Ledge grab tweaks
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@ -1,5 +1,7 @@
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extends Movement_StateReceiver
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export var debug_velocity_controller :bool = false
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var parent_request_state_change :FuncRef
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var parent_use_primary_item :FuncRef
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@ -11,7 +13,9 @@ onready var stamina_component = $"%Stamina_Component"
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var state_stamina_cost :Dictionary
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func _ready():
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velocity_controller.debug = true
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if debug_velocity_controller:
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velocity_controller.debug = true
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#var state_ref :State
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#var state_name :String
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#state_name = 'jump'
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@ -326,6 +330,8 @@ func _state_process_physics_hurt():
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func _state_process_physics_fall():
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flip_sprite_to_movement_direction()
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var foo = $"%LedgeDetector".is_colliding()
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var bar = $"%WallDetector".is_colliding()
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if $"%LedgeDetector".is_colliding() and !$"%WallDetector".is_colliding():
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#print("it touched me!")
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@ -124,6 +124,7 @@ __meta__ = {
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[node name="Movement_StateReceiver" parent="." index="2"]
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script = ExtResource( 6 )
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debug_velocity_controller = false
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[node name="Modifier_Receiver" parent="." index="3" instance=ExtResource( 35 )]
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callable_state_machine = NodePath("../Movement_StateMachine")
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@ -132,14 +133,14 @@ debug_receiver = true
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[node name="LedgeDetector" type="RayCast2D" parent="." index="4"]
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unique_name_in_owner = true
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modulate = Color( 0, 1, 0, 1 )
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position = Vector2( 8, -10 )
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position = Vector2( 6, -10 )
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enabled = true
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cast_to = Vector2( 1.36422e-12, -1 )
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cast_to = Vector2( 4, -1 )
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[node name="WallDetector" type="RayCast2D" parent="." index="5"]
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unique_name_in_owner = true
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modulate = Color( 0, 1, 0, 1 )
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position = Vector2( 6, -16 )
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position = Vector2( 6, -18 )
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enabled = true
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cast_to = Vector2( 4, 4 )
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