Extensive work done on basically everything. Attacks prototyped, animations prototyped, pawnbody split out, all traps but pitfall implemented, UI hooked up more.
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scripts/pawn_body.gd
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scripts/pawn_body.gd
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class_name PawnBody extends Node3D
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@export var projectile_template : PackedScene
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@onready var anim_player : AnimationPlayer = %AnimationPlayer
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@onready var ranged_point : Node3D = %RangedPoint
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@onready var material : StandardMaterial3D = $Mesh.material
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func play_animation(anim_name : String) -> void:
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anim_player.play(anim_name)
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