removend empower actions counter and references to previous tutorial
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@@ -85,8 +85,6 @@ public partial class PlayerController : CharacterBody3D,
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public WeaponSystem WeaponSystem = null!;
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public WallHugSystem WallHugSystem = null!;
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public PlayerUi PlayerUi = null!;
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public TextureRect DashIndicator = null!;
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public ColorRect PowerCooldownIndicator = null!;
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public Node3D DashIndicatorNode = null!;
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public MeshInstance3D DashIndicatorMesh = null!;
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public CylinderMesh DashIndicatorMeshCylinder = null!;
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@@ -108,8 +106,6 @@ public partial class PlayerController : CharacterBody3D,
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public Variables SharedVariables { get; }
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// Inspector stuff
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[Export] public Marker3D TutorialWeaponTarget = null!;
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[Export] public bool TutorialDone { get; set; }
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[Export] public bool HasSword { get; set; } = true;
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[Export] public bool HasParry { get; set; } = true;
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@@ -350,16 +346,6 @@ public partial class PlayerController : CharacterBody3D,
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private Vector3 _dashDirection = Vector3.Zero;
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private Vector3 _postDashThroughPosition = Vector3.Zero;
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private Vector3 _preDashVelocity = Vector3.Zero;
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private int _empoweredActionsLeft;
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public int EmpoweredActionsLeft
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{
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get => _empoweredActionsLeft;
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set
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{
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_empoweredActionsLeft = value;
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PlayerUi.SetNumberOfDashesLeft(value);
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}
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}
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// Settings
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private float _lookSensitivityMultiplier = 1.0f;
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@@ -373,7 +359,6 @@ public partial class PlayerController : CharacterBody3D,
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private Timer _weaponThrowUncatchableTimer = null!;
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private Timer _simpleDashCooldownTimer = null!;
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private Timer _airborneDashCooldownTimer = null!;
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private Timer _powerCooldownTimer = null!;
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private Timer _invincibilityTimer = null!;
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private Timer _attackCooldown = null!;
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@@ -381,9 +366,6 @@ public partial class PlayerController : CharacterBody3D,
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private StateChart _playerState = null!;
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private StateChartState _aiming = null!;
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private StateChartState _powerExpired = null!;
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private StateChartState _powerRecharging = null!;
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private StateChartState _powerFull = null!;
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private StateChartState _grounded = null!;
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private StateChartState _airborne = null!;
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@@ -510,9 +492,6 @@ public partial class PlayerController : CharacterBody3D,
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}
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// DashIndicator = GetNode<TextureRect>("%DashIndicator");
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PowerCooldownIndicator = GetNode<ColorRect>("%DashCooldownIndicator");
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PowerCooldownIndicator.Visible = false;
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EmpoweredActionsLeft = MaxNumberOfEmpoweredActions;
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TargetSpeed = WalkSpeed;
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DashIndicatorNode = GetNode<Node3D>("DashIndicator");
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DashIndicatorMesh = GetNode<MeshInstance3D>("DashIndicator/DashIndicatorMesh");
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@@ -596,9 +575,6 @@ public partial class PlayerController : CharacterBody3D,
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_onGroundSlideJump = Transition.Of(GetNode("StateChart/Root/Movement/Sliding/GroundSlide/OnJump"));
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_onAirGlideDoubleJump = Transition.Of(GetNode("StateChart/Root/Movement/Sliding/AirGlideDoubleJumpEnabled/OnJump"));
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// _actionHanging = StateChartState.Of(GetNode("StateChart/Root/Actions/Hanging"));
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_powerExpired = StateChartState.Of(GetNode("StateChart/Root/PowerReserve/Expired"));
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_powerRecharging = StateChartState.Of(GetNode("StateChart/Root/PowerReserve/AtLeastOneCharge"));
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_powerFull = StateChartState.Of(GetNode("StateChart/Root/PowerReserve/Full"));
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_grounded = StateChartState.Of(GetNode("StateChart/Root/Movement/Grounded"));
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_airborne = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne"));
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@@ -625,7 +601,6 @@ public partial class PlayerController : CharacterBody3D,
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_parryDash = StateChartState.Of(GetNode("StateChart/Root/Attack/DashParry"));
