gd,fix: player won't go through thin platforms from underneath, added a small cooldown to dash actions, remapped inputs a bit for gamefeel
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@ -11,6 +11,7 @@ class_name InputController
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@export_group("Trigger actions")
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@export var aim_pressed:GUIDEAction
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@export var aim_down:GUIDEAction
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@export var aim_released:GUIDEAction
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@export var aim_canceled:GUIDEAction
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@export var jump:GUIDEAction
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@ -22,6 +23,7 @@ signal input_rotate_y(value: float)
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signal input_rotate_floorplane(value: float)
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signal input_aim_pressed
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signal input_aim_down
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signal input_aim_released
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signal input_aim_canceled
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signal input_jump
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@ -32,6 +34,7 @@ func _ready() -> void:
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GUIDE.enable_mapping_context(base_mode)
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aim_pressed.triggered.connect(on_input_aim_pressed)
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aim_down.triggered.connect(on_input_aim_down)
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aim_released.triggered.connect(on_input_aim_released)
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aim_canceled.triggered.connect(on_input_aim_canceled)
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jump.triggered.connect(on_input_jump)
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@ -50,6 +53,9 @@ func on_input_jump():
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func on_input_aim_pressed():
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input_aim_pressed.emit()
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func on_input_aim_down():
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input_aim_down.emit()
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func on_input_aim_released():
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input_aim_released.emit()
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