mirror of
https://github.com/Relintai/broken_seals_2d.git
synced 2024-11-11 20:35:10 +01:00
Added the body.gd from the 3d project. Started refactoring it.
This commit is contained in:
parent
fabd04833d
commit
de1971545a
@ -1,6 +1,6 @@
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[gd_scene load_steps=4 format=2]
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[ext_resource path="res://player/Body.gd" type="Script" id=1]
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[ext_resource path="res://player/3DBody.gd" type="Script" id=1]
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[ext_resource path="res://modules/species/Human/models/armature_huf.tscn" type="PackedScene" id=2]
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[sub_resource type="CapsuleShape" id=1]
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@ -1,6 +1,5 @@
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[gd_scene load_steps=42 format=2]
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[gd_scene load_steps=41 format=2]
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[ext_resource path="res://modules/species/Human/visuals/test_base_v3.tres" type="ModelVisual" id=1]
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[ext_resource path="res://player/CharacterSkeletonAttachPoint.gd" type="Script" id=2]
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[ext_resource path="res://modules/species/Human/models/dead.tres" type="Animation" id=4]
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[ext_resource path="res://modules/species/Human/models/armature.gd" type="Script" id=5]
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@ -138,29 +137,18 @@ attach_point_paths/9_weapon_left_back = NodePath("armature/Armature/Skeleton/Lef
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attach_point_paths/10_weapon_right_back = NodePath("armature/Armature/Skeleton/RightWeaponBack")
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attach_point_paths/11_weapon_shield_left = NodePath("armature/Armature/Skeleton/Shield")
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script = ExtResource( 8 )
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automatic_build = true
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mesh_instance_path = NodePath("armature/Armature/Skeleton/MeshInstance")
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skeleton_path = NodePath("armature/Armature/Skeleton")
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viss = [ ExtResource( 1 ) ]
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[node name="armature" parent="." instance=ExtResource( 6 )]
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script = ExtResource( 5 )
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[node name="Skeleton" parent="armature/Armature" index="0"]
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transform = Transform( 1, -6.84064e-18, 1.54087e-25, 6.84064e-18, 1, 1.05378e-42, -1.54087e-25, 0, 1, 0, 0, 0 )
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bones/0/bound_children = [ NodePath("RootAttachment") ]
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bones/1/bound_children = [ NodePath("RightHipAttachment"), NodePath("LeftHipAttachment") ]
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bones/10/bound_children = [ NodePath("RightBackAttachment"), NodePath("LeftBackAttachment") ]
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bones/14/bound_children = [ NodePath("RightHandAttachment") ]
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bones/21/bound_children = [ NodePath("ShieldAttachment") ]
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bones/22/bound_children = [ NodePath("LeftHandAttachment") ]
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bones/27/bound_children = [ NodePath("NeckAttachment") ]
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[node name="MeshInstance" type="TMeshInstance" parent="armature/Armature/Skeleton" index="0"]
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[node name="MeshInstance" type="MeshInstance" parent="armature/Armature/Skeleton" index="0"]
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visible = false
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[node name="LeftHandAttachment" type="BoneAttachment" parent="armature/Armature/Skeleton" index="1"]
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transform = Transform( 0.190725, 0.147102, -0.970559, 0.0931773, -0.986957, -0.131278, -0.97721, -0.065396, -0.201944, 0.244939, 0.774361, -0.0217047 )
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transform = Transform( 0.188157, 0.145046, -0.971369, 0.0882702, -0.98753, -0.130361, -0.978163, -0.0612146, -0.198614, 0.244036, 0.773574, -0.0200296 )
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bone_name = "left_hand"
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[node name="LeftHandAP" type="Spatial" parent="armature/Armature/Skeleton/LeftHandAttachment"]
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@ -168,14 +156,14 @@ transform = Transform( -0.0646502, 0.683772, 0.726832, -0.148514, -0.726783, 0.6
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script = ExtResource( 2 )
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[node name="ShieldAttachment" type="BoneAttachment" parent="armature/Armature/Skeleton" index="2"]
