New weapons and weapon inhand system
This commit is contained in:
parent
ac049d9048
commit
917676a06b
21 changed files with 357 additions and 16 deletions
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@ -38,6 +38,34 @@ enabled=PackedStringArray("res://addons/godot_super-wakatime/plugin.cfg", "res:/
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navigation_mesh_source_group=""
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navigation_mesh_source_group=""
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[importer_defaults]
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texture={
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"compress/channel_pack": 0,
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"compress/hdr_compression": 1,
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"compress/high_quality": false,
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"compress/lossy_quality": 0.7,
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"compress/mode": 0,
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"compress/normal_map": 0,
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"compress/rdo_quality_loss": 0.0,
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"compress/uastc_level": 0,
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"detect_3d/compress_to": 0,
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"mipmaps/generate": false,
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"mipmaps/limit": -1,
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"process/channel_remap/alpha": 3,
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"process/channel_remap/blue": 2,
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"process/channel_remap/green": 1,
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"process/channel_remap/red": 0,
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"process/fix_alpha_border": true,
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"process/hdr_as_srgb": false,
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"process/hdr_clamp_exposure": false,
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"process/normal_map_invert_y": false,
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"process/premult_alpha": false,
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"process/size_limit": 0,
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"roughness/mode": 0,
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"roughness/src_normal": ""
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}
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[input]
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[input]
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move_left={
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move_left={
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@ -41,7 +41,7 @@ size = Vector3(0.65, 1, 0.65)
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[sub_resource type="Environment" id="Environment_uwrxv"]
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[sub_resource type="Environment" id="Environment_uwrxv"]
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background_mode = 1
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background_mode = 1
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background_color = Color(0.21272367, 0.00026760699, 0.30778188, 1)
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background_color = Color(1, 1, 1, 1)
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tonemap_mode = 2
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tonemap_mode = 2
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volumetric_fog_enabled = true
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volumetric_fog_enabled = true
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adjustment_enabled = true
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adjustment_enabled = true
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11
scenes/inhands/basic_hammer.tscn
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11
scenes/inhands/basic_hammer.tscn
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@ -0,0 +1,11 @@
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[gd_scene format=3 uid="uid://cjwn7j4we5gqu"]
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[ext_resource type="Texture2D" uid="uid://d1abd236mlb6" path="res://textures/weapons/inhands/basic_hammer.png" id="1_57fji"]
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[node name="Sword" type="Sprite3D" unique_id=1724644759]
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offset = Vector2(0, 5.5)
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pixel_size = 0.03
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shaded = true
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alpha_cut = 2
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texture_filter = 0
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texture = ExtResource("1_57fji")
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11
scenes/inhands/basic_knife.tscn
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scenes/inhands/basic_knife.tscn
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@ -0,0 +1,11 @@
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[gd_scene format=3 uid="uid://tf0jfb52567t"]
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[ext_resource type="Texture2D" uid="uid://lb0ljo6sf7ob" path="res://textures/weapons/inhands/basic_knife.png" id="1_f4o4v"]
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[node name="Sword" type="Sprite3D" unique_id=1724644759]
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offset = Vector2(0, 5.5)
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pixel_size = 0.03
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shaded = true
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alpha_cut = 2
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texture_filter = 0
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texture = ExtResource("1_f4o4v")
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11
scenes/inhands/basic_sword.tscn
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scenes/inhands/basic_sword.tscn
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@ -0,0 +1,11 @@
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[gd_scene format=3 uid="uid://dqiw6d5pc5dhl"]
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[ext_resource type="Texture2D" uid="uid://xufvik31gru8" path="res://textures/weapons/inhands/basic_sword.png" id="1_coycx"]
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[node name="Sword" type="Sprite3D" unique_id=1724644759]
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offset = Vector2(0, 9.5)
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pixel_size = 0.03
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shaded = true
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alpha_cut = 2
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texture_filter = 0
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texture = ExtResource("1_coycx")
