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16
Scripts/Characters/Player/interact_scanner.gd
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16
Scripts/Characters/Player/interact_scanner.gd
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extends Area2D
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@export var parent: Node2D
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@export var direction_component: FacingDirectionComponent
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# Public Methods
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func OnDirectionChanged() -> void:
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var direction := direction_component.GetCurrentDirection()
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if direction == Enums.Directions.LEFT:
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parent.rotation = deg_to_rad(90)
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elif direction == Enums.Directions.RIGHT:
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parent.rotation = deg_to_rad(-90)
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elif direction == Enums.Directions.UP:
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parent.rotation = deg_to_rad(180)
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else:
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parent.rotation = deg_to_rad(0)
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1
Scripts/Characters/Player/interact_scanner.gd.uid
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1
Scripts/Characters/Player/interact_scanner.gd.uid
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uid://brlisuoocwehh
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18
Scripts/Characters/Player/movement_component.gd
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18
Scripts/Characters/Player/movement_component.gd
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extends Node
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signal MovementPerformed(movement_vector: Vector2)
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# Constant Exports
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@export var SPEED := 100.0
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@export var body: CharacterBody2D
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func _physics_process(_delta: float) -> void:
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var direction_vector := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
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if direction_vector:
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var movement_vector := direction_vector * SPEED
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body.velocity = movement_vector
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body.move_and_slide()
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MovementPerformed.emit(movement_vector)
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1
Scripts/Characters/Player/movement_component.gd.uid
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1
Scripts/Characters/Player/movement_component.gd.uid
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@@ -0,0 +1 @@
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uid://dwclkwbig1uii
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12
Scripts/Characters/Player/player.gd
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12
Scripts/Characters/Player/player.gd
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extends CharacterBody2D
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signal InteractScannerAreaEntered(area: Area2D)
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signal InteractScannerAreaExited(area: Area2D)
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func _on_interact_scanner_area_entered(area: Area2D) -> void:
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InteractScannerAreaEntered.emit(area)
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func _on_interact_scanner_area_exited(area: Area2D) -> void:
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InteractScannerAreaExited.emit(area)
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1
Scripts/Characters/Player/player.gd.uid
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1
Scripts/Characters/Player/player.gd.uid
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@@ -0,0 +1 @@
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uid://dacvayqstkvws
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