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transform = Transform( -0.0433176, 0.125638, 0.99113, -0.0774754, -0.989496, 0.122045, 0.996052, -0.0715015, 0.0525965, 0.214702, 1.0125, -0.00449639 )
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transform = Transform( -0.0406676, 0.12356, 0.991503, -0.0727625, -0.990056, 0.120395, 0.996519, -0.0672481, 0.0492538, 0.214299, 1.01185, -0.00384494 )
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bone_name = "left_forearm"
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[node name="LeftHandShield" type="Spatial" parent="armature/Armature/Skeleton/ShieldAttachment"]
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transform = Transform( 0.122585, 0.992132, -0.0242311, 0.987746, -0.124342, -0.0941345, -0.0964273, -0.0123912, -0.995239, 0.0157415, 0.108918, 0.0213161 )
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[node name="RightHandAttachment" type="BoneAttachment" parent="armature/Armature/Skeleton" index="3"]
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transform = Transform( -0.0270232, -0.0924788, -0.995348, -0.0997119, -0.990496, 0.0947352, -0.99465, 0.101808, 0.0175453, -0.248237, 0.77238, -0.0111511 )
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transform = Transform( -0.0370837, -0.0893548, -0.995309, -0.0909409, -0.99156, 0.0924068, -0.995166, 0.0939413, 0.0286449, -0.248013, 0.771704, -0.00950206 )
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bone_name = "right_hand"
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[node name="RightHandAP" type="Spatial" parent="armature/Armature/Skeleton/RightHandAttachment"]
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@ -191,7 +179,7 @@ transform = Transform( 1, 0, 0, 0, -1.62921e-07, 1, 0, -1, -1.62921e-07, 0, 0, 0
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script = ExtResource( 2 )
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[node name="NeckAttachment" type="BoneAttachment" parent="armature/Armature/Skeleton" index="5"]
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transform = Transform( 0.999992, 0.00218317, -0.00333621, -0.00195909, 0.997835, 0.0657461, 0.00347252, -0.065739, 0.997831, 0.000876503, 1.31821, 0.00123351 )
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transform = Transform( 0.999994, 0.00106162, -0.00327271, -0.000842232, 0.997799, 0.0663152, 0.00333591, -0.066312, 0.997793, 0.000883431, 1.31766, 0.000961275 )
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bone_name = "neck"
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[node name="TorsoAP" type="Spatial" parent="armature/Armature/Skeleton/NeckAttachment"]
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@ -199,28 +187,28 @@ transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.04, -0.09 )
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script = ExtResource( 2 )
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[node name="RightHipAttachment" type="BoneAttachment" parent="armature/Armature/Skeleton" index="6"]
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transform = Transform( 0.999504, 0.0314799, 1.49316e-08, -0.0314799, 0.999504, 4.7162e-07, -7.76685e-11, -4.71856e-07, 1, 0, 0.776724, 0 )
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transform = Transform( 0.999554, 0.0298487, 1.41579e-08, -0.0298487, 0.999554, 4.71643e-07, -7.36469e-11, -4.71856e-07, 1, 0.000646701, 0.77617, 0 )
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bone_name = "pelvis"
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[node name="Spatial" type="Spatial" parent="armature/Armature/Skeleton/RightHipAttachment"]
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transform = Transform( 0.993372, -0.0110498, 0.114411, 0.0109836, 0.999939, 0.00120905, -0.114417, 5.56017e-05, 0.993433, -0.141825, 0.176866, 0.16621 )
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[node name="LeftHipAttachment" type="BoneAttachment" parent="armature/Armature/Skeleton" index="7"]
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transform = Transform( 0.999504, 0.0314799, 1.49316e-08, -0.0314799, 0.999504, 4.7162e-07, -7.76685e-11, -4.71856e-07, 1, 0, 0.776724, 0 )
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transform = Transform( 0.999554, 0.0298487, 1.41579e-08, -0.0298487, 0.999554, 4.71643e-07, -7.36469e-11, -4.71856e-07, 1, 0.000646701, 0.77617, 0 )
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bone_name = "pelvis"
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[node name="Spatial" type="Spatial" parent="armature/Armature/Skeleton/LeftHipAttachment"]
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transform = Transform( 0.99343, -0.00240871, -0.114417, 0.00240855, 0.999997, -0.000139626, 0.114417, -0.00013687, 0.993433, 0.144429, 0.18077, 0.165634 )
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[node name="RightBackAttachment" type="BoneAttachment" parent="armature/Armature/Skeleton" index="8"]
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transform = Transform( 0.999993, 0.00165794, -0.00337115, -0.00168643, 0.999963, -0.00847085, 0.00335698, 0.00847647, 0.999959, 0.000565477, 1.13062, -0.000356666 )
