fixed the path rebuilding lag
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@@ -8,12 +8,12 @@ extends Node3D
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var enabled: bool = false
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var level: Level
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var point: FlowNode
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var point: FlowNodeData
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var obstacle_last_point: int = -1
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var valid_point: bool = false # a point is valid if the path would still be traversable overall if this point was made untraversable
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var ray_collider: Object
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var ray_point: Vector3
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var last_point: FlowNode
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var last_point: FlowNodeData
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var last_tower_base: TowerBase
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var interact_key_held: bool = false
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var interacted_once: bool = false
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@@ -78,7 +78,7 @@ func _process(delta: float) -> void:
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if !valid_point:
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wall_preview.set_visible(false)
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if point:
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wall_preview.global_position = point.global_position
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wall_preview.global_position = point.position
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wall_preview.global_rotation = Vector3.ZERO
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@@ -92,8 +92,8 @@ func reset() -> void:
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func process_looking_at_level() -> void:
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point = level.flow_field.get_closest_buildable_point(ray_point)
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if level.walls.has(point) or !point.buildable or hero.currency < Data.wall_cost:
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point = level.flow_field.get_closest_point(ray_point, false, true)
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if level.walls.has(point) or hero.currency < Data.wall_cost:
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wall_preview.set_visible(false)
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valid_point = false
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clear_previous_point()
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