add kickable tooltips
This commit is contained in:
@@ -20,6 +20,7 @@ var damage_modifier: float = 1.8
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@onready var mesh_node: MeshInstance3D = $BoulderMesh
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@onready var mesh_node: MeshInstance3D = $BoulderMesh
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var boulder_mat: StandardMaterial3D
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var boulder_mat: StandardMaterial3D
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var _tooltip: Label3D
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const COLOR_IDLE := Color(0.32, 0.28, 0.22)
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const COLOR_IDLE := Color(0.32, 0.28, 0.22)
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const COLOR_IMPACT := Color(1.0, 1.0, 1.0)
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const COLOR_IMPACT := Color(1.0, 1.0, 1.0)
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@@ -28,6 +29,23 @@ func _ready() -> void:
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add_to_group("kickable")
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add_to_group("kickable")
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boulder_mat = mesh_node.material_override.duplicate() as StandardMaterial3D
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boulder_mat = mesh_node.material_override.duplicate() as StandardMaterial3D
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mesh_node.material_override = boulder_mat
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mesh_node.material_override = boulder_mat
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_tooltip = Label3D.new()
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_tooltip.text = "Boulder\nRock+Rock\nVery heavy. High damage"
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_tooltip.billboard = BaseMaterial3D.BILLBOARD_ENABLED
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_tooltip.font_size = 28
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_tooltip.outline_size = 6
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_tooltip.position = Vector3(0, 1.4, 0)
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_tooltip.modulate = Color(1.0, 0.95, 0.8)
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_tooltip.visible = false
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add_child(_tooltip)
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func _process(_delta: float) -> void:
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if dead or state != State.IDLE:
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_tooltip.visible = false
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return
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var players := get_tree().get_nodes_in_group("player")
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_tooltip.visible = not players.is_empty() and \
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(players[0] as Node3D).global_position.distance_to(global_position) < 2.5
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func apply_collision_damage(dmg: float) -> void:
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func apply_collision_damage(dmg: float) -> void:
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_take_damage(dmg)
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_take_damage(dmg)
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@@ -22,6 +22,7 @@ var damage_modifier: float = 0.0
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@onready var mesh_node: MeshInstance3D = $EssenceMesh
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@onready var mesh_node: MeshInstance3D = $EssenceMesh
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var essence_mat: StandardMaterial3D
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var essence_mat: StandardMaterial3D
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var _tooltip: Label3D
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func _ready() -> void:
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func _ready() -> void:
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add_to_group("kickable")
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add_to_group("kickable")
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@@ -30,6 +31,23 @@ func _ready() -> void:
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var tw := create_tween().set_loops()
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var tw := create_tween().set_loops()
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tw.tween_property(self, "position:y", 0.35, 0.6)
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tw.tween_property(self, "position:y", 0.35, 0.6)
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tw.tween_property(self, "position:y", 0.15, 0.6)
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tw.tween_property(self, "position:y", 0.15, 0.6)
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_tooltip = Label3D.new()
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_tooltip.text = "Magic Essence\nKick into\nEnchanting Table → Sphere"
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_tooltip.billboard = BaseMaterial3D.BILLBOARD_ENABLED
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_tooltip.font_size = 28
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_tooltip.outline_size = 6
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_tooltip.position = Vector3(0, 1.2, 0)
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_tooltip.modulate = Color(0.85, 0.7, 1.0)
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_tooltip.visible = false
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add_child(_tooltip)
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func _process(_delta: float) -> void:
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if dead or state != State.IDLE:
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_tooltip.visible = false
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return
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var players := get_tree().get_nodes_in_group("player")
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_tooltip.visible = not players.is_empty() and \
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(players[0] as Node3D).global_position.distance_to(global_position) < 2.5
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func apply_collision_damage(_dmg: float) -> void:
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func apply_collision_damage(_dmg: float) -> void:
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pass
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pass
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@@ -22,6 +22,7 @@ var damage_modifier: float = 0.9
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@onready var mesh_node: MeshInstance3D = $IronMesh
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@onready var mesh_node: MeshInstance3D = $IronMesh
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var iron_mat: StandardMaterial3D
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var iron_mat: StandardMaterial3D
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var _tooltip: Label3D
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const COLOR_IDLE := Color(0.55, 0.58, 0.62)
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const COLOR_IDLE := Color(0.55, 0.58, 0.62)
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const COLOR_IMPACT := Color(1.0, 1.0, 1.0)
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const COLOR_IMPACT := Color(1.0, 1.0, 1.0)
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@@ -30,6 +31,23 @@ func _ready() -> void:
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add_to_group("kickable")
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add_to_group("kickable")
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iron_mat = mesh_node.material_override.duplicate() as StandardMaterial3D
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iron_mat = mesh_node.material_override.duplicate() as StandardMaterial3D
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mesh_node.material_override = iron_mat
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mesh_node.material_override = iron_mat
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_tooltip = Label3D.new()
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_tooltip.text = "Iron\nHeavy weapon\n+Leather → Iron Shield\nForge → Metal Plate"
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_tooltip.billboard = BaseMaterial3D.BILLBOARD_ENABLED
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_tooltip.font_size = 28
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_tooltip.outline_size = 6
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_tooltip.position = Vector3(0, 1.1, 0)
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_tooltip.modulate = Color(1.0, 0.95, 0.8)
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_tooltip.visible = false
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add_child(_tooltip)
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func _process(_delta: float) -> void:
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if dead or state != State.IDLE:
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_tooltip.visible = false
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return
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var players := get_tree().get_nodes_in_group("player")
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_tooltip.visible = not players.is_empty() and \
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(players[0] as Node3D).global_position.distance_to(global_position) < 2.5
