fix: leaving wall stops wall hugging
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2
.gitignore
vendored
2
.gitignore
vendored
@ -9,5 +9,7 @@
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# Godot-specific ignores
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.import/
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/builds
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# Imported translations (automatically generated from CSV files)
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*.translation
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@ -58,7 +58,7 @@ custom_features=""
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export_filter="all_resources"
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include_filter=""
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exclude_filter=""
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export_path="./Movement tests.exe"
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export_path="builds/Movement tests.exe"
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patches=PackedStringArray()
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encryption_include_filters=""
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encryption_exclude_filters=""
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@ -330,6 +330,12 @@ to = NodePath("../../JumpFromWall")
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event = &"jump"
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delay_in_seconds = "0.0"
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[node name="OnLeaveWall" type="Node" parent="StateChart/Root/Movement/Airborne/WallHugging"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../../Falling")
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event = &"start_falling"
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delay_in_seconds = "0.0"
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[node name="CoyoteEnabled" type="Node" parent="StateChart/Root/Movement/Airborne"]
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script = ExtResource("27_34snm")
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@ -181,6 +181,8 @@ public partial class PlayerController : CharacterBody3D
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_grounded.StatePhysicsProcessing += HandleGrounded;
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_airborne.StatePhysicsProcessing += HandleAirborne;
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_wallHugging.StatePhysicsProcessing += HandleWallHugging;
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_coyoteEnabled.StateEntered += StartCoyoteTime;
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_coyoteTimer.Timeout += CoyoteExpired;
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_jump.StateEntered += Jump;
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@ -383,6 +385,12 @@ public partial class PlayerController : CharacterBody3D
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_playerState.SendEvent("wall_hug");
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}
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public void HandleWallHugging(float delta)
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{
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if (!WallHugSystem.IsWallHugging())
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_playerState.SendEvent("start_falling");
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}
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///////////////////////////
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// Stateless logic ////////
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///////////////////////////
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@ -23,6 +23,11 @@ config/icon="res://icon.svg"
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GUIDE="*res://addons/guide/guide.gd"
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[display]
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window/size/viewport_width=1980
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window/size/viewport_height=1080
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[dotnet]
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project/assembly_name="Movement tests"
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