optimize gear and energy
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7f10c06a0a
commit
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@ -3,11 +3,11 @@ using System;
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public class Energy : Area2D
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public class Energy : Area2D
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{
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{
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Event eventBus;
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private Event _eventBus;
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public override void _Ready()
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public override void _Ready()
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{
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{
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eventBus = GetNode<Event>("/root/Event");
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_eventBus = GetNode<Event>("/root/Event");
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GetNode<AnimatedSprite>("AnimatedSprite").Play();
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GetNode<AnimatedSprite>("AnimatedSprite").Play();
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}
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}
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@ -18,7 +18,7 @@ public class Energy : Area2D
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SetCollisionLayerBit((int) Game.PhysicsLayer.Collectable, false);
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SetCollisionLayerBit((int) Game.PhysicsLayer.Collectable, false);
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if (String.Equals(body.Name, "Player"))
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if (String.Equals(body.Name, "Player"))
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{
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{
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eventBus.EmitSignal("EnergyCollected", 1);
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_eventBus.EmitSignal("EnergyCollected", 1);
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}
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}
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QueueFree();
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QueueFree();
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}
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}
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@ -2,9 +2,15 @@ using Godot;
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public class Gear : Area2D
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public class Gear : Area2D
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{
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{
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private Sprite _sprite;
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public override void _Ready()
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{
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_sprite = GetNode<Sprite>("Sprite");
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}
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public override void _Process(float delta)
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public override void _Process(float delta)
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{
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{
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Sprite sprite = GetNode<Sprite>("Sprite");
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_sprite.Rotate(Mathf.Deg2Rad(2));
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sprite.Rotate(Mathf.Deg2Rad(2));
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}
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}
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}
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}
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