Added the game difficulty configuration class and added the ability to generate scenes after projectiles kill enemies.
加入游戏难度的配置类,加入抛射体杀死敌人后生成场景的功能。
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bac2ae1992
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@ -1,4 +1,4 @@
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<Project Sdk="Godot.NET.Sdk/4.3.0-rc.1">
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<Project Sdk="Godot.NET.Sdk/4.3.0-rc.2">
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<PropertyGroup>
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<TargetFramework>net6.0</TargetFramework>
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<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'android' ">net7.0</TargetFramework>
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@ -7,6 +7,10 @@
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#staff_necromancy
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#死灵法杖
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# The Necromancy Staff will act differently on different difficulties.
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#死灵法杖在不同的难度下会有不同的行为。
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#The probability of generating monsters is as follows:Hard mode 100%, Normal mode 75%, easy mode 5%
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#以下是在击杀敌人后生成怪物的概率:困难模式100%,普通模式75%,简单模式5%
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- id: staff_necromancy
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scene_path: res://prefab/weapons/StaffNecromancy.tscn
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icon_path: res://sprites/weapon/StaffNecromancy_Icon.png
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@ -14,6 +14,9 @@ collision_layer = 8
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collision_mask = 38
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script = ExtResource("1_slakl")
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NumberSlots = 30
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BackpackAllowed = null
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_minContactInjury = null
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_maxContactInjury = null
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[node name="DamageArea2D" type="Area2D" parent="."]
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collision_layer = 8
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@ -18,7 +18,10 @@ collision_mask = 34
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script = ExtResource("1_w8hhv")
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ProjectileScenes = [ExtResource("2_34250")]
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FiringIntervalAsMillisecond = 300
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_recoil = null
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UniqueIcon = ExtResource("3_31iau")
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_minContactInjury = null
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_maxContactInjury = null
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[node name="DamageArea2D" type="Area2D" parent="."]
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collision_layer = 8
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@ -21,6 +21,29 @@ public static class Config
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public const string Test = "test";
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}
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/// <summary>
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/// <para>Difficulty</para>
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/// <para>游戏难度</para>
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/// </summary>
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public static class Difficulty
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{
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/// <summary>
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/// <para>Simple mode</para>
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/// <para>简单模式</para>
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/// </summary>
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public const int Easy = 0;
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/// <summary>
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/// <para>Normal mode</para>
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/// <para>正常模式</para>
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/// </summary>
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public const int Normal = 1;
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/// <summary>
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/// <para>Hard mode</para>
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/// <para>困难模式</para>
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/// </summary>
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public const int Hard = 2;
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}
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/// <summary>
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/// <para>Camp ID</para>
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@ -47,7 +47,7 @@ public readonly struct LootEntry(string itemId, int minQuantity = 1, int maxQuan
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///<para>Entries</para>
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///<para>条目列表</para>
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/// </param>
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public readonly record struct LootGroup(double Chance, IEnumerable<LootEntry> Entries)
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public readonly record struct LootGroup(float Chance, IEnumerable<LootEntry> Entries)
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{
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private int WeightSum { get; } = Entries.Sum(entry => entry.Weight);
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@ -16,7 +16,7 @@ public static class LootRegister
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{
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List<LootGroup> lootGroups =
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[
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new LootGroup(0.8,
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new LootGroup(0.8f,
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[
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new LootEntry("staff_necromancy"),
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])
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@ -191,7 +191,7 @@ public partial class Projectile : CharacterBody2D
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{
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//If the character is dead, then call OnKillCharacter
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//如果角色死亡了,那么调用OnKillCharacter
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InvokeDecorators(decorator => { decorator.OnKillCharacter(); });
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InvokeDecorators(decorator => { decorator.OnKillCharacter(owner, characterTemplate); });
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}
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if (_knockbackForce != Vector2.Zero)
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@ -1,3 +1,6 @@
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using ColdMint.scripts.character;
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using Godot;
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namespace ColdMint.scripts.projectile.decorator;
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/// <summary>
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@ -14,5 +17,13 @@ public interface IProjectileDecorator
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/// <para>When the character is killed by this projectile</para>
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/// <para>当角色被此抛射体击杀时</para>
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/// </summary>