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transform = Transform( 0.999994, 0.000544192, -0.00322462, -0.000569631, 0.999969, -0.00790054, 0.00322021, 0.00790234, 0.999964, 0.000781342, 1.13007, -0.000521188 )
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bone_name = "spine_2"
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[node name="RightBackAP" type="Spatial" parent="armature/Armature/Skeleton/RightBackAttachment"]
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transform = Transform( 0.999997, -0.00244424, -0.000479204, 0.00243884, 0.999966, -3.47705e-05, 0.000479292, 3.44458e-05, 1, 0.000560207, -0.00363708, -0.120332 )
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[node name="LeftBackAttachment" type="BoneAttachment" parent="armature/Armature/Skeleton" index="9"]
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transform = Transform( 0.999993, 0.00165794, -0.00337115, -0.00168643, 0.999963, -0.00847085, 0.00335698, 0.00847647, 0.999959, 0.000565477, 1.13062, -0.000356666 )
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transform = Transform( 0.999994, 0.000544192, -0.00322462, -0.000569631, 0.999969, -0.00790054, 0.00322021, 0.00790234, 0.999964, 0.000781342, 1.13007, -0.000521188 )
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bone_name = "spine_2"
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[node name="LeftBackAP" type="Spatial" parent="armature/Armature/Skeleton/LeftBackAttachment"]
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@ -229,26 +217,21 @@ transform = Transform( 0.999994, -0.00350821, -0.000687771, 0.00350043, 0.999949
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[node name="LeftWeapon" type="Spatial" parent="armature/Armature/Skeleton" index="10"]
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transform = Transform( 0.993142, 0.0242247, -0.11438, -0.0240499, 0.999706, 0.00290812, 0.114417, -0.000137342, 0.993433, 0.151114, 0.951937, 0.165634 )
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script = ExtResource( 2 )
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positions = [ NodePath("../LeftHipAttachment/Spatial"), NodePath("../LeftHandAttachment/LeftHandAP") ]
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[node name="RightWeapon" type="Spatial" parent="armature/Armature/Skeleton" index="11"]
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script = ExtResource( 2 )
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positions = [ NodePath("../RightHipAttachment/Spatial"), NodePath("../RightHandAttachment/RightHandAP") ]
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[node name="LeftWeaponBack" type="Spatial" parent="armature/Armature/Skeleton" index="12"]
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transform = Transform( 1, 0, 0, 0, 0.999886, 0, 0, 0, 1, 0, 0, 0 )
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script = ExtResource( 2 )
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positions = [ NodePath("../LeftBackAttachment/LeftBackAP"), NodePath("../LeftHandAttachment/LeftHandAP") ]
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[node name="Shield" type="Spatial" parent="armature/Armature/Skeleton" index="13"]
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transform = Transform( 1, 0, 0, 0, 0.999886, 0, 0, 0, 1, 0, 0, 0 )
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script = ExtResource( 2 )
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positions = [ NodePath("../LeftBackAttachment/LeftBackAP"), NodePath("../ShieldAttachment/LeftHandShield") ]
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[node name="RightWeaponBack" type="Spatial" parent="armature/Armature/Skeleton" index="14"]
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transform = Transform( 1, 0, 0, 0, 0.999899, 0, 0, 0, 1, 0, 0, 0 )
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script = ExtResource( 2 )
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positions = [ NodePath("../RightBackAttachment/RightBackAP"), NodePath("../RightHandAttachment/RightHandAP") ]
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[node name="AnimationPlayer" parent="armature" index="1"]
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autoplay = "rest"
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805
game/player/3DBody.gd
Normal file
805
game/player/3DBody.gd
Normal file
@ -0,0 +1,805 @@
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# Copyright Péter Magyar relintai@gmail.com
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# MIT License, functionality from this class needs to be protable to the entity spell system
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# Copyright (c) 2019-2021 Péter Magyar
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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extends KinematicBody
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export(float) var max_visible_distance : float = 120 setget set_max_visible_distance
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var max_visible_distance_squared : float = max_visible_distance * max_visible_distance
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export(float) var MOUSE_SENSITIVITY : float = 0.05
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export(String) var world_path : String = "../.."
