func _on_PushedBack_event_received(event) -> void:
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print(event)
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animation_player.play("die", 0.25)
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_roar()
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func _on_Chasing_state_physics_processing(delta) -> void:
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@ -84,6 +92,7 @@ func _on_Chasing_state_physics_processing(delta) -> void:
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func _on_PushedBack_state_physics_processing(delta) -> void:
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hurt(sg2083_beam_dps * delta)
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position.x += push_speed * delta
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@ -94,4 +103,4 @@ func _on_Shooting_state_physics_processing(delta) -> void:
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var distance := shoot_range_cast.to_local(shoot_range_cast.get_collision_point()).x
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var weight := inverse_lerp(shoot_range_cast.cast_to.x, 0.0, distance)
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sg2083.hurt(breath_dps * weight * delta, true)
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sg2083.knock_back(breath_knockback * weight * delta)
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sg2083.knock_back(breath_knockback * weight * delta, true)
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@ -1,4 +1,4 @@
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[gd_scene load_steps=28 format=2]
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[gd_scene load_steps=29 format=2]
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[ext_resource path="res://objects/enemy/boss/famira.gd" type="Script" id=1]
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[ext_resource path="res://shaders/scale3x.gdshader" type="Shader" id=2]
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@ -380,6 +380,167 @@ tracks/12/keys = {
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"values": [ false ]
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}
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[sub_resource type="Animation" id=12]
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resource_name = "die"
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length = 0.2
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loop = true
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tracks/0/type = "value"
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tracks/0/path = NodePath("Hip/Body:rotation_degrees")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 0,
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"values": [ 89.3425 ]
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}
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tracks/1/type = "value"
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tracks/1/path = NodePath("Hip/Body/BackArm/HandBack:position")
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tracks/1/interp = 2
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tracks/1/loop_wrap = true
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 0,
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"values": [ Vector2( -41.0008, -18.9997 ) ]
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}
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tracks/2/type = "value"
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tracks/2/path = NodePath("Hip/Body/FrontArm/HandFront:position")
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tracks/2/interp = 2
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tracks/2/loop_wrap = true
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tracks/2/imported = false
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tracks/2/enabled = true
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tracks/2/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 0,
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"values": [ Vector2( 37.9987, -18.9981 ) ]
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}
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tracks/3/type = "value"
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tracks/3/path = NodePath("Hip/Body/Neck:rotation_degrees")
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tracks/3/interp = 2
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tracks/3/loop_wrap = true
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tracks/3/imported = false
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tracks/3/enabled = true
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tracks/3/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 0,
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"values": [ -109.576 ]
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}
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tracks/4/type = "value"
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tracks/4/path = NodePath("Hip/Body/Neck/Headlower:rotation_degrees")
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tracks/4/interp = 2
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tracks/4/loop_wrap = true
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tracks/4/imported = false
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tracks/4/enabled = true
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tracks/4/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 0,
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"values": [ 28.215 ]
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}
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tracks/5/type = "value"
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tracks/5/path = NodePath("Hip/Body/Neck/Headupper:rotation_degrees")
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tracks/5/interp = 1
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tracks/5/loop_wrap = true
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tracks/5/imported = false
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tracks/5/enabled = true
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tracks/5/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 0,
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"values": [ 45.9167 ]
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}
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tracks/6/type = "value"
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tracks/6/path = NodePath("Hip/LegFront:rotation_degrees")
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tracks/6/interp = 1
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tracks/6/loop_wrap = true
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tracks/6/imported = false
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tracks/6/enabled = true
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tracks/6/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 0,
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"values": [ -0.657538 ]
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}
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tracks/7/type = "value"
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tracks/7/path = NodePath("Hip/LegBack:rotation_degrees")
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tracks/7/interp = 1
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tracks/7/loop_wrap = true
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tracks/7/imported = false
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tracks/7/enabled = true
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tracks/7/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 0,
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"values": [ -0.657538 ]
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}
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tracks/8/type = "value"
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tracks/8/path = NodePath("Hip/Body/Neck:position")
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tracks/8/interp = 1
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tracks/8/loop_wrap = true
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tracks/8/imported = false
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tracks/8/enabled = true
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tracks/8/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 0,
