Added item and interact animations
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@@ -3150,7 +3150,7 @@ animations = [{
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}],
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"loop": true,
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"name": &"side pickup",
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"speed": 11.0
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"speed": 13.0
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}, {
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"frames": [{
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"duration": 1.0,
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@@ -3523,8 +3523,9 @@ position = Vector2(0, -374)
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[node name="Animated Sprites" type="AnimatedSprite2D" parent="CharacterBody2D/visuals"]
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position = Vector2(0, 450)
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sprite_frames = SubResource("SpriteFrames_4yiyq")
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animation = &"diagonal wateringcan"
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frame_progress = 0.234463
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animation = &"side pickup"
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frame = 6
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frame_progress = 0.00476268
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offset = Vector2(0, -450)
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[node name="Hoe" type="Sprite2D" parent="CharacterBody2D/visuals"]
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@@ -147,6 +147,16 @@ ui_inventory_disadvance={
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"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":5,"canceled":false,"pressed":false,"double_click":false,"script":null)
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]
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}
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interact2={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":72,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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item={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":71,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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[internationalization]
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@@ -62,6 +62,20 @@ public partial class Player2D : CharacterBody2D
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_lastDirection = Vector2.Down;
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}
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if (Input.IsActionPressed("interact2"))
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{
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_sprite.Animation = "back interact";
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anyActionPressed = true;
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_lastDirection = Vector2.Up;
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}
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if (Input.IsActionPressed("item"))
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{
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_sprite.Animation = "diagonal item";
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anyActionPressed = true;
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_lastDirection = Vector2.Right;
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}
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if (anyActionPressed)
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{
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_sprite.Play();
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