Most of prototype! yay
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14
common/player_states/player_state.gd
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14
common/player_states/player_state.gd
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extends Resource
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class_name Player_State
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func restrict_movement() -> bool:
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return false
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func on_movement_input(input: Vector2, player: Player):
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pass
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func restrict_rotation() -> bool:
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return false
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func on_rotation_input(input: float, player: Player):
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pass
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1
common/player_states/player_state.gd.uid
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1
common/player_states/player_state.gd.uid
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uid://tweaybdvlwev
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16
common/player_states/player_state_rotation_interaction.gd
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16
common/player_states/player_state_rotation_interaction.gd
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extends Player_State
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class_name Player_State_Rotation_Interaction
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var rotation_target: Node2D
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func _init(target: Node2D) -> void:
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rotation_target = target
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func restrict_rotation() -> bool:
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return true
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func on_movement_input(input: Vector2, player: Player):
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player.interacting_state = Player_State_Standard.new()
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func on_rotation_input(input: float, player: Player):
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rotation_target.rotation = input
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@@ -0,0 +1 @@
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uid://wo8hrn7t4s3p
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2
common/player_states/player_state_standard.gd
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2
common/player_states/player_state_standard.gd
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extends Player_State
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class_name Player_State_Standard
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1
common/player_states/player_state_standard.gd.uid
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1
common/player_states/player_state_standard.gd.uid
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@@ -0,0 +1 @@
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uid://bkv1iehq3miwi
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