fix: enemies dying from falling would remove the weapon from the world. Thrown weapon now respawn like the player.
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67
maps/_templates/MainSceneTemplate.cs
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67
maps/_templates/MainSceneTemplate.cs
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using Godot;
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using System;
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using Movementtests.interfaces;
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using Movementtests.systems;
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public partial class MainSceneTemplate : Node3D
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{
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private Marker3D? _playerRespawnMarker;
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private AnimationPlayer? _animationPlayer;
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private Node3D? _respawnabble;
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private Area3D? _playerFellPlane;
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private Area3D? _deathPlane;
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public override void _Ready()
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{
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_playerRespawnMarker = GetNode<Marker3D>("PlayerFellRespawn");
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_animationPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
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_playerFellPlane = GetNode<Area3D>("PlayerFellTP");
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_deathPlane = GetNode<Area3D>("DeathPlane");
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if (_playerRespawnMarker == null) throw new Exception("Player respawn marker is null");
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if (_animationPlayer == null) throw new Exception("Animation player is null");
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if (_playerFellPlane == null) throw new Exception("Player reset plane is null");
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if (_deathPlane == null) throw new Exception("Enemy death plane is null");
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_playerFellPlane.BodyEntered += StartResetPlayerAnimation;
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_deathPlane.BodyEntered += KillEnemy;
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}
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public void ResetPlayerPosition()
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{
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if (_respawnabble == null || _playerRespawnMarker == null) throw new Exception("Player or respawn marker is null");
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_respawnabble.GlobalPosition = _playerRespawnMarker.GlobalPosition;
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}
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public void StartResetPlayerAnimation(Node3D body)
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{
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if (body is WeaponSystem weapon)
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{
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if (_playerRespawnMarker == null) throw new Exception("Respawn marker is null");
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weapon.GlobalPosition = _playerRespawnMarker.GlobalPosition;
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weapon.SetLinearVelocity(Vector3.Down);
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return;
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}
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_respawnabble = body as PlayerController;
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if (_respawnabble == null || _animationPlayer == null) throw new Exception("Player or anim player is null");
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_animationPlayer.Play("player_fell");
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}
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public void KillEnemy(Node3D body)
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{
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if (body is not IKillable killable)
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{
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body.QueueFree();
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return;
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}
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if (killable is not IHealthable healthable)
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{
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body.QueueFree();
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return;
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}
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killable.Kill(healthable);
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}
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}
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