Replicated the weapon flying tick setup using resources
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// Copyright © Gamesmiths Guild.
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using System;
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using Gamesmiths.Forge.Core;
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using Gamesmiths.Forge.Statescript;
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using Gamesmiths.Forge.Statescript.Properties;
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using Godot;
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using ForgeNode = Gamesmiths.Forge.Statescript.Node;
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namespace Gamesmiths.Forge.Godot.Resources.Statescript.Resolvers;
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/// <summary>
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/// Resolver resource that binds a node property to a graph variable by name.
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/// </summary>
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[Tool]
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[GlobalClass]
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public partial class VariableResolverResource : StatescriptResolverResource
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{
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/// <inheritdoc/>
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public override string ResolverTypeId => "Variable";
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/// <summary>
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/// Gets or sets the name of the graph variable to bind to.
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/// </summary>
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[Export]
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public string VariableName { get; set; } = string.Empty;
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/// <inheritdoc/>
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public override void BindInput(Graph graph, ForgeNode runtimeNode, string nodeId, byte index)
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{
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if (string.IsNullOrEmpty(VariableName))
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{
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return;
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}
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runtimeNode.BindInput(index, new StringKey(VariableName));
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}
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/// <inheritdoc/>
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public override void BindOutput(ForgeNode runtimeNode, byte index)
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{
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if (string.IsNullOrEmpty(VariableName))
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{
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return;
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}
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runtimeNode.BindOutput(index, new StringKey(VariableName));
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}
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/// <inheritdoc/>
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public override IPropertyResolver BuildResolver(Graph graph)
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{
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if (string.IsNullOrEmpty(VariableName))
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{
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return new VariantResolver(default, typeof(int));
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}
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Type? variableType = FindGraphVariableType(graph, VariableName);
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return new VariableResolver(new StringKey(VariableName), variableType ?? typeof(int));
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}
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private static Type? FindGraphVariableType(Graph graph, string variableName)
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{
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var key = new StringKey(variableName);
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foreach (VariableDefinition def in graph.VariableDefinitions.VariableDefinitions)
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{
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if (def.Name == key)
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{
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return def.ValueType;
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}
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}
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foreach (ArrayVariableDefinition definition in graph.VariableDefinitions.ArrayVariableDefinitions)
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{
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if (definition.Name == key)
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{
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return definition.ElementType;
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}
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}
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return null;
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}
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}
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