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export(NodePath) var contact_path : NodePath = "Contact"
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export(NodePath) var model_path : NodePath = "Rotation_Helper/Model"
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export(NodePath) var character_skeleton_path : NodePath = "Rotation_Helper/Model/character"
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const ray_length = 1000
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const MAX_SLOPE_ANGLE : float = deg2rad(70.0)
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const MOUSE_TARGET_MAX_OFFSET : int = 10
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#flying
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const FLY_ACCEL = 8
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var flying : bool = false
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#waling
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const GRAVITY : float = -24.8
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const MAX_SPEED = 10
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const MAX_RUNNING_SPEED = 16
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const ACCEL : float = 100.0
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const DEACCEL : float = 100.0
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#jumping
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var jump_height = 7.6
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var has_contact : bool = false
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var double_jumped : bool = false
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var _on : bool = true
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var _controlled : bool = false
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var y_rot : float = 0.0
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var vel : Vector3 = Vector3()
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var dir : Vector3 = Vector3()
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var input_dir : Vector2 = Vector2()
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var mouse_dir : Vector2 = Vector2()
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var mouse_move_dir : Vector2 = Vector2()
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var mouse_left_down : bool = false
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var mouse_right_down : bool = false
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var touchpad_dir : Vector2 = Vector2()
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var mouse_down_delta : Vector2 = Vector2()
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var queued_camera_rotaions : Vector2 = Vector2()
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var target_movement_direction : Vector2 = Vector2()
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var key_left : bool = false
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var key_right : bool = false
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var key_up : bool = false
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var key_down : bool = false
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var key_jump : bool = false
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var cursor_grabbed : bool = false
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var last_cursor_pos : Vector2 = Vector2()
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var mouse_down_pos : Vector2 = Vector2()
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var total_down_mouse_delta : Vector2 = Vector2()
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var camera : Camera
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var camera_pivot : Spatial
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var animation_tree : AnimationTree
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var anim_node_state_machine : AnimationNodeStateMachinePlayback = null
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var animation_run : bool = false
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var moving : bool = false
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var casting_anim : bool = false
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var sleep : bool = false
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var sleep_recheck_timer : float = 0
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var dead : bool = false
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var death_timer : float = 0
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var last_mouse_over : Entity = null
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var entity : Entity
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var model_rotation_node : Spatial
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var character_skeleton : CharacterSkeleton3D
