gd: added hit input
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@ -73,6 +73,11 @@ public partial class PlayerController : CharacterBody3D
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DashSystem.CancelDash();
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}
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public void OnInputHitPressed()
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{
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GD.Print("OnInputHitPressed");
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}
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public void OnInputJumpPressed()
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{
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bool doesCapsuleHaveCrouchingHeight = CapsuleCollider.IsCrouchingHeight();
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@ -81,28 +86,26 @@ public partial class PlayerController : CharacterBody3D
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if (!doesCapsuleHaveCrouchingHeight && !isPlayerDead)
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MoveSystem.Jump(IsOnFloor());
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}
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public override void _Ready()
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{
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HeadSystem = GetNode<HeadSystem>("HeadSystem");
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HeadSystem.Init();
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_headCollisionDetectors = new RayCast3D[NumOfHeadCollisionDetectors];
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for (int i = 0; i < NumOfHeadCollisionDetectors; i++)
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{
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_headCollisionDetectors[i] = GetNode<RayCast3D>(
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"HeadCollisionDetectors/HeadCollisionDetector" + i);
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}
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HeadSystem = GetNode<HeadSystem>("HeadSystem");
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HeadSystem.Init();
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// Getting dependencies of the components(In godot we manage this from upwards to downwards not vice versa)
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Camera3D camera = GetNode<Camera3D>("HeadSystem/CameraSmooth/Camera3D");
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Node3D cameraSmooth = GetNode<Node3D>("HeadSystem/CameraSmooth");
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RayCast3D stairsBelowRayCast3D = GetNode<RayCast3D>("StairsBelowRayCast3D");
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RayCast3D stairsAheadRayCast3D = GetNode<RayCast3D>("StairsAheadRayCast3D");
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Node3D cameraSmooth = GetNode<Node3D>("HeadSystem/CameraSmooth");
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// Getting universal setting from GODOT editor to be in sync
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float gravitySetting = (float)ProjectSettings.GetSetting("physics/3d/default_gravity");
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@ -162,7 +165,6 @@ public partial class PlayerController : CharacterBody3D
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DistortionRect = distortionRect,
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BlurRect = blurRect,
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};
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HealthSystem.Init(healthSystemParams);
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}
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@ -190,7 +192,6 @@ public partial class PlayerController : CharacterBody3D
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IsOnFloorCustom = isOnFloorCustom(),
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Velocity = Velocity
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};
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Bobbing.PerformCameraBobbing(cameraBobbingParams);
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FieldOfView.FovParameters fovParams = new FieldOfView.FovParameters
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@ -200,7 +201,6 @@ public partial class PlayerController : CharacterBody3D
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SprintSpeed = MoveSystem.SprintSpeed,
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Velocity = Velocity
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};
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FieldOfView.PerformFovAdjustment(fovParams);
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StairsSystem.UpStairsCheckParams upStairsCheckParams = new StairsSystem.UpStairsCheckParams
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@ -260,7 +260,6 @@ public partial class PlayerController : CharacterBody3D
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BetweenCrouchingAndNormalHeight = CapsuleCollider.IsBetweenCrouchingAndNormalHeight(),
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Delta = (float)delta
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};
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StairsSystem.SlideCameraSmoothBackToOrigin(slideCameraParams);
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}
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