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11
scenes/inhands/test_sword.tscn
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scenes/inhands/test_sword.tscn
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@ -0,0 +1,11 @@
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[gd_scene format=3 uid="uid://cjja5um2l5s1n"]
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[ext_resource type="Texture2D" uid="uid://xufvik31gru8" path="res://textures/weapons/inhands/basic_sword.png" id="1_k8uy1"]
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[node name="Sword" type="Sprite3D" unique_id=1724644759]
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offset = Vector2(0, 9.5)
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pixel_size = 0.03
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shaded = true
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alpha_cut = 2
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texture_filter = 0
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texture = ExtResource("1_k8uy1")
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@ -4,7 +4,6 @@
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[ext_resource type="Script" uid="uid://c8sptss1aulmi" path="res://scripts/dreamer_body.gd" id="1_54k0m"]
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[ext_resource type="Script" uid="uid://c8sptss1aulmi" path="res://scripts/dreamer_body.gd" id="1_54k0m"]
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[ext_resource type="Texture2D" uid="uid://3ptkafoafq14" path="res://textures/character-leg.png" id="2_54k0m"]
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[ext_resource type="Texture2D" uid="uid://3ptkafoafq14" path="res://textures/character-leg.png" id="2_54k0m"]
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[ext_resource type="Texture2D" uid="uid://rgxhw23471ut" path="res://textures/character-arm.png" id="3_yptk5"]
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[ext_resource type="Texture2D" uid="uid://rgxhw23471ut" path="res://textures/character-arm.png" id="3_yptk5"]
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[ext_resource type="Texture2D" uid="uid://cvtipichutylm" path="res://textures/test-sword.png" id="5_54k0m"]
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[sub_resource type="Animation" id="Animation_gee14"]
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[sub_resource type="Animation" id="Animation_gee14"]
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length = 0.001
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length = 0.001
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@ -188,6 +187,18 @@ tracks/14/keys = {
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"update": 0,
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"update": 0,
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"values": [Vector3(0, 0, 0)]
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"values": [Vector3(0, 0, 0)]
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}
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}
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tracks/15/type = "value"
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tracks/15/imported = false
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tracks/15/enabled = true
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tracks/15/path = NodePath("Body/ArmPivot/FrontArm/HandPoint:position:z")
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tracks/15/interp = 1
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tracks/15/loop_wrap = true
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tracks/15/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 1,
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"values": [0.0010000002]
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}
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[sub_resource type="Animation" id="Animation_lg4u0"]
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[sub_resource type="Animation" id="Animation_lg4u0"]
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resource_name = "charge_weapon"
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resource_name = "charge_weapon"
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@ -812,6 +823,18 @@ tracks/3/keys = {
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"update": 1,
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"update": 1,
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"values": [-0.011]
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"values": [-0.011]
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}
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}
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tracks/4/type = "value"
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tracks/4/imported = false
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tracks/4/enabled = true
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tracks/4/path = NodePath("Body/ArmPivot/FrontArm/HandPoint:position:z")
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tracks/4/interp = 1
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tracks/4/loop_wrap = true
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tracks/4/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 1,
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"values": [-0.001]
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}
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[sub_resource type="Animation" id="Animation_06ej8"]
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[sub_resource type="Animation" id="Animation_06ej8"]
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resource_name = "limbs_front"
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resource_name = "limbs_front"
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@ -864,6 +887,18 @@ tracks/3/keys = {
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"update": 1,
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"update": 1,
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"values": [0.011]
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"values": [0.011]
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}
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}
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tracks/4/type = "value"
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tracks/4/imported = false
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tracks/4/enabled = true
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tracks/4/path = NodePath("Body/ArmPivot/FrontArm/HandPoint:position:z")
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tracks/4/interp = 1
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tracks/4/loop_wrap = true
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tracks/4/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 1,
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"values": [0.0010000002]
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}
