fixed some ui stuff
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@ -1,8 +1,8 @@
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extends CharacterBody3D
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class_name AirEnemyController
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signal reached_goal(penalty)
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signal died
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signal reached_goal(enemy, penalty)
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signal died(enemy)
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var alive = true
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@ -32,12 +32,12 @@ func _physics_process(delta: float) -> void:
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velocity = global_position.direction_to(destination.global_position) * movement_speed
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move_and_slide()
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if global_position.distance_to(destination.global_position) <= 1.0:
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reached_goal.emit(stats.penalty)
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reached_goal.emit(stats, stats.penalty)
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queue_free()
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func die():
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died.emit()
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died.emit(stats)
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queue_free()
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@ -1,8 +1,8 @@
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extends PathFollow3D
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class_name EnemyController
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signal reached_goal(penalty)
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signal died
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signal reached_goal(enemy, penalty)
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signal died(enemy)
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var alive = true
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@ -26,12 +26,12 @@ func damage(amount):
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func _physics_process(delta: float) -> void:
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progress += movement_speed * delta
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if progress_ratio >= 1:
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reached_goal.emit(stats.penalty)
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reached_goal.emit(stats, stats.penalty)
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queue_free()
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func die():
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died.emit()
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died.emit(stats)
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queue_free()
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