basic tutorial layout
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@@ -212,6 +212,7 @@ one_shot = true
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ignore_time_scale = true
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[node name="StateChartDebugger" parent="." instance=ExtResource("24_q5h8a")]
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visible = false
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offset_left = 1524.0
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offset_top = 1.0
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offset_right = -8.0
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@@ -251,15 +252,24 @@ expand_mode = 2
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[node name="DashCooldownIndicator" type="ColorRect" parent="UI"]
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unique_name_in_owner = true
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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offset_left = 910.0
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offset_top = 549.0
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offset_right = 1010.0
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offset_bottom = 559.0
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offset_right = -910.0
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offset_bottom = -521.0
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grow_horizontal = 2
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grow_vertical = 2
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[node name="CenterContainer" type="CenterContainer" parent="UI"]
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custom_minimum_size = Vector2(1920, 1080)
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offset_right = 1919.0
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offset_bottom = 1080.0
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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offset_right = -1.0
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grow_horizontal = 2
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grow_vertical = 2
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[node name="CenterIcon" type="TextureRect" parent="UI/CenterContainer"]
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material = SubResource("CanvasItemMaterial_2q0ik")
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@@ -532,7 +532,7 @@ public partial class PlayerController : CharacterBody3D
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public Vector3 ComputeHVelocity(float delta, float accelerationFactor, float decelerationFactor, Vector3? direction = null)
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{
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var dir = direction ?? HeadSystem.Transform.Basis * _inputMove;
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var dir = direction ?? Transform.Basis * HeadSystem.Transform.Basis * _inputMove;
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var acceleration = dir.Length() > 0 ? accelerationFactor : decelerationFactor;
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@@ -875,7 +875,7 @@ public partial class PlayerController : CharacterBody3D
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public Vector3 GetInputGlobalHDirection()
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{
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var direction = HeadSystem.Transform.Basis * _inputMove;
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var direction = Transform.Basis * HeadSystem.Transform.Basis * _inputMove;
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return new Vector3(direction.X, 0, direction.Z).Normalized();
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}
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