Add equip weapon function
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2c67238209
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@ -7,6 +7,7 @@ signal heavy_attack()
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@onready var animation_tree: AnimationTree = $AnimationTree
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@onready var animation_tree: AnimationTree = $AnimationTree
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@onready var playback: AnimationNodeStateMachinePlayback = animation_tree["parameters/playback"]
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@onready var playback: AnimationNodeStateMachinePlayback = animation_tree["parameters/playback"]
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@onready var skeleton_3d: Skeleton3D = $CharacterRig/GameRig/Skeleton3D
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@onready var skeleton_3d: Skeleton3D = $CharacterRig/GameRig/Skeleton3D
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@onready var weapon_slot: Node3D = %WeaponSlot
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@onready var off_hand_slot: Node3D = %OffHandSlot
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@onready var off_hand_slot: Node3D = %OffHandSlot
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@onready var villager_meshes: Array[MeshInstance3D] = [
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@onready var villager_meshes: Array[MeshInstance3D] = [
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$CharacterRig/GameRig/Skeleton3D/Villager_01,
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$CharacterRig/GameRig/Skeleton3D/Villager_01,
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@ -47,6 +48,12 @@ func set_active_mesh(active_mesh: MeshInstance3D) -> void:
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child.visible = false
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child.visible = false
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active_mesh.visible = true
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active_mesh.visible = true
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func equip_weapon(equipment_scene: PackedScene) -> void:
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for child in weapon_slot.get_children():
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child.queue_free()
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var new_equipment: Node3D = equipment_scene.instantiate()
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weapon_slot.add_child(new_equipment)
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func equip_offhand(equipment_scene: PackedScene) -> void:
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func equip_offhand(equipment_scene: PackedScene) -> void:
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for child in off_hand_slot.get_children():
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for child in off_hand_slot.get_children():
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child.queue_free()
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child.queue_free()
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