✨ Name & Health bar
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@ -50,9 +50,4 @@ public partial class CameraShake : Camera2D
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{
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_trauma = Mathf.Min(_trauma + amount, 1.0f);
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}
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public void SetTrauma(float amount)
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{
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_trauma = Mathf.Min(amount, 1.0f);
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}
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}
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@ -6,113 +6,124 @@ namespace AceField.Scripts;
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public partial class Player : CharacterBody2D
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{
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private int _currentPlayerId = 1;
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private int _currentPlayerId = 1;
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[Export] public float MaxSpeed = 400f;
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[Export] public float Acceleration = 500f;
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[Export] public float Deceleration = 500f;
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[Export] public float RotationSpeed = 5f;
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[Export] public float MaxSpeed = 400f;
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[Export] public float Acceleration = 500f;
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[Export] public float Deceleration = 500f;
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[Export] public float RotationSpeed = 5f;
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[Export] public int Reach = 5;
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[Export] public int Reach = 5;
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[Export] public double Health = 100;
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[Export] public double MaxHealth = 100;
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[Export] public double ActionPoints = 20;
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[Export] public double MaxActionPoints = 20;
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[Export] public double Health = 100;
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[Export] public double MaxHealth = 100;
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[Export] public double ActionPoints = 20;
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[Export] public double MaxActionPoints = 20;
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[Export] public Camera2D PlayerCamera;
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[Export] public PlayerInput PlayerInput;
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[Export] public Camera2D PlayerCamera;
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[Export] public PlayerInput PlayerInput;
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[Export] public float PlayerDashAcceleration = 2f;
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[Export] public float PlayerDashAcceleration = 2f;
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[Export] public PackedScene BulletScene;
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[Export] public PackedScene BulletScene;
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[Export]
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public int PlayerId
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{
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get => _currentPlayerId;
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set
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{
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_currentPlayerId = value;
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PlayerInput.SetMultiplayerAuthority(value);
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}
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}
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[Export] public string PlayerName;
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public void SetPlayerId(int id)
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{
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PlayerId = id;
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PlayerInput.SetMultiplayerAuthority(id);
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}
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public override void _Ready()
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{
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Health = MaxHealth;
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ActionPoints = MaxActionPoints;
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if (PlayerId == Multiplayer.GetUniqueId())
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PlayerCamera.Enabled = true;
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}
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[Export]
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public int PlayerId
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{
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get => _currentPlayerId;
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set
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{
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_currentPlayerId = value;
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PlayerInput.SetMultiplayerAuthority(value);
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}
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}
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public override void _Process(double delta)
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{
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if (PlayerInput.IsShooting)
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{
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Rpc(nameof(Shoot));
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PlayerInput.IsShooting = false;
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}
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}
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public void SetPlayerId(int id)
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{
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PlayerId = id;
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PlayerInput.SetMultiplayerAuthority(id);
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}
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public override void _PhysicsProcess(double delta)
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{
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var input = PlayerInput.MovementDirection;
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public override void _Ready()
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{
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Health = MaxHealth;
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ActionPoints = MaxActionPoints;
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if (input != Vector2.Zero)
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{
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input = input.Normalized();
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Velocity = Velocity.MoveToward(input * MaxSpeed, Acceleration * (float)delta);
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if (PlayerId == Multiplayer.GetUniqueId())
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PlayerCamera.Enabled = true;
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var finalRotation = input.Angle() + Mathf.Pi / 2;
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Rotation = Mathf.LerpAngle(Rotation, finalRotation, RotationSpeed * (float)delta);
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}
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else
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{
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Velocity = Velocity.MoveToward(Vector2.Zero, Deceleration * (float)delta);
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}
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PlayerName = $"Player#{PlayerId}"; // TODO Remove mock data
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GetNode<Label>("HUD/NameTag").Text = PlayerName;
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var dashCountdown = GetNode<Timer>("DashCountdown");
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if (PlayerInput.IsDashing && dashCountdown.IsStopped())
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{
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PlayerInput.IsDashing = false;
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Velocity *= PlayerDashAcceleration;
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dashCountdown.Start();
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}
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GetNode<ProgressBar>("HUD/HealthBar").Value = Health / MaxHealth * 100;
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}
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Position += Velocity * (float)delta;
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MoveAndSlide();
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}
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public override void _Process(double delta)
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{
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if (PlayerInput.IsShooting)
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{
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Rpc(nameof(Shoot));
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PlayerInput.IsShooting = false;
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}
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}
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public void TakeDamage(double damage)
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{
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Rpc(nameof(GotDamage), damage);
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}
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public override void _PhysicsProcess(double delta)
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{
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var input = PlayerInput.MovementDirection;
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[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
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private void GotDamage(double damage)
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{
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Health -= damage;
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var shakableCamera = GetNode<CameraShake>("Camera2D");
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shakableCamera.AddTrauma(0.5f);
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}
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if (input != Vector2.Zero)
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{
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input = input.Normalized();
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Velocity = Velocity.MoveToward(input * MaxSpeed, Acceleration * (float)delta);
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[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
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private void Shoot()
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{
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var marker = GetNode<Marker2D>("Muzzle");
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var projectile = BulletScene.Instantiate<Bullet>();
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projectile.Transform = marker.GlobalTransform;
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projectile.PlayerId = PlayerId;
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GetParent().AddChild(projectile);
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}
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}
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var centre = GetNode<Node2D>("RotationCentre");
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var finalRotation = input.Angle() + Mathf.Pi / 2;
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centre.Rotation = Mathf.LerpAngle(centre.Rotation, finalRotation, RotationSpeed * (float)delta);
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}
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else
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{
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Velocity = Velocity.MoveToward(Vector2.Zero, Deceleration * (float)delta);
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}
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var dashCountdown = GetNode<Timer>("DashCountdown");
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if (PlayerInput.IsDashing && dashCountdown.IsStopped())
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{
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PlayerInput.IsDashing = false;
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Velocity *= PlayerDashAcceleration;
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dashCountdown.Start();
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}
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Position += Velocity * (float)delta;
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MoveAndSlide();
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}
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public void TakeDamage(double damage)
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{
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Rpc(nameof(GotDamage), damage);
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}
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[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
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private void GotDamage(double damage)
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{
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Health -= damage;
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var bar = GetNode<ProgressBar>("HUD/HealthBar");
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bar.Value = Health / MaxHealth * 100;
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var shakableCamera = GetNode<CameraShake>("Camera2D");
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shakableCamera.AddTrauma(0.5f);
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}
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[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
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private void Shoot()
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{
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var marker = GetNode<Marker2D>("RotationCentre/Muzzle");
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var projectile = BulletScene.Instantiate<Bullet>();
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projectile.Transform = marker.GlobalTransform;
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projectile.PlayerId = PlayerId;
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GetParent().AddChild(projectile);
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}
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}
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