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f46d3aea08
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://dx2vp753yvh4y"
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path="res://.godot/imported/lock.png-c9af2b7e378d675c56581df22939f427.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://render/texture/shape/lock.png"
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dest_files=["res://.godot/imported/lock.png-c9af2b7e378d675c56581df22939f427.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=0
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compress/normal_map=2
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=false
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=0
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extends Node3D
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class_name PlayerAction
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@onready var character = (get_owner() as Character)
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@onready var status = (%Status as Status)
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func lock(is_lock:bool):
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var has_target = status.target != 0
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if is_lock:
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var enemy_list = Global.character_mgr.get_enemy_list(character.id())
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if enemy_list:
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pass
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else:
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status.set_status("target",0)
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extends Control
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func _ready():
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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pass
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extends Control
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class_name LockItem
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@onready var animation = $AnimationPlayer as AnimationPlayer
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@onready var camera: CameraManager = Global.camera_mgr
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var target_id : int
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func _ready():
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SignalManager.character_ui_pos_changed.connect(on_character_ui_pos_changed)
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animation.play("rotate")
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func on_level_loading_start():
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animation.play("start")
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func on_level_loading_end():
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animation.play("end")
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func on_character_ui_pos_changed(id:int,pos:Vector3):
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if id != target_id:
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return
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position = camera.get_screen_pos(pos)
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