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[sub_resource type="Animation" id="Animation_0tnpc"]
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[sub_resource type="Animation" id="Animation_0tnpc"]
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resource_name = "move"
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resource_name = "move"
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@ -1028,7 +1063,6 @@ filters = ["Body/ArmPivot:rotation"]
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[sub_resource type="AnimationNodeTimeScale" id="AnimationNodeTimeScale_p57ef"]
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[sub_resource type="AnimationNodeTimeScale" id="AnimationNodeTimeScale_p57ef"]
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[sub_resource type="AnimationNodeBlendTree" id="AnimationNodeBlendTree_kvpfn"]
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[sub_resource type="AnimationNodeBlendTree" id="AnimationNodeBlendTree_kvpfn"]
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graph_offset = Vector2(246.604, -45.23578)
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nodes/output/position = Vector2(3580, 40)
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nodes/output/position = Vector2(3580, 40)
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nodes/jump/node = SubResource("AnimationNodeOneShot_u5sy4")
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nodes/jump/node = SubResource("AnimationNodeOneShot_u5sy4")
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nodes/jump/position = Vector2(860, 100)
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nodes/jump/position = Vector2(860, 100)
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@ -1123,16 +1157,7 @@ texture_filter = 0
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texture = ExtResource("3_yptk5")
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texture = ExtResource("3_yptk5")
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[node name="HandPoint" type="Node3D" parent="Body/ArmPivot/FrontArm" unique_id=709125335]
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[node name="HandPoint" type="Node3D" parent="Body/ArmPivot/FrontArm" unique_id=709125335]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.24, 0.001)
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transform = Transform3D(-4.371139e-08, -1, 0, 1, -4.371139e-08, 0, 0, 0, 1, 0, -0.24, 0.0010000002)
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[node name="Sword" type="Sprite3D" parent="Body/ArmPivot/FrontArm/HandPoint" unique_id=1523806768]
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transform = Transform3D(-4.371139e-08, -1, 0, 1, -4.371139e-08, 0, 0, 0, 1, 0, 0, 0)
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offset = Vector2(0, 5.5)
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pixel_size = 0.03
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shaded = true
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alpha_cut = 2
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texture_filter = 0
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texture = ExtResource("5_54k0m")
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[node name="BackArm" type="Sprite3D" parent="Body/ArmPivot" unique_id=111008142]
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[node name="BackArm" type="Sprite3D" parent="Body/ArmPivot" unique_id=111008142]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.089999996, 0, 0)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.089999996, 0, 0)
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@ -4,6 +4,15 @@ extends Node3D
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func _ready() -> void:
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func _ready() -> void:
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pass # Replace with function body.
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pass # Replace with function body.
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func set_inhand(weapon_name: String) -> void:
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var inhand = Global.inhands[weapon_name].instantiate()
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for n in $Body/ArmPivot/FrontArm/HandPoint.get_children(): n.queue_free()
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$Body/ArmPivot/FrontArm/HandPoint.add_child(inhand)
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inhand.position = Vector3.ZERO
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inhand.rotation = Vector3.ZERO
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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func _process(delta: float) -> void:
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var health := 100.0
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var health := 100.0
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var current_weapon := "test_sword"
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var current_weapon := "basic_sword"
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enum {
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enum {
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STATE_IDLE,
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STATE_IDLE,
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@ -52,6 +52,7 @@ func on_knockback(hitter: Node3D = null) -> void:
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func _ready() -> void:
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func _ready() -> void:
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$DreamerBody/Animator.set("parameters/hold_weapon/blend_amount", 1.0)
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$DreamerBody/Animator.set("parameters/hold_weapon/blend_amount", 1.0)
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$DreamerBody.set_inhand(current_weapon)
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func _process(delta: float) -> void:
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func _process(delta: float) -> void:
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$DreamerBody.rotation.x = 0
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$DreamerBody.rotation.x = 0
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extends Node
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extends Node
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const weapons = {
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const weapons = {
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"test_sword": {
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"basic_sword": {
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"combo_weapon": true,
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"combo_weapon": true,
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"hits_to_finish": 3,
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"hits_to_finish": 3,
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"swing_time": 0.16,
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"swing_time": 0.16,
