fix: unused param warning + @onready type mismatch for MovementStateMachine
- state_wall_run.gd: typed ray_origin/ray_end as Vector3 - test_level_builder.gd: restructure builder to put MovementStateMachine + state children under Player, attach camera under Player too - player_movement_controller.gd: @onready uses get_node so type is not inferred
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@@ -83,7 +83,7 @@ func switch_to(new_state_name: String, data: Dictionary = {}) -> void:
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state_changed.emit(prev, new_state_name)
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state_changed.emit(prev, new_state_name)
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func register_chain_mechanic(mechanic_name: String) -> void:
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func register_chain_mechanic(_mechanic_name: String) -> void:
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if chain_timer > 0.0 and chain_count > 0:
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if chain_timer > 0.0 and chain_count > 0:
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chain_count = min(chain_count + 1, 10)
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chain_count = min(chain_count + 1, 10)
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else:
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else:
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@@ -1,3 +1,6 @@
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[gd_scene format=3]
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[gd_scene load_steps=2 format=3]
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[ext_resource type="Script" path="res://debug/test_level_builder.gd" id="1"]
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[node name="TestLevel" type="Node3D"]
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[node name="TestLevel" type="Node3D"]
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script = ExtResource("1")
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