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"values": [ Vector2( -25.5991, -9.59989 ) ]
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}
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tracks/9/type = "value"
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tracks/9/path = NodePath("Hip/Body/BackArm/HandBack:rotation_degrees")
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tracks/9/interp = 2
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tracks/9/loop_wrap = true
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tracks/9/imported = false
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tracks/9/enabled = true
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tracks/9/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 0,
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"values": [ -23.1788 ]
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}
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tracks/10/type = "value"
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tracks/10/path = NodePath("Hip/Body/FrontArm/HandFront:rotation_degrees")
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tracks/10/interp = 2
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tracks/10/loop_wrap = true
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tracks/10/imported = false
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tracks/10/enabled = true
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tracks/10/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 0,
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"values": [ 38.5195 ]
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}
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tracks/11/type = "value"
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tracks/11/path = NodePath("Hip:position")
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tracks/11/interp = 2
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tracks/11/loop_wrap = true
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tracks/11/imported = false
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tracks/11/enabled = true
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tracks/11/keys = {
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"times": PoolRealArray( 0, 0.1 ),
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"transitions": PoolRealArray( 1, 1 ),
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"update": 0,
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"values": [ Vector2( 4, -57 ), Vector2( 12, -57 ) ]
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}
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tracks/12/type = "value"
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tracks/12/path = NodePath("Hip/Body/Neck/BreathParticles:emitting")
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tracks/12/interp = 1
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tracks/12/loop_wrap = true
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tracks/12/imported = false
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tracks/12/enabled = true
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tracks/12/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 1,
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"values": [ false ]
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}
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[sub_resource type="Animation" id=5]
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resource_name = "punching"
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loop = true
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@ -904,6 +1065,20 @@ tracks/13/keys = {
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"update": 1,
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"values": [ false ]
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}
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tracks/14/type = "method"
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tracks/14/path = NodePath("..")
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tracks/14/interp = 1
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tracks/14/loop_wrap = true
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tracks/14/imported = false
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tracks/14/enabled = true
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tracks/14/keys = {
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"times": PoolRealArray( 0.5 ),
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"transitions": PoolRealArray( 1 ),
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"values": [ {
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"args": [ ],
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"method": "_roar"
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} ]
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}
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[sub_resource type="Animation" id=7]
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resource_name = "shooting"
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@ -1124,6 +1299,7 @@ material = SubResource( 1 )
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unique_name_in_owner = true
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anims/RESET = SubResource( 2 )
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anims/chasing = SubResource( 4 )
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anims/die = SubResource( 12 )
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anims/punching = SubResource( 5 )
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anims/pushed = SubResource( 6 )
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anims/roar = SubResource( 3 )
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@ -1295,6 +1471,11 @@ script = ExtResource( 6 )
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to = NodePath("../Roar")
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event = "player_dead"
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[node name="On Die" type="Node" parent="StateChart/Root"]
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script = ExtResource( 6 )
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to = NodePath("../Dying")
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event = "die"
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[node name="Roar" type="Node" parent="StateChart/Root"]
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script = ExtResource( 5 )
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@ -1383,7 +1564,6 @@ collide_with_bodies = false
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[connection signal="state_entered" from="StateChart/Root/PunchCooldown" to="." method="_on_PunchCooldown_state_entered"]
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[connection signal="state_entered" from="StateChart/Root/Shooting" to="." method="_on_Shooting_state_entered"]
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[connection signal="state_physics_processing" from="StateChart/Root/Shooting" to="." method="_on_Shooting_state_physics_processing"]
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[connection signal="event_received" from="StateChart/Root/PushedBack" to="." method="_on_PushedBack_event_received"]
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[connection signal="state_entered" from="StateChart/Root/PushedBack" to="." method="_on_PushedBack_state_entered"]
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[connection signal="state_physics_processing" from="StateChart/Root/PushedBack" to="." method="_on_PushedBack_state_physics_processing"]
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[connection signal="state_entered" from="StateChart/Root/Dying" to="." method="_on_Dying_state_entered"]
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@ -83,7 +83,9 @@ func hurt(amount: float, can_duck: bool = false) -> void:
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anims.play("die")
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func knock_back(amount: float) -> void:
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func knock_back(amount: float, can_duck: bool = false) -> void:
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if can_duck and state == State.DUCK:
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return
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knockback += amount
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