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var visibility_update_timer : float = 0
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var placed : bool = false
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var just_place : bool = false
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var contact : RayCast = null
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var _nameplate : Node = null
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#var los : bool = false
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func _ready() -> void:
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camera = get_node_or_null("CameraPivot/Camera") as Camera
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camera_pivot = get_node_or_null("CameraPivot") as Spatial
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model_rotation_node = get_node(model_path)
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character_skeleton = get_node(character_skeleton_path)
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contact = get_node(contact_path)
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entity = get_node("..")
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entity.set_character_skeleton(character_skeleton)
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entity.connect("notification_ccast", self, "on_notification_ccast")
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entity.connect("diesd", self, "on_diesd")
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entity.connect("onc_entity_controller_changed", self, "on_c_controlled_changed")
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owner = entity
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on_c_controlled_changed()
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transform = entity.get_transform_3d(true)
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animation_tree = character_skeleton.get_animation_tree()
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if animation_tree != null:
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anim_node_state_machine = animation_tree["parameters/playback"]
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animation_tree["parameters/run-loop/blend_position"] = Vector2(0, -1)
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# set_process(false)
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# set_process_input(false)
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# set_process_unhandled_input(false)
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func _enter_tree():
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set_physics_process(true)
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func _process(delta : float) -> void:
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if entity.ai_state == EntityEnums.AI_STATE_OFF:
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return
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visibility_update_timer += delta
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if visibility_update_timer < 1:
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return
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visibility_update_timer = 0
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var camera : Camera = get_tree().get_root().get_camera() as Camera
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if camera == null:
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return
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var cam_pos : Vector3 = camera.global_transform.xform(Vector3())
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var dstv : Vector3 = cam_pos - translation
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dstv.y = 0
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var dst : float = dstv.length_squared()
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if dst > max_visible_distance_squared:
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if visible:
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hide()
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#todo check whether its needed or not
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#contact.enabled = false
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return
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else:
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# var lod_level : int = int(dst / max_visible_distance_squared * 3.0)
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if dst < 400: #20^2
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entity.get_character_skeleton().set_lod_level(0)
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elif dst > 400 and dst < 900: #20^2, 30^2
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entity.get_character_skeleton().set_lod_level(1)
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else:
