enabled enforced static typing
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@ -1,8 +1,7 @@
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extends EnemyMovement
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class_name BeeliningController
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class_name BeeliningController extends EnemyMovement
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var goal : Node3D
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var direction : Vector3
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var goal: Node3D
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var direction: Vector3
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func _ready() -> void:
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@ -11,6 +10,6 @@ func _ready() -> void:
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func _physics_process(delta: float) -> void:
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var distance_travelled = (character.stats.movement_speed * clampf(character.movement_speed_penalty, 0.0, 1.0)) * delta
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var distance_travelled: float = (character.stats.movement_speed * clampf(character.movement_speed_penalty, 0.0, 1.0)) * delta
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distance_remaining -= distance_travelled
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character.global_position = character.global_position + (direction * distance_travelled)
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@ -1,6 +1,5 @@
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extends Node
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class_name EnemyMovement
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class_name EnemyMovement extends Node
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@export var character : CharacterBody3D
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@export var character: CharacterBody3D
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var distance_remaining := 0.0
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var distance_remaining: float = 0.0
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@ -1,8 +1,7 @@
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extends EnemyMovement
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class_name PathingController
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class_name PathingController extends EnemyMovement
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var path : Curve3D
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var path_progress = 0.0
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var path: Curve3D
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var path_progress: float = 0.0
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func _ready() -> void:
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@ -13,9 +12,9 @@ func _ready() -> void:
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func _physics_process(delta: float) -> void:
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if !path:
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return
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var distance_travelled = (character.stats.movement_speed * clampf(character.movement_speed_penalty, 0.0, 1.0)) * delta
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var distance_travelled: float = (character.stats.movement_speed * clampf(character.movement_speed_penalty, 0.0, 1.0)) * delta
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distance_remaining -= distance_travelled
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path_progress += distance_travelled
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var sample = path.sample_baked_with_rotation(path_progress, true)
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var sample: Transform3D = path.sample_baked_with_rotation(path_progress, true)
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character.global_position = sample.origin
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character.look_at(character.global_position + -sample.basis.z)
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