Deprecated Animation name in states. Moved exports to State base class.
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@ -9,7 +9,7 @@
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config_version=4
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_global_script_classes=[ {
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"base": "Node",
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"base": "Reference",
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"class": "Movement",
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"language": "GDScript",
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"path": "res://src/playerC/player_move_component.gd"
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@ -443,7 +443,6 @@ starting_state = NodePath("idle")
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[node name="idle" type="Node" parent="Controllers/state_machine"]
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script = ExtResource( 2 )
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animation_name = "idle"
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move_speed = 90.0
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animation_sequence = [ "idle" ]
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jump_node = NodePath("../jump")
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@ -453,7 +452,6 @@ fire_node = NodePath("../fire")
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[node name="jump" type="Node" parent="Controllers/state_machine"]
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script = ExtResource( 7 )
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animation_name = "jump"
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move_speed = 90.0
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animation_sequence = [ "jump" ]
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idle_node = NodePath("../idle")
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@ -472,7 +470,6 @@ dash_node = NodePath(".")
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[node name="fall" type="Node" parent="Controllers/state_machine"]
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script = ExtResource( 4 )
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animation_name = "jump"
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move_speed = 90.0
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animation_sequence = [ "jump" ]
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idle_node = NodePath("../idle")
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@ -480,15 +477,13 @@ move_node = NodePath("../move")
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[node name="hurt" type="Node" parent="Controllers/state_machine"]
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script = ExtResource( 8 )
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animation_name = "hit"
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move_speed = -25.0
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timeout_seconds = 1.0
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move_speed = -25.0
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animation_sequence = [ "hit" ]
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idle_node = NodePath("../idle")
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[node name="fire" type="Node" parent="Controllers/state_machine"]
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script = ExtResource( 10 )
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animation_name = "fire"
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timeout_seconds = 1.0
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animation_sequence = [ "fire" ]
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jump_node = NodePath("../jump")
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@ -1,11 +1,11 @@
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class_name State
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extends Node
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export var timeout_seconds: float = 0.0
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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var modifier_stack_ref: Array # Well this didn't work
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var state_timeout: Timer
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# Called when the node enters the scene tree for the first time.
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func _ready():
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@ -13,9 +13,10 @@ extends State
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# onready var jump_state: State = get_node(jump_node)
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export var animation_name: String
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## Deprecated
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# export var animation_name: String
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export var move_speed: float = 60
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export var timeout_seconds: float = 0.0
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export(Array, String) var animation_sequence
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# this just wouldn't work well. Maybe I can try a resource
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@ -27,7 +28,6 @@ var animation_index: int = 0
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var current_animation_sequence: int = 0
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var animation_suffix: String = '';
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var modifier_stack_ref: Array # Well this didn't work
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var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
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@ -37,7 +37,7 @@ var parent: KinematicBody2D
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#var animation_sequence_timer: Timer
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var state_timeout: Timer
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func _ready():
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# Only add timout node if timer value was specified.
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