chore,gd: refactored project structure and started the mantle system
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://lp2pt8mtj7ty"
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path.etc2="res://.godot/imported/kenney-green-checkerboar-cc0.png-2ce8609a39a655125c8e037014f6f2db.etc2.ctex"
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[deps]
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source_file="res://player_controller/Examples/MovementTestbed/Hills/kenney-green-checkerboar-cc0.png"
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dest_files=["res://.godot/imported/kenney-green-checkerboar-cc0.png-2ce8609a39a655125c8e037014f6f2db.etc2.ctex"]
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compress/mode=2
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mipmaps/generate=true
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=0
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using Godot;
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// This script is an example of how you can create game systems that
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// interact with PlayerController. This script applies a low gravity effect
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// to any PlayerController that enters the Area3D. It does this by modifying
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// the value of AdditionalGravityPower owned by the Gravity child of
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// PlayerController.
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namespace PolarBears.PlayerControllerAddon;
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public partial class LowGravityArea3D : Area3D
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{
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[Export] public float GravityReduction { set; get; } = 0.4f;
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public override void _Ready()
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{
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BodyEntered += (Node3D body) =>
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{
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if (body is PlayerController player) {
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player.Gravity.AdditionalGravityPower *= GravityReduction;
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GD.Print("Low Gravity Zone Entered");
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}
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};
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BodyExited += (Node3D body) =>
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{
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if (body is PlayerController player) {
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player.Gravity.AdditionalGravityPower /= GravityReduction;
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GD.Print("Low Gravity Zone Exited");
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}
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};
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}
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}
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uid://ctypnlbfptf03
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169
player_controller/Examples/MovementTestbed/MovementTestbed.tscn
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169
player_controller/Examples/MovementTestbed/MovementTestbed.tscn
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