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// State timers
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_powerCooldownTimer = GetNode<Timer>("PowerCooldown");
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_weaponThrowUncatchableTimer = GetNode<Timer>("WeaponThrowUncatchable");
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_timeScaleAimInAirTimer = GetNode<Timer>("TimeScaleAimInAir");
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_simpleDashCooldownTimer = GetNode<Timer>("DashCooldown");
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@@ -653,8 +628,6 @@ public partial class PlayerController : CharacterBody3D,
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WeaponSystem.Init();
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WallHugSystem.Init();
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EmpoweredActionsLeft = MaxNumberOfEmpoweredActions;
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// if (!TutorialDone)
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// PlaceWeaponForTutorial();
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@@ -680,13 +653,6 @@ public partial class PlayerController : CharacterBody3D,
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_coyoteEnabled.StateEntered += StartCoyoteTime;
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_timeScaleAimInAirTimer.Timeout += ResetTimeScale;
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_powerFull.StateEntered += StopPowerCooldown;
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_powerFull.StateExited += StartPowerCooldown;
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_powerRecharging.StateEntered += StartPowerCooldown;
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_powerCooldownTimer.Timeout += PowerCooldownExpired;
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_powerRecharging.StateProcessing += PowerRecharging;
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_powerExpired.StateProcessing += PowerRecharging;
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_simpleJump.StateEntered += OnSimpleJumpStarted;
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_simpleJump.StatePhysicsProcessing += HandleSimpleJump;
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@@ -832,21 +798,6 @@ public partial class PlayerController : CharacterBody3D,
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_fovChangeMultiplier = (float) config.GetValue("InputSettings", "FovChangeWithSpeed", 1.0f);
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_aimAssistMultiplier = (float) config.GetValue("InputSettings", "AimAssist", 1.0f);
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}
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public void OnTutorialDone(Node3D _)
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{
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TutorialDone = true;
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}
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public void PlaceWeaponForTutorial()
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{
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if (TutorialDone)
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return;
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RemoveChild(WeaponSystem);
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GetTree().GetRoot().CallDeferred(Node.MethodName.AddChild, WeaponSystem);
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WeaponSystem.CallDeferred(Node3D.MethodName.SetGlobalPosition, TutorialWeaponTarget.GlobalPosition);
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WeaponSystem.CallDeferred(WeaponSystem.MethodName.PlaceWeaponForTutorial, TutorialWeaponTarget.GlobalPosition);
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}
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///////////////////////////
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// Toolbox Utils //
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@@ -2009,28 +1960,6 @@ public partial class PlayerController : CharacterBody3D,
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///////////////////////////
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// Empowerement management //
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///////////////////////////
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public void PowerRecharging(float delta)
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{
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var progress = (float) (_powerCooldownTimer.TimeLeft / _powerCooldownTimer.WaitTime);
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PowerCooldownIndicator.SetCustomMinimumSize(new Vector2(100 * progress, 10));
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}
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public void StartPowerCooldown()
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{
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_powerCooldownTimer.Start();
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PowerCooldownIndicator.Visible = true;
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}
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public void StopPowerCooldown()
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{
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_powerCooldownTimer.Stop();
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PowerCooldownIndicator.Visible = false;
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}
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public void PowerCooldownExpired()
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{
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EmpoweredActionsLeft += 1;
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var eventToSend = EmpoweredActionsLeft == MaxNumberOfEmpoweredActions ? "fully_charged" : "recharge";
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_playerState.SendEvent(eventToSend);
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}
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public bool CanPerformEmpoweredAction()
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{
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if(_empoweredActionHandle == null) return false;
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@@ -2059,8 +1988,6 @@ public partial class PlayerController : CharacterBody3D,
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_isWallJumpAvailable = true;
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_canDashAirborne = true;
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EmpoweredActionsLeft--;
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_playerState.SendEvent(EmpoweredActionsLeft <= 0 ? "expired" : "power_used");
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Events.Raise(new EventData<EmpoweredActionPayload>
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{
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