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entity.get_character_skeleton().set_lod_level(2)
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if not visible:
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show()
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#contact.enabled = true
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func _physics_process(delta : float) -> void:
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if not _on:
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return
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if entity.sentity_data == null:
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return
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if dead:
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return
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if not placed:
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placed = true
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||||
|
||||
if entity.getc_is_controlled():
|
||||
process_input(delta)
|
||||
process_movement_player(delta)
|
||||
else:
|
||||
# var camera : Camera = get_tree().get_root().get_camera() as Camera
|
||||
#
|
||||
# if camera != null:
|
||||
# var res = get_world().get_direct_space_state().intersect_ray(get_transform().origin, camera.transform.origin, [ self ], 1)
|
||||
#
|
||||
# if res:
|
||||
# los = true
|
||||
# else:
|
||||
# los = false
|
||||
|
||||
if sleep:
|
||||
sleep_recheck_timer += delta
|
||||
|
||||
if sleep_recheck_timer < 0.5:
|
||||
return
|
||||
|
||||
sleep_recheck_timer = 0
|
||||
|
||||
process_movement_mob(delta)
|
||||
|
||||
func process_input(delta: float) -> void:
|
||||
var key_dir : Vector2 = Vector2()
|
||||
|
||||
if key_up:
|
||||
key_dir.y -= 1
|
||||
if key_down:
|
||||
key_dir.y += 1
|
||||
if key_left:
|
||||
key_dir.x -= 1
|
||||
if key_right:
|
||||
key_dir.x += 1
|
||||
|
||||
input_dir = key_dir + mouse_dir + touchpad_dir + mouse_move_dir
|
||||
|
||||
var state : int = entity.getc_state()
|
||||
|
||||
if state & EntityEnums.ENTITY_STATE_TYPE_FLAG_ROOT != 0 or state & EntityEnums.ENTITY_STATE_TYPE_FLAG_STUN != 0:
|
||||
input_dir = Vector2()
|
||||
return
|
||||
|
||||
var input_length : float = input_dir.length_squared()
|
||||
|
||||
if input_length > 0.1:
|
||||
if anim_node_state_machine != null and not animation_run:
|
||||
anim_node_state_machine.travel("run-loop")
|
||||
animation_run = true
|
||||
|
||||
input_dir = input_dir.normalized()
|
||||
|
||||
animation_tree["parameters/run-loop/blend_position"] = input_dir
|
||||
|
||||
if (input_dir.y < 0.1):
|
||||
model_rotation_node.transform.basis = Basis(Vector3(0, acos(input_dir.x) - PI / 2.0, 0))
|
||||
else:
|
||||
model_rotation_node.transform.basis = Basis()
|
||||
else:
|
||||
if anim_node_state_machine != null and animation_run:
|
||||
anim_node_state_machine.travel("idle-loop")
|
||||
animation_run = false
|
||||
|
||||
if queued_camera_rotaions.length_squared() > 1:
|
||||
camera_pivot.rotate_delta(queued_camera_rotaions.x * 2.0, queued_camera_rotaions.y)
|
||||
queued_camera_rotaions = Vector2()
|
||||
|
||||
if input_length > 0.1:
|
||||
rotate_delta(camera_pivot.get_y_rot())
|
||||
camera_pivot.set_y_rot(0.0)
|
||||
|
||||
func process_movement_player(delta : float) -> void:
|
||||
var state : int = entity.getc_state()
|
||||
|
||||
if state & EntityEnums.ENTITY_STATE_TYPE_FLAG_ROOT != 0 or state & EntityEnums.ENTITY_STATE_TYPE_FLAG_STUN != 0:
|
||||
moving = false
|
||||
key_jump = false
|
||||
return
|
||||
|
||||
if flying:
|
||||
player_fly(delta)
|
||||
else:
|
||||
player_walk(delta)
|
||||
|
||||
func player_fly(delta : float) -> void:
|
||||
if input_dir.x > 0.1 or input_dir.y > 0.1 or input_dir.x < -0.1 or input_dir.y < -0.1:
|
||||
var forward : Vector3 = Vector3(0, 0, 1).rotated(Vector3(0, 1, 0), deg2rad(y_rot))
|
||||
var right : Vector3 = forward.cross(Vector3(0, 1, 0)) * -input_dir.x
|
||||
forward *= input_dir.y #only potentially make it zero after getting the right vector
|
||||
|
||||
dir = forward
|
||||
dir += right
|
||||
|
||||
if dir.length_squared() > 0.1:
|
||||
dir = dir.normalized()
|
||||
|
||||
moving = true
|
||||
entity.moved()
|
||||
else:
|
||||
dir = Vector3()
|
||||
moving = false
|
||||
return
|
||||
|
||||
if key_jump:
|
||||
dir.y += 1
|
||||
|
||||
# var hvel : Vector3 = vel
|
||||
# hvel.y = 0
|
||||
#
|
||||
# var target : Vector3 = dir
|
||||
# target *= entity.getc_speed().current_value / 100.0 * 4.2
|
||||
#
|
||||
# var accel
|
||||
# if dir.dot(hvel) > 0:
|
||||
# accel = ACCEL
|
||||
# else:
|
||||
# accel = DEACCEL
|
||||
#
|
||||
# hvel = hvel.linear_interpolate(target, accel * delta) as Vector3
|
||||
# vel.x = hvel.x
|
||||
# vel.z = hvel.z
|
||||
# vel = move_and_slide(vel, Vector3(0,1,0), true, 4, deg2rad(MAX_SLOPE_ANGLE))
|
||||
|
||||
var target : Vector3 = dir * entity.getc_speed().current_value / 100.0 * 4.2
|
||||
