Moved scripts to namespaces
This commit is contained in:
parent
fd7060e5c5
commit
de2c6261b0
51 changed files with 128 additions and 29 deletions
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[gd_scene load_steps=4 format=3 uid="uid://b2hrv0aqbui7u"]
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[ext_resource type="Script" path="res://scripts/LinearProjectile.cs" id="1_3kc4s"]
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[ext_resource type="Script" path="res://scripts/components/LinearProjectile.cs" id="1_3kc4s"]
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[ext_resource type="Texture2D" uid="uid://dq0mul65hevtt" path="res://assets/sprites/plants/pea.tres" id="2_26q5x"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_ix1sk"]
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@ -1,6 +1,8 @@
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using Godot;
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using System;
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namespace Newlon;
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public partial class Cursor : Node
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{
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public static Cursor Instance { get; private set; }
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@ -1,6 +1,8 @@
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using Godot;
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using System;
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namespace Newlon;
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//
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// Button that contains level to load
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//
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@ -1,5 +1,7 @@
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using Godot;
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namespace Newlon;
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//
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// Class that gives access to level data, pools and etc.
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//
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@ -1,5 +1,8 @@
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using Godot;
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using System;
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using Newlon.Components.Level;
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namespace Newlon;
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public partial class Sun : Area2D
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{
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@ -1,6 +1,8 @@
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using Godot;
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using System;
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namespace Newlon;
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//
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// Class for general-used constants and utility tools
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//
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@ -1,6 +1,8 @@
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using Godot;
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using System;
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namespace Newlon.Components;
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public partial class FlashComponent : CanvasGroup
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{
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[Export] private float _flashDuration = 0.1f;
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@ -1,3 +1,5 @@
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namespace Newlon.Components;
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//
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// Base interface for entities
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//
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@ -1,3 +1,5 @@
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namespace Newlon.Components;
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//
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// Base interface for entities
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//
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@ -1,6 +1,8 @@
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using Godot;
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using System;
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namespace Newlon.Components;
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public partial class LevelGUIElements : Control
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{
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public static LevelGUIElements Instance;
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using Godot;
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using System;
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namespace Newlon.Components;
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//
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// Projectile that travels from left to right
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//
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using Godot;
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using System;
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namespace Newlon.Components.GUI;
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public partial class FastForwardButton : Button
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{
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@ -1,5 +1,8 @@
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using Godot;
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using System;
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using Newlon.Components.Plants;
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using Newlon.Components.Level;
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namespace Newlon.Components.GUI;
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public partial class ShovelButton : TextureButton
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{
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using Godot;
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using System;
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using Newlon.Components.Level;
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namespace Newlon.Components.GUI;
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public partial class SunCounter : Label
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{
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using Godot;
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using System;
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namespace Newlon.Components.GUI;
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public partial class VeilResizer : TextureProgressBar
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{
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using Godot;
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using System;
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using Newlon.Components.GUI.Seedpackets;
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namespace Newlon.Components.GUI;
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public partial class GridLoader : GridContainer
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{
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using Godot;
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using Newlon.Components.Level;
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namespace Newlon.Components.GUI;
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public partial class LevelRunButton : Button
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{
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@ -1,3 +1,5 @@
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namespace Newlon.Components.GUI.Seedpackets;
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public class ChoosableHandler : SeedpacketHandler, ISeedpacketPress
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{
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public ChoosableHandler(Seedpacket owner) : base(owner)
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using System;
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using Godot;
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using Newlon.Components.Level;
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namespace Newlon.Components.GUI.Seedpackets;
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public class HotbarHandler : SeedpacketHandler, ISeedpacketPress, ISeedpacketProcess, ISeedpacketUnfocus
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{
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public HotbarHandler(Seedpacket owner) : base(owner)
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using System;
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using Godot;
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using Newlon.Components.Level;
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namespace Newlon.Components.GUI.Seedpackets;
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public class HotbarPregameHandler : SeedpacketHandler, ISeedpacketPress
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{
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public HotbarPregameHandler(Seedpacket owner) : base(owner)
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@ -1,3 +1,5 @@
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namespace Newlon.Components.GUI.Seedpackets;
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public interface ISeedpacketPress
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{
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public void Pressed();
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@ -1,3 +1,5 @@
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namespace Newlon.Components.GUI.Seedpackets;
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public interface ISeedpacketProcess
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{
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public void Process();
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namespace Newlon.Components.GUI.Seedpackets;
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public interface ISeedpacketUnfocus
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{
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public void OnUnfocused();
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using Godot;
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using System;
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namespace Newlon.Components.GUI.Seedpackets;
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public partial class Seedpacket : TextureButton
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{
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namespace Newlon.Components.GUI.Seedpackets;
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public class SeedpacketHandler
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{
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protected Seedpacket _owner;
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using Godot;
