fix rail switch
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@@ -9,8 +9,8 @@ signal rail_switched(old_rail: Path3D, new_rail: Path3D)
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@export var max_speed: float = 50.0
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@export var min_speed: float = 3.0
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@export var acceleration: float = 12.0
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@export var rail_a: Path3D
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@export var rail_b: Path3D
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@onready var rail_a: Path3D = $"../Rails1"
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@onready var rail_b: Path3D = $"../Rails2"
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var current_follower: PathFollow3D
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var current_rail: Path3D
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@@ -24,6 +24,7 @@ func _ready() -> void:
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func _process(delta: float) -> void:
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_handle_input(delta)
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current_follower.progress += current_speed * delta
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global_transform = current_follower.global_transform
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func _handle_input(delta: float) -> void:
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@@ -48,8 +49,8 @@ func switch_to_rail(new_rail: Path3D) -> void:
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var closest_offset = find_closest_point_on_path(new_rail, global_position)
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current_follower.progress = closest_offset
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func find_closest_point_on_path(path: Path3D, point: Vector3) -> float:
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var curve = path.curve
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var closest_offset = 0.0
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