Minor tweaks and bug fixes
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@@ -14,6 +14,7 @@ const DEAD_CAM_FOV = 50.0
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@onready var level_control = get_tree().current_scene
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@onready var whiteout = $Whiteout
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@onready var ENEMY_TAUNT = preload("res://assets/enemy_taunt.tscn")
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@onready var dead_mask = preload("res://assets/dead_mask.tscn")
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@onready var animation_player = $AnimationPlayer
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@onready var cam_target: Node3D = $CamTarget
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@@ -53,6 +54,14 @@ func _ready():
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for i in target.outline_meshes:
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i.visible = true
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## Get Distance from player to target in meters
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#var distance_to_target = global_position.distance_to(target.global_position)
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#var instance_dead_mask = dead_mask.instantiate()
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##instance_dead_mask.scale *= Vector3(10,10,10)
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#instance_dead_mask.transform.basis = transform.basis
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#instance_dead_mask.global_position = global_position
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#get_tree().current_scene.add_child(instance_dead_mask)
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#set whiteout to size of screen
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var viewportWidth = get_viewport().size.x
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@@ -98,6 +107,8 @@ func _process(delta):
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look_ray.look_at(Vector3(level_control.player.global_position), Vector3.UP)
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camera.rotation = lerp(camera.rotation,look_ray.rotation,delta * CAMERA_LOOK_SPEED)
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animation_player.play("whiteout")
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3:
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animation_player.play("whiteout")
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func _on_timer_timeout():
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