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Move towers + cleanup #59
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Also removed the unused `lookingTowards` and `autoShoot` fields.
Also removed the rotation logic from `TowerLogic`, so that only rotatable towers have that logic.
This was duplicated from `TowerLogic`.
...to the separate script, `ProjectileTowerLogic`.
This fixes the axe tower being rotated wrongly, as its initial rotation is `(-90, 0, 0)` instead of `(0, 0, 0)`.
This makes the values of `HeldInteractable`, `FocusedInteractable`, `LiftedObject` and `TargetCell` visible in the inspector, but unable to be written to.
This makes the value of `TurretInput` visible in the inspector, but unable to be written to.
...to `TowerScript`.
They're now mapped to the character typed - no matter the physical location.
# Conflicts: # Assets/Prefabs/PlayerControls.inputactions # Assets/Scripts/Player/PlayerControls.cs # Assets/Scripts/Player/PlayerStateController_Input.cs
Fueredoriku
approved these changes
Nov 18, 2021
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Looked through all changed scripts and tested in-game. Works very well! The clean up of playerstatecontroller is very nice, and the fact that you updated the readmes too is very appreciated. I'm also personally very happy that arrowpointer is back :)
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Added a button (M/Gamepad north button) for moving the focused tower, which removes the tower from the game and puts the player in building mode.
Other highlights:
AxeTowerController
->AxeTowerAnimationController
(dc10cd1)RotatableTowerLogic
and removed rotation logic fromAxeTowerAnimationController
(b6b2e07 and 50aa5cc)TowerLogic
toProjectileTowerLogic
(eb2ed8a)