added an assassinate target modifier
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@@ -26,6 +26,7 @@ var crosshair_target
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@onready var crosshair_center: TextureRect = $StaticItems/CrosshairCenter
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@onready var pickup_item_indicator = preload("res://assets/pickup_item_indicator.tscn")
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@onready var wobble_items: Control = $WobbleItems
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@onready var timer_counter: Label = $WobbleItems/Timer_counter
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const STAM_BAR_MAX_OPACITY = 1.0
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@@ -45,6 +46,7 @@ func _ready() -> void:
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viewportCenter = Vector2(viewportWidth/2,viewportHeight/2)
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SignalBus.player_hit.connect(player_hit)
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SignalBus.ui_timer_update.connect(update_timer)
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money_count = GameGlobals.money
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@@ -53,7 +55,7 @@ func _ready() -> void:
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health_bar_start_pos = health_bar.position
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crosshair_target = CROSSHAIR_SIZE
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timer_counter.visible = false
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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@@ -123,6 +125,11 @@ func _process(delta: float) -> void:
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wobble_items.position = hud_wobble(delta/Engine.time_scale)
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func update_timer(label,timer):
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if timer_counter.visible == false:
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timer_counter.visible = true
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timer_counter.text = str(label,"\n", timer)
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func shake_element(amount):
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var rand_x = randf_range(-amount,amount)
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