feat: update the rematch, lobby, leaderboard
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@@ -350,6 +350,21 @@ func _ready():
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if LobbyManager.get_randomize_spawn() and not spawn_point_selected:
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visible = false
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_init_floor_spawn_anchor()
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var floor_spawn_anchor: Node3D
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func _init_floor_spawn_anchor():
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floor_spawn_anchor = Node3D.new()
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floor_spawn_anchor.name = "FloorSpawnAnchor"
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floor_spawn_anchor.top_level = true
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add_child(floor_spawn_anchor)
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if floor_spawn_bot:
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floor_spawn_bot.reparent(floor_spawn_anchor, false)
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if floor_spawn_top:
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floor_spawn_top.reparent(floor_spawn_anchor, false)
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@onready var floor_spawn_bot: AnimatedSprite3D = $floor_spawn_bot
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@onready var floor_spawn_top: AnimatedSprite3D = $floor_spawn_top
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@onready var vfx_scatter_knock: AnimatedSprite3D = $scatter_knock
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@@ -359,6 +374,15 @@ func _ready():
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#play_floor_spawn()
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func play_floor_spawn():
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if not floor_spawn_anchor:
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return
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# Anchor detaches the visual effect from player's movement
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if is_instance_valid(carried_tekton):
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floor_spawn_anchor.global_position = Vector3(carried_tekton.global_position.x, global_position.y, carried_tekton.global_position.z)
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else:
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floor_spawn_anchor.global_position = global_position
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floor_spawn_bot.visible = true
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floor_spawn_top.visible = true
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floor_spawn_bot.play("floor_spawn_bot")
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