gd: made wall jump more intuitive and act like a double jump
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@ -29,4 +29,9 @@ public partial class HeadSystem : Node3D
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_camera.Rotation = currentCameraRotation;
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}
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public Vector3 GetForwardHorizontalVector()
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{
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return GetGlobalTransform().Basis.Z;
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}
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}
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@ -8,9 +8,10 @@ public partial class MoveSystem : Node3D
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{
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public enum JumpTypes
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{
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SIMPLE_JUMP,
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DOUBLE_JUMP,
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JUMP_FROM_DASH
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SimpleJump,
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DoubleJump,
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JumpFromDash,
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JumpFromWall
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}
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public record MoveSystemParameters(
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@ -196,15 +197,18 @@ public partial class MoveSystem : Node3D
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var jumpForce = 0.0f;
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switch (jumpType)
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{
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case JumpTypes.DOUBLE_JUMP:
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case JumpTypes.DoubleJump:
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jumpForce = _gravity.CalculateDoubleJumpForce();
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break;
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case JumpTypes.SIMPLE_JUMP:
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case JumpTypes.SimpleJump:
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jumpForce = _gravity.CalculateJumpForce();
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break;
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case JumpTypes.JUMP_FROM_DASH:
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case JumpTypes.JumpFromDash:
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jumpForce = _gravity.CalculateJumpFromDashForce();
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break;
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case JumpTypes.JumpFromWall:
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jumpForce = _gravity.CalculateJumpFromWallForce();
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break;
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default:
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jumpForce = _gravity.CalculateJumpForce();
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break;
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@ -74,7 +74,6 @@ public partial class WeaponSystem : RigidBody3D
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Freeze = true;
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GlobalPosition = PlantLocation;
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LookAt(GlobalTransform.Origin + PlantNormal, Vector3.Up, true);
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GD.Print(GlobalRotation);
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}
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public void OnThrownWeaponReachesGround(Node other)
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