forked from team-sg/hero-mark-2
fix tiny weirdness of ladder
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18f1eca8ed
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3 changed files with 5 additions and 2 deletions
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@ -191,7 +191,7 @@ func _on_Climbing_state_entered() -> void:
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snap = Vector2.ZERO
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var input_dir = sign(Input.get_axis("ui_left", "ui_right"))
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var ladder_dir = sign(_attached_ladder.middle - global_position.x)
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var flip = global_position.y - 1.0 <= _attached_ladder.global_position.y and input_dir == ladder_dir
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var flip = global_position.y - 1.0 <= _attached_ladder.global_position.y and input_dir == ladder_dir and is_on_floor()
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print(ladder_dir)
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print(flip)
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if ladder_dir >= 0.0 != flip:
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@ -1165,8 +1165,8 @@ script = ExtResource( 8 )
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[connection signal="state_physics_processing" from="StateChart/Root/Movement" to="." method="_process_movement"]
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[connection signal="state_entered" from="StateChart/Root/Movement/Grounded" to="." method="_on_Grounded_state_entered"]
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[connection signal="state_physics_processing" from="StateChart/Root/Movement/Grounded" to="." method="_process_grounded"]
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[connection signal="state_physics_processing" from="StateChart/Root/Movement/Grounded/CanWalk" to="." method="_process_horizontal_movement_grounded"]
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[connection signal="state_physics_processing" from="StateChart/Root/Movement/Grounded/CanWalk" to="." method="_process_can_walk"]
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[connection signal="state_physics_processing" from="StateChart/Root/Movement/Grounded/CanWalk" to="." method="_process_horizontal_movement_grounded"]
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[connection signal="state_entered" from="StateChart/Root/Movement/Grounded/CanWalk/Still" to="." method="_on_Still_state_entered"]
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[connection signal="state_entered" from="StateChart/Root/Movement/Grounded/CanWalk/Walking" to="." method="_on_Walking_state_entered"]
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[connection signal="state_entered" from="StateChart/Root/Movement/Grounded/CanWalk/Blinking" to="." method="_on_Blinking_state_entered"]
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