refacto: moved systems from player controller physics process to their own signal based systems
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52
systems/tween_queue/TweenQueueSystem.cs
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52
systems/tween_queue/TweenQueueSystem.cs
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using Godot;
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using System.Collections.Generic;
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public partial class TweenQueueSystem : Node3D
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{
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public record TweenInputs(Vector3 Location, float Duration);
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private Queue<TweenInputs> _tweenInputs = new Queue<TweenInputs>();
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private Node3D _tweenObject;
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private bool _isTweening = false;
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public void Init(Node3D tweenObject)
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{
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_tweenObject = tweenObject;
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}
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public void EndTween()
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{
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_isTweening = false;
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}
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private void TweenToLocation(TweenInputs inputs)
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{
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var (location, duration) = inputs;
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var tween = GetTree().CreateTween();
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var callback = new Callable(this, MethodName.EndTween);
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tween.TweenProperty(_tweenObject, "position", location, duration);
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tween.TweenCallback(callback);
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_isTweening = true;
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tween.Play();
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}
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public void QueueTween(TweenInputs inputs)
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{
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_tweenInputs.Enqueue(inputs);
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}
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public void QueueTween(Vector3 location, float duration)
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{
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QueueTween(new TweenInputs(location, duration));
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}
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public void ProcessTweens()
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{
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if (_tweenInputs.Count > 0 && !_isTweening)
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TweenToLocation(_tweenInputs.Dequeue());
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}
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}
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