rename player-related classes
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@@ -8,11 +8,6 @@ var can_play: bool = true
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@onready var _polyphonic := get_stream_playback() as AudioStreamPlaybackPolyphonic
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func _ready() -> void:
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if not _footsteps:
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return
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func play_footstep() -> void:
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if can_play:
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_polyphonic.play_stream(_footsteps)
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@@ -10,11 +10,11 @@ extends CharacterBody3D
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@export var _collision_debug_material: Material
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@export_group("References")
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@export var attack: PlayerAttack
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@export var attack: PlayerAttacker
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var stats: PlayerStats = PlayerStats.new()
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var movement: PlayerMovement = PlayerMovement.new()
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var aiming: PlayerAiming = PlayerAiming.new()
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var movement: PlayerMovementHandler = PlayerMovementHandler.new()
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var aiming: PlayerAimingHandler = PlayerAimingHandler.new()
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var _respawn_point: Vector3
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var _debug_collision_shapes := DebugCollisionShapes.new()
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@@ -1,4 +1,4 @@
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class_name PlayerAiming
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class_name PlayerAimingHandler
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@export var _controller_aim_offset: float = 6
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@export var _vertical_aim_aspect: float = 1.5
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@@ -2,7 +2,7 @@ extends AnimationTree
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@export_group("References")
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@export var _player: Player
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@export var _attack: PlayerAttack
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@export var _attack: PlayerAttacker
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@export var _bone_flipper: BoneFlipper
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@export var _sfx_audio_player: AudioStreamPlayer3D
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@export var _hurt_particles: GPUParticles3D
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@@ -68,7 +68,7 @@ func _process(_delta: float) -> void:
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func _is_left() -> bool:
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return _attack.side == PlayerAttack.Side.LEFT
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return _attack.side == PlayerAttacker.Side.LEFT
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func _play_sound(stream: AudioStream) -> void:
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@@ -3,7 +3,7 @@ extends MeshInstance3D
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@export var _swoop_effect_time: float = 0.25
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@export_group("References")
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@export var _attack: PlayerAttack
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@export var _attack: PlayerAttacker
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var _swoop_effect_timer: float
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@@ -1,4 +1,4 @@
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class_name PlayerAttack
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class_name PlayerAttacker
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extends Area3D
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signal attacked
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@@ -1,4 +1,4 @@
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class_name PlayerMovement
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class_name PlayerMovementHandler
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@export var move_speed: float = 8
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@@ -69,7 +69,7 @@ func _handle_cursor(player_index: int, delta: float) -> void:
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cursor.side = lerpf(
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cursor.side as float,
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(PI / 2.0) * (1.0 if player.attack.side == PlayerAttack.Side.LEFT else -1.0),
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(PI / 2.0) * (1.0 if player.attack.side == PlayerAttacker.Side.LEFT else -1.0),
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_side_change_speed * delta
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)
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