refacto: moved systems from player controller physics process to their own signal based systems
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@ -17,6 +17,8 @@ public partial class MantleSystem: Node3D
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private ShapeCast3D _wallInFrontCast3D;
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private ShapeCast3D _mantleCast3D;
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private RayCast3D _mantleCheckCast3D;
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private Option<Vector3> _mantleLocation;
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public void Init(Node3D head)
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{
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@ -25,21 +27,29 @@ public partial class MantleSystem: Node3D
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_mantleCast3D = GetNode<ShapeCast3D>("MantleCast3D");
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}
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public Option<Vector3> FindMantleInFrontOfPlayer()
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public override void _PhysicsProcess(double delta)
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{
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base._PhysicsProcess(delta);
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_wallInFrontCast3D.SetRotation(new Vector3(
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_wallInFrontCast3D.Rotation.X,
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_head.Rotation.Y,
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_wallInFrontCast3D.Rotation.Z));
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if (!_wallInFrontCast3D.IsColliding())
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{
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return Option<Vector3>.None;
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_mantleLocation = Option<Vector3>.None;
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return;
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}
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var collisionPoint = _wallInFrontCast3D.GetCollisionPoint(0);
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var collisionNormal = _wallInFrontCast3D.GetCollisionNormal(0);
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return FindMantleLocationAtPoint(collisionPoint, collisionNormal);
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_mantleLocation = FindMantleLocationAtPoint(collisionPoint, collisionNormal);
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}
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public Option<Vector3> FindMantleInFrontOfPlayer()
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{
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return _mantleLocation;
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}
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public Option<Vector3> FindMantleLocationAtPoint(Vector3 point, Vector3 wallNormal)
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