added simulated drop to arrows
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@@ -5,6 +5,10 @@ class_name PlayerRangedAttack
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@export var object_speed : float = 20.0
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@export var arrow_damage : float = 1
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var charged_power = 0.0
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const CHARGE_RATE = 25.0
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func Enter():
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character.velocity = Vector3.ZERO
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@@ -15,12 +19,21 @@ func Physics_Update(delta):
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fire_projectile()
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Transitioned.emit(self,"on floor")
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charge_shot(delta)
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func charge_shot(delta):
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charged_power = clamp(charged_power + delta * CHARGE_RATE,0,100)
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func fire_projectile():
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var arrow_spawn = fired_object.instantiate()
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get_tree().current_scene.add_child(arrow_spawn)
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character.arrows -= 1
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arrow_spawn.speed = object_speed
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arrow_spawn.start_speed = object_speed
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arrow_spawn.current_speed = object_speed
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arrow_spawn.power = charged_power
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arrow_spawn.transform.basis = character.body.global_transform.basis
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arrow_spawn.global_position = character.body.global_position
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print("ARROW POS :", arrow_spawn.global_position)
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func Exit():
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print("CHARGE POWER: ",charged_power)
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