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func apply_collision_damage(dmg: float) -> void:
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func apply_collision_damage(dmg: float) -> void:
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_take_damage(dmg)
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_take_damage(dmg)
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@@ -14,9 +14,27 @@ var fly_vel: Vector3 = Vector3.ZERO
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var damage_modifier: float = 0.0
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var damage_modifier: float = 0.0
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@onready var mesh_node: MeshInstance3D = $LeatherMesh
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@onready var mesh_node: MeshInstance3D = $LeatherMesh
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var _tooltip: Label3D
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func _ready() -> void:
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func _ready() -> void:
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add_to_group("kickable")
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add_to_group("kickable")
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_tooltip = Label3D.new()
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_tooltip.text = "Leather\n+Stick → Boots\n+Rock → Leather Armor\n+Iron → Iron Shield"
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_tooltip.billboard = BaseMaterial3D.BILLBOARD_ENABLED
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_tooltip.font_size = 28
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_tooltip.outline_size = 6
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_tooltip.position = Vector3(0, 1.0, 0)
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_tooltip.modulate = Color(1.0, 0.95, 0.8)
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_tooltip.visible = false
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add_child(_tooltip)
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func _process(_delta: float) -> void:
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if state != State.IDLE:
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_tooltip.visible = false
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return
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var players := get_tree().get_nodes_in_group("player")
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_tooltip.visible = not players.is_empty() and \
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(players[0] as Node3D).global_position.distance_to(global_position) < 2.5
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func apply_collision_damage(_dmg: float) -> void:
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func apply_collision_damage(_dmg: float) -> void:
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pass
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pass
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@@ -20,6 +20,7 @@ var damage_modifier: float = 1.25
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@onready var mesh_node: MeshInstance3D = $RockMesh
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@onready var mesh_node: MeshInstance3D = $RockMesh
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var rock_mat: StandardMaterial3D
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var rock_mat: StandardMaterial3D
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var _tooltip: Label3D
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const COLOR_IDLE := Color(0.45, 0.38, 0.30)
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const COLOR_IDLE := Color(0.45, 0.38, 0.30)
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const COLOR_IMPACT := Color(1.0, 1.0, 1.0)
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const COLOR_IMPACT := Color(1.0, 1.0, 1.0)
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@@ -28,6 +29,23 @@ func _ready() -> void:
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add_to_group("kickable")
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add_to_group("kickable")
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rock_mat = mesh_node.material_override.duplicate() as StandardMaterial3D
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rock_mat = mesh_node.material_override.duplicate() as StandardMaterial3D
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mesh_node.material_override = rock_mat
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mesh_node.material_override = rock_mat
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_tooltip = Label3D.new()
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_tooltip.text = "Rock\n+Rock → Boulder\n+Stick → Wood Shield"
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_tooltip.billboard = BaseMaterial3D.BILLBOARD_ENABLED
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_tooltip.font_size = 28
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_tooltip.outline_size = 6
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_tooltip.position = Vector3(0, 1.1, 0)
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_tooltip.modulate = Color(1.0, 0.95, 0.8)
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_tooltip.visible = false
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add_child(_tooltip)
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func _process(_delta: float) -> void:
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if dead or state != State.IDLE:
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_tooltip.visible = false
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return
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var players := get_tree().get_nodes_in_group("player")
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_tooltip.visible = not players.is_empty() and \
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(players[0] as Node3D).global_position.distance_to(global_position) < 2.5
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func can_merge_with(_other: Node3D, _speed: float) -> bool:
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func can_merge_with(_other: Node3D, _speed: float) -> bool:
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return false
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return false
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@@ -20,6 +20,7 @@ var damage_modifier: float = 0.6
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@onready var mesh_node: MeshInstance3D = $StickMesh
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@onready var mesh_node: MeshInstance3D = $StickMesh
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var stick_mat: StandardMaterial3D
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var stick_mat: StandardMaterial3D
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var _tooltip: Label3D
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const COLOR_IDLE := Color(0.55, 0.38, 0.18)
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const COLOR_IDLE := Color(0.55, 0.38, 0.18)
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const COLOR_IMPACT := Color(1.0, 1.0, 1.0)
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const COLOR_IMPACT := Color(1.0, 1.0, 1.0)
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@@ -28,6 +29,23 @@ func _ready() -> void:
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add_to_group("kickable")
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add_to_group("kickable")
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stick_mat = mesh_node.material_override.duplicate() as StandardMaterial3D
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stick_mat = mesh_node.material_override.duplicate() as StandardMaterial3D
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mesh_node.material_override = stick_mat
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mesh_node.material_override = stick_mat
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_tooltip = Label3D.new()
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_tooltip.text = "Stick\n+Leather → Boots\n+Stick → Stick Armor\n+Rock → Wood Shield"
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_tooltip.billboard = BaseMaterial3D.BILLBOARD_ENABLED
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_tooltip.font_size = 28
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_tooltip.outline_size = 6
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_tooltip.position = Vector3(0, 1.2, 0)
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_tooltip.modulate = Color(1.0, 0.95, 0.8)
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_tooltip.visible = false
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add_child(_tooltip)
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func _process(_delta: float) -> void:
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if dead or state != State.IDLE:
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_tooltip.visible = false
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return
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var players := get_tree().get_nodes_in_group("player")
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_tooltip.visible = not players.is_empty() and \
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(players[0] as Node3D).global_position.distance_to(global_position) < 2.5
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func apply_collision_damage(dmg: float) -> void:
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func apply_collision_damage(dmg: float) -> void:
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_take_damage(dmg)
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_take_damage(dmg)
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Block a user