Replicated the weapon flying tick setup using resources
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@@ -14,6 +14,7 @@ using Gamesmiths.Forge.Godot.Core;
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using Gamesmiths.Forge.Godot.Nodes;
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using Gamesmiths.Forge.Godot.Resources;
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using Gamesmiths.Forge.Godot.Resources.Abilities;
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using Gamesmiths.Forge.Statescript;
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using Gamesmiths.Forge.Tags;
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using Godot;
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using GodotStateCharts;
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@@ -24,6 +25,7 @@ using Movementtests.scenes.player_controller.components.weapon;
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using Movementtests.systems.damage;
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using Movementtests.tools;
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using Movementtests.tools.calculators;
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using Node = Godot.Node;
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namespace Movementtests.systems;
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@@ -54,7 +56,8 @@ public partial class WeaponSystem : RigidBody3D, IDamageDealer, IForgeEntity
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public EffectsManager EffectsManager { get; set; } = null!;
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public EntityAbilities Abilities { get; set; } = null!;
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public EventManager Events { get; set; } = null!;
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public Variables SharedVariables { get; }
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private StateChart _weaponState = null!;
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public StateChartState InHandState = null!;
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public StateChartState FlyingState = null!;
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@@ -162,7 +165,7 @@ public partial class WeaponSystem : RigidBody3D, IDamageDealer, IForgeEntity
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Events = new();
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// TODO: Waiting on bug resolve
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// _weaponFlyingAbility = Abilities.GrantAbilityPermanently(FlyingTickAbility.GetAbilityData(), 1, LevelComparison.None, this);
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_weaponFlyingAbility = Abilities.GrantAbilityPermanently(FlyingTickAbility.GetAbilityData(), 1, LevelComparison.None, this);
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foreach (var ability in WeaponAbilities)
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{
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@@ -257,7 +260,7 @@ public partial class WeaponSystem : RigidBody3D, IDamageDealer, IForgeEntity
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Events.Subscribe(WeaponStoppedFlyingEventTag, data =>
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{
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// TODO: Waiting on bug resolve
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// _weaponFlyingAbility.Cancel();
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_weaponFlyingAbility.Cancel();
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});
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}
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