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 Godot.Collections;
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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 holds a constant (inline) value for a node property.
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/// </summary>
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[Tool]
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[GlobalClass]
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public partial class VariantResolverResource : StatescriptResolverResource
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{
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/// <inheritdoc/>
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public override string ResolverTypeId => "Variant";
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/// <summary>
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/// Gets or sets the constant value. Used when <see cref="IsArray"/> is <see langword="false"/>.
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/// </summary>
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[Export]
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public Variant Value { get; set; }
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/// <summary>
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/// Gets or sets the type interpretation for the value.
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/// </summary>
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[Export]
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public StatescriptVariableType ValueType { get; set; } = StatescriptVariableType.Int;
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/// <summary>
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/// Gets or sets a value indicating whether this resolver holds an array of values.
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/// </summary>
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[Export]
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public bool IsArray { get; set; }
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/// <summary>
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/// Gets or sets the array values. Used when <see cref="IsArray"/> is <see langword="true"/>.
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/// </summary>
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[Export]
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public Array<Variant> ArrayValues { get; set; } = [];
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/// <summary>
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/// Gets or sets a value indicating whether the array section is expanded in the editor.
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/// </summary>
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[Export]
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public bool IsArrayExpanded { get; set; }
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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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var propertyName = new StringKey($"__const_{nodeId}_{index}");
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if (IsArray)
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{
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var values = new Variant128[ArrayValues.Count];
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for (var i = 0; i < ArrayValues.Count; i++)
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{
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values[i] = StatescriptVariableTypeConverter.GodotVariantToForge(ArrayValues[i], ValueType);
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}
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Type clrType = StatescriptVariableTypeConverter.ToSystemType(ValueType);
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graph.VariableDefinitions.ArrayVariableDefinitions.Add(
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new ArrayVariableDefinition(propertyName, values, clrType));
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}
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else
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{
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Variant128 value = StatescriptVariableTypeConverter.GodotVariantToForge(Value, ValueType);
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Type clrType = StatescriptVariableTypeConverter.ToSystemType(ValueType);
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graph.VariableDefinitions.PropertyDefinitions.Add(
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new PropertyDefinition(propertyName, new VariantResolver(value, clrType)));
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}
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runtimeNode.BindInput(index, propertyName);
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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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Variant128 value = StatescriptVariableTypeConverter.GodotVariantToForge(Value, ValueType);
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Type clrType = StatescriptVariableTypeConverter.ToSystemType(ValueType);
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return new VariantResolver(value, clrType);
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}
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}
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