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void OnKillCharacter();
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/// <param name="owner">
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/// <para>owner</para>
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/// <para>主人</para>
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/// </param>
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/// <param name="target">
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///<para>target</para>
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///<para>目标</para>
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/// </param>
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void OnKillCharacter(Node2D? owner, CharacterTemplate target);
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}
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@ -0,0 +1,56 @@
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using ColdMint.scripts.character;
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using ColdMint.scripts.utils;
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using Godot;
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namespace ColdMint.scripts.projectile.decorator;
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/// <summary>
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/// <para>NodeSpawnOnKillCharacterDecorator</para>
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/// <para>在击杀角色后生成节点</para>
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/// </summary>
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public class NodeSpawnOnKillCharacterDecorator : IProjectileDecorator
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{
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/// <summary>
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/// <para>PackedScenePath</para>
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/// <para>要实例化的场景路径</para>
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/// </summary>
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public string? PackedScenePath { get; set; }
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/// <summary>
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/// <para>DefaultParentNode</para>
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/// <para>默认的父节点</para>
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/// </summary>
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public Node? DefaultParentNode { get; set; }
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/// <summary>
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/// <para>Chance</para>
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/// <para>生成概率</para>
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/// </summary>
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public float Chance { get; set; } = 1f;
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public void OnKillCharacter(Node2D? owner, CharacterTemplate target)
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{
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if (RandomUtils.Instance.NextSingle() > Chance)
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{
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//Not in probability, straight back.
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//没有在概率内,直接返回。
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return;
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}
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if (PackedScenePath == null || DefaultParentNode == null)
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{
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return;
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}
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var packedScene = GD.Load<PackedScene>(PackedScenePath);
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var node2D = NodeUtils.InstantiatePackedScene<Node2D>(packedScene);
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if (node2D == null)
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{
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return;
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}
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var container = NodeUtils.FindContainerNode(node2D, DefaultParentNode);
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node2D.GlobalPosition = target.GlobalPosition;
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NodeUtils.CallDeferredAddChild(container, node2D);
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}
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}
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@ -1,4 +1,5 @@
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using System;
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using ColdMint.scripts.character;
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using ColdMint.scripts.debug;
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using ColdMint.scripts.projectile;
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using Godot;
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@ -224,6 +225,11 @@ public static class NodeUtils
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/// <returns></returns>
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public static Node FindContainerNode(Node childNode, Node defaultParentNode)
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{
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if (GameSceneNodeHolder.AiCharacterContainer!= null && childNode is AiCharacter)
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{
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return GameSceneNodeHolder.AiCharacterContainer;
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}
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if (GameSceneNodeHolder.ProjectileContainer != null && childNode is Projectile)
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{
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return GameSceneNodeHolder.ProjectileContainer;
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@ -1,5 +1,6 @@
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using ColdMint.scripts.debug;
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using ColdMint.scripts.projectile;
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using ColdMint.scripts.projectile.decorator;
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using ColdMint.scripts.utils;
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using Godot;
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@ -63,6 +64,15 @@ public partial class ProjectileWeapon : WeaponTemplate
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// var projectileScene = _projectileCache[_projectiles[0]];
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var projectile = NodeUtils.InstantiatePackedScene<Projectile>(projectileScene);
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if (projectile == null) return;
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if (Config.IsDebug())
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{
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var nodeSpawnOnKillCharacterDecorator = new NodeSpawnOnKillCharacterDecorator
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{
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DefaultParentNode = this,
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PackedScenePath = "res://prefab/entitys/DelivererOfDarkMagic.tscn"
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};
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projectile.AddProjectileDecorator(nodeSpawnOnKillCharacterDecorator);
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}
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NodeUtils.CallDeferredAddChild(GameSceneNodeHolder.ProjectileContainer, projectile);
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projectile.Owner = owner;
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projectile.Velocity = (enemyGlobalPosition - _marker2D.GlobalPosition).Normalized() * projectile.Speed;
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