:memo::fire:🔨
- removed a lot of unnecessary code - Made a minimal working version - Added documentation
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@@ -15,10 +15,10 @@ public partial class VesnaAnimations : Node
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private int _toolID = -1; // -1 means no tool.
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private Vector2 _lastDirection = Vector2.Zero;
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[Signal] public delegate void LookingRightEventHandler();
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[Signal] public delegate void LookingLeftEventHandler();
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[Signal] public delegate void LookingUpEventHandler();
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[Signal] public delegate void LookingDownEventHandler();
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/// <summary>
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/// Emits the last look direction of the player to other scripts.
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/// </summary>
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[Signal] public delegate void LookDirectionEventHandler(Vector2 direction);
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public override void _Ready()
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{
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@@ -49,7 +49,6 @@ public partial class VesnaAnimations : Node
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_sprite.Animation = "back walking" + _toolString;
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anyActionPressed = true;
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_lastDirection = Vector2.Up;
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EmitSignal(SignalName.LookingUp);
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walkingAnimationPicked = true;
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}
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@@ -58,7 +57,6 @@ public partial class VesnaAnimations : Node
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_sprite.Animation = "front walking" + _toolString;
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anyActionPressed = true;
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_lastDirection = Vector2.Down;
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EmitSignal(SignalName.LookingDown);
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walkingAnimationPicked = true;
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}
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@@ -68,7 +66,6 @@ public partial class VesnaAnimations : Node
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_sprite.Animation = "side walking" + _toolString;
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anyActionPressed = true;
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_lastDirection = Vector2.Right;
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EmitSignal(SignalName.LookingRight);
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walkingAnimationPicked = true;
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}
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@@ -78,7 +75,6 @@ public partial class VesnaAnimations : Node
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_sprite.Animation = "side walking" + _toolString;
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anyActionPressed = true;
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_lastDirection = Vector2.Left;
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EmitSignal(SignalName.LookingLeft);
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walkingAnimationPicked = true;
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}
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@@ -98,6 +94,8 @@ public partial class VesnaAnimations : Node
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}
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*/
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EmitSignal(SignalName.LookDirection, _lastDirection);
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if (anyActionPressed)
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{
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_sprite.Play();
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