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"knockback": 3.5,
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"knockback": 3.5,
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"knockback_mid_combo": 0.75,
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"knockback_mid_combo": 0.75,
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"stun_time": 0.4,
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"stun_time": 0.4,
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},
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"basic_knife": {
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"combo_weapon": true,
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"hits_to_finish": 10,
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"swing_time": 0.06,
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"combo_timeout": 0.25,
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"swing_time_combo_finish": 0.66,
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"damage": 20,
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"damage_mid_combo": 5,
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"knockback": 2.5,
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"knockback_mid_combo": 0.3,
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"stun_time": 0.4,
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},
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"basic_hammer": {
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"combo_weapon": true,
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"hits_to_finish": 2,
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"swing_time": 0.6,
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"combo_timeout": 1,
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"swing_time_combo_finish": 1,
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"damage": 35,
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"damage_mid_combo": 25,
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"knockback": 5.5,
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"knockback_mid_combo": 1.5,
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"stun_time": 0.6,
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}
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}
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}
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}
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const inhands = {
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"basic_sword": preload("res://scenes/inhands/basic_sword.tscn"),
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"basic_hammer": preload("res://scenes/inhands/basic_hammer.tscn"),
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"basic_knife": preload("res://scenes/inhands/basic_knife.tscn")
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}
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@ -19,7 +19,7 @@ var swing_timer = 0
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var queue_swing = false
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var queue_swing = false
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var current_weapon = "test_sword"
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var current_weapon = "basic_sword"
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@onready var game = get_parent()
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@onready var game = get_parent()
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@onready var camera = game.get_node("PlayerCamera")
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@onready var camera = game.get_node("PlayerCamera")
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@ -46,6 +46,7 @@ func on_hit(hitter: Node3D = null) -> void:
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func _ready() -> void:
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func _ready() -> void:
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LimboConsole.register_command(hit_me)
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LimboConsole.register_command(hit_me)
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$DreamerBody.set_inhand(current_weapon)
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func _process(delta: float) -> void:
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func _process(delta: float) -> void:
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BIN
textures/weapons/inhands/basic_hammer.png
Normal file
BIN
textures/weapons/inhands/basic_hammer.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 383 B |
40
textures/weapons/inhands/basic_hammer.png.import
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40
textures/weapons/inhands/basic_hammer.png.import
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://d1abd236mlb6"
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path="res://.godot/imported/basic_hammer.png-f6a9fb81df6ee9f07b87f642d9ea7366.ctex"
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metadata={
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"vram_texture": false
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}
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|
|
||||||
|
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|
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|
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textures/weapons/inhands/basic_knife.png
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textures/weapons/inhands/basic_knife.png
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40
textures/weapons/inhands/basic_knife.png.import
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textures/weapons/inhands/basic_spear.png
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textures/weapons/inhands/basic_spear.png
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40
textures/weapons/inhands/basic_spear.png.import
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textures/weapons/inhands/basic_sword.png
Normal file
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textures/weapons/inhands/basic_sword.png
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After Width: | Height: | Size: 264 B |
40
textures/weapons/inhands/basic_sword.png.import
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textures/weapons/inhands/basic_sword.png.import
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|
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|
[remap]
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textures/weapons/inhands/test_sword.png
Normal file
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textures/weapons/inhands/test_sword.png
Normal file
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After Width: | Height: | Size: 256 B |
41
textures/weapons/inhands/test_sword.png.import
Normal file
41
textures/weapons/inhands/test_sword.png.import
Normal file
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detect_3d/compress_to=0
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||||||
Loading…
Reference in a new issue