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using Newlon.Components.GUI.Seedpackets;
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using Newlon.Components.Plants;
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namespace Newlon.Components.Level;
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public partial class PlantField : Node2D
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{
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if (canPlace)
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_plantSetter.GlobalPosition = expected_pos;
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_plantSetter.Texture = _resource == null ? null : _resource.Preview;
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_plantSetter.Texture = _resource?.Preview;
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}
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public override void _UnhandledInput(InputEvent @event)
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using Godot;
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using System.Collections.Generic;
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namespace Newlon.Components.Level;
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//
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// PoolContainer contains nodes that contain different elemnts that generate during runtime
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// Is not pool in traditional sense, but named like that to prevent repetition
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using System;
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using Godot;
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//using Godot.Collections;
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namespace Newlon.Components.Level;
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public partial class RuntimeLevelData : Node
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{
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using Godot;
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using System;
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namespace Newlon.Components.Level;
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public partial class SunSpawner : Node
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{
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using Godot;
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using System;
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using Newlon.Components.Zombies;
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namespace Newlon.Components.Plants;
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public partial class AreaAttack : Area2D
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{
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using Godot;
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using Newlon.Components.Zombies;
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namespace Newlon.Components.Plants;
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public partial class ExplosionComponent : Area2D
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{
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using Godot;
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using System.Collections.Generic;
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namespace Newlon.Components.Plants;
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public partial class Eyesight : Area2D
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{
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private bool _enemyDetected;
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using Godot;
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using System;
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namespace Newlon.Components.Plants;
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public partial class PlantEyesightLimiter : CollisionShape2D
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{
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using Godot;
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using System;
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using Newlon.Components.Level;
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namespace Newlon.Components.Plants;
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public partial class PlantSunSpawner : Node2D
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{
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using Godot;
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using System;
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using Newlon.Components.Level;
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namespace Newlon.Components.Plants;
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//
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// Data that plant stores during runtime
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using Godot;
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using Newlon.Components.Level;
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namespace Newlon.Components.Plants;
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// Shoot component of some plants
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public partial class Shooter : Node2D
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using Godot;
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using System;
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namespace Newlon.Components.Plants.Behaviours;
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public partial class PeashooterBehaviour : Node
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{
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using Godot;
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namespace Newlon.Components.Plants.Behaviours;
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public partial class PotatomineBehaviour : Node
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{
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[Export] private AnimationPlayer _player;
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using Godot;
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using System;
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namespace Newlon.Components.Plants.Behaviours;
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public partial class SpikeweedBehaviour : Node
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{
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using Godot;
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using System;
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namespace Newlon.Components.Plants.Behaviours;
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public partial class SunflowerBehaviour : Node
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{
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using Godot;
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using System;
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namespace Newlon.Components.Plants.Behaviours;
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public partial class WallnutBehaviour : Node
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{
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using Godot;
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using System;
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namespace Newlon.Components.Zombies;
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public partial class AudioDamage : AudioStreamPlayer2D
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{
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using Godot;
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using System;
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using Newlon.Components.Plants;
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namespace Newlon.Components.Zombies;
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public partial class EatBox : Area2D
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{
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using Godot;
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using System;
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namespace Newlon.Components.Zombies;
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public partial class RuntimeZombieData : Node2D, IEntity
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{
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using Godot;
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using System;
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namespace Newlon.Components.Zombies;
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public partial class ZombieMover : Node
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{
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using Godot;
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using System;
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namespace Newlon.Components.Zombies.Behaviours;
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public partial class BasicZombieBehaviour : Node
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{
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using Godot;
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using System;
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using Newlon.Components.Level;
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namespace Newlon.Debug;
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public partial class Cheats : Node
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{
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using Godot;
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using System;
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namespace Newlon.Debug;
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//
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// Debug tool to check time since clock loaded
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//
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using Godot;
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using System;
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namespace Newlon;
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[GlobalClass]
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public partial class PlantResource : Resource
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using Godot;
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using System;
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namespace Newlon.Systems.Effects;
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public abstract partial class Effect : Resource
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{
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public abstract void Enter();
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6
scripts/systems/effects/IEffectHandler.cs
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6
scripts/systems/effects/IEffectHandler.cs
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namespace Newlon.Systems.Effects;
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public interface IEffectHandler
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{
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}
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