pathfinding rework for now
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@ -10,7 +10,7 @@ signal ready_state_changed(state: bool)
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@export var left_hand: Node3D
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@export var right_hand: Node3D
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@export var right_hand_animator: AnimationPlayer
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@export var edit_tool: EditTool
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@export var edit_tool: PathEditTool
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@export var gauntlet_sprite: Sprite3D
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@export var sprite: EightDirectionSprite3D
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@export var hand_sprite: Sprite2D
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@ -120,7 +120,7 @@ func _process(delta: float) -> void:
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hovering_item.disable_hover_effect()
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hovering_item = null
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if edit_tool.is_looking_at_tower_base:
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if is_instance_valid(edit_tool.ray_collider) and edit_tool.ray_collider is TowerBase:
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card_sprites[0].view_tower()
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else:
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card_sprites[0].view_weapon()
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