Added player weapons saving
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@@ -8,6 +8,8 @@ const BLINK_CHARGE_MAXIMUM = 3.0
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@export_range(0, 200) var blink_range := 0
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@export var player_data : PlayerData:
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set = _set_player_data
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var blink_charge: float:
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@@ -26,10 +28,6 @@ func _ready() -> void:
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blink_charge_indicator.maximum = BLINK_CHARGE_MAXIMUM
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blink_charge = BLINK_CHARGE_MAXIMUM
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for weapon_position in weapon_positions:
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var weapon : AbstractWeapon = WEAPONS.pick_random().instantiate()
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_add_weapon(weapon, weapon_position)
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func _physics_process(delta: float) -> void:
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@@ -62,3 +60,20 @@ func _blink(direction: Vector2) -> void:
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collision_mask &= ~ENEMY_LAYER
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move_and_collide(direction * blink_range)
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collision_mask |= ENEMY_LAYER
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func _set_player_data(new_data: PlayerData) -> void:
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if new_data == null: return
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player_data = new_data
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_weapons.clear()
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_add_weapon_by_id(player_data.first_weapon_id, weapon_positions[0])
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_add_weapon_by_id(player_data.second_weapon_id, weapon_positions[1])
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func _add_weapon_by_id(weapon_id: String, weapon_position: Vector2) -> void:
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if weapon_id.is_empty() or not weapon_id in WEAPON_SCENES: return
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var weapon_scene : PackedScene = load(WEAPON_SCENES[weapon_id])
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var weapon : AbstractWeapon = weapon_scene.instantiate()
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_add_weapon(weapon, weapon_position)
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