apply boot material
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@@ -43,8 +43,23 @@ func _ready() -> void:
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add_to_group("player")
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add_to_group("player")
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player_mat = mesh_node.get_surface_override_material(0).duplicate() as StandardMaterial3D
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player_mat = mesh_node.get_surface_override_material(0).duplicate() as StandardMaterial3D
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mesh_node.set_surface_override_material(0, player_mat)
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mesh_node.set_surface_override_material(0, player_mat)
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mesh_node_boot.visible = false
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_setup_indicator()
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_setup_indicator()
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func _apply_boot_mesh(tier: int) -> void:
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if tier <= 0:
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mesh_node_boot.visible = false
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return
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mesh_node_boot.visible = true
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var tex := load("res://assets/boot%d.png" % tier) as Texture2D
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if tex == null:
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return
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var mat := mesh_node_boot.get_surface_override_material(0)
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if mat == null:
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mat = StandardMaterial3D.new()
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mesh_node_boot.set_surface_override_material(0, mat)
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(mat as StandardMaterial3D).albedo_texture = tex
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func _setup_indicator() -> void:
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func _setup_indicator() -> void:
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indicator_node.position.y = 0.02
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indicator_node.position.y = 0.02
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indicator_node.mesh = _make_kick_arc_mesh()
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indicator_node.mesh = _make_kick_arc_mesh()
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@@ -280,6 +295,7 @@ func apply_upgrade(id: String) -> void:
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func apply_upgrade_boots(speed_bonus: float, _tier: int) -> void:
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func apply_upgrade_boots(speed_bonus: float, _tier: int) -> void:
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kick_tier += 1
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kick_tier += 1
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move_speed += speed_bonus
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move_speed += speed_bonus
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_apply_boot_mesh(kick_tier)
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var tw := create_tween()
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var tw := create_tween()
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tw.tween_property(player_mat, "albedo_color", Color(1.0, 0.85, 0.2), 0.1)
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tw.tween_property(player_mat, "albedo_color", Color(1.0, 0.85, 0.2), 0.1)
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tw.tween_property(player_mat, "albedo_color", BASE_COLOR, 0.4)
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tw.tween_property(player_mat, "albedo_color", BASE_COLOR, 0.4)
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