vel = vel.linear_interpolate(target, FLY_ACCEL * delta)
|
||||
|
||||
move_and_slide(vel)
|
||||
|
||||
crequest_set_position(translation, rotation)
|
||||
|
||||
|
||||
func player_walk(delta : float) -> void:
|
||||
if input_dir.x > 0.1 or input_dir.y > 0.1 or input_dir.x < -0.1 or input_dir.y < -0.1:
|
||||
var forward : Vector3 = Vector3(0, 0, 1).rotated(Vector3(0, 1, 0), deg2rad(y_rot))
|
||||
var right : Vector3 = forward.cross(Vector3(0, 1, 0)) * -input_dir.x
|
||||
forward *= input_dir.y #only potentially make it zero after getting the right vector
|
||||
|
||||
dir = forward
|
||||
dir += right
|
||||
|
||||
if dir.length_squared() > 0.1:
|
||||
dir = dir.normalized()
|
||||
|
||||
moving = true
|
||||
entity.moved()
|
||||
else:
|
||||
dir = Vector3()
|
||||
moving = false
|
||||
|
||||
if is_on_floor():
|
||||
has_contact = true
|
||||
else:
|
||||
if !contact.is_colliding():
|
||||
has_contact = false
|
||||
|
||||
if has_contact and !is_on_floor():
|
||||
move_and_collide(Vector3(0, -1, 0))
|
||||
|
||||
vel.y += delta * GRAVITY
|
||||
|
||||
var hvel : Vector3 = vel
|
||||
hvel.y = 0
|
||||
|
||||
var target : Vector3 = dir
|
||||
target *= entity.getc_speed().current_value / 100.0 * 4.2
|
||||
|
||||
var accel
|
||||
if dir.dot(hvel) > 0:
|
||||
accel = ACCEL
|
||||
else:
|
||||
accel = DEACCEL
|
||||
|
||||
hvel = hvel.linear_interpolate(target, accel * delta) as Vector3
|
||||
vel.x = hvel.x
|
||||
vel.z = hvel.z
|
||||
|
||||
if has_contact and key_jump:
|
||||
key_jump = false
|
||||
|
||||
vel.y = jump_height
|
||||
has_contact = false
|
||||
|
||||
# if not foot_audio.playing and last_sound_timer >= MIN_SOUND_TIME_LIMIT:
|
||||
# foot_audio.play()
|
||||
# last_sound_timer = 0
|
||||
#
|
||||
# step_timer = 0
|
||||
|
||||
vel = move_and_slide(vel, Vector3(0,1,0), true, 4, MAX_SLOPE_ANGLE)
|
||||
|
||||
# if not has_contact and is_on_floor():
|
||||
# if not foot_audio.playing and last_sound_timer >= MIN_SOUND_TIME_LIMIT:
|
||||
# foot_audio.play()
|
||||
# last_sound_timer = 0
|
||||
#
|
||||
# step_timer = 0
|
||||
|
||||
# var v : Vector3 = vel
|
||||
# v.y = 0
|
||||
# if has_contact and v.length() > 1:
|
||||
# step_timer += delta
|
||||
#
|
||||
# if step_timer >= WALK_STEP_TIME:
|
||||
# step_timer = 0
|
||||
#
|
||||
# if not foot_audio.playing and last_sound_timer >= MIN_SOUND_TIME_LIMIT:
|
||||
# foot_audio.play()
|
||||
# last_sound_timer = 0
|
||||
|
||||
crequest_set_position(translation, rotation)
|
||||
|
||||
|
||||
func process_movement_mob(delta : float) -> void:
|
||||
if entity.starget != null:
|
||||
look_at(entity.starget.get_body().translation, Vector3(0, 1, 0))
|
||||
|
||||
var state : int = entity.getc_state()
|
||||
|
||||
if state & EntityEnums.ENTITY_STATE_TYPE_FLAG_ROOT != 0 or state & EntityEnums.ENTITY_STATE_TYPE_FLAG_STUN != 0:
|
||||
moving = false
|
||||
return
|
||||
|
||||
if target_movement_direction.length_squared() > 0.1:
|
||||
if anim_node_state_machine != null and not animation_run:
|
||||
anim_node_state_machine.travel("run-loop")
|
||||
animation_run = true
|
||||
|
||||
target_movement_direction = target_movement_direction.normalized()
|
||||
moving = true
|
||||
else:
|
||||
if anim_node_state_machine != null and animation_run:
|
||||
anim_node_state_machine.travel("idle-loop")
|
||||
animation_run = false
|
||||
|
||||
moving = false
|
||||
|
||||
if target_movement_direction.x > 0.1 or target_movement_direction.y > 0.1 or target_movement_direction.x < -0.1 or target_movement_direction.y < -0.1:
|
||||
y_rot = Vector2(0, 1).angle_to(target_movement_direction)
|
||||
|
||||
var forward : Vector3 = Vector3(0, 0, 1).rotated(Vector3(0, 1, 0), deg2rad(y_rot))
|
||||
var right : Vector3 = forward.cross(Vector3(0, 1, 0)) * -target_movement_direction.x
|
||||
forward *= target_movement_direction.y #only potentially make it zero after getting the right vector
|
||||
|
||||
dir = forward
|
||||
dir += right
|
||||
|
||||
if dir.length_squared() > 0.1:
|
||||
dir = dir.normalized()
|
||||
|
||||
moving = true
|
||||
else:
|
||||
dir = Vector3()
|
||||
moving = false
|
||||
|
||||
if not moving and sleep:
|
||||
return
|
||||
|
||||
if moving and sleep:
|
||||
sleep = false
|
||||
|
||||
if is_on_floor():
|
||||
has_contact = true
|
||||
else:
|
||||
if !contact.is_colliding():
|
||||
has_contact = false
|
||||
|
||||
if has_contact and !is_on_floor():
|
||||
move_and_collide(Vector3(0, -1, 0))
|
||||
|
||||
vel.y += delta * GRAVITY
|
||||
|
||||
var hvel : Vector3 = vel
|
||||
hvel.y = 0
|
||||
|
||||
var target : Vector3 = dir
|
||||
target *= entity.getc_speed().current_value / 100.0 * 4.2
|
||||
|
||||
var accel
|
||||
if dir.dot(hvel) > 0:
|
||||
accel = ACCEL
|
||||
else:
|
||||
accel = DEACCEL
|
||||
|
||||
hvel = hvel.linear_interpolate(target, accel * delta) as Vector3
|
||||
vel.x = hvel.x
|
||||
vel.z = hvel.z
|
||||
|
||||
var facing : Vector3 = vel
|
||||
facing.y = 0
|
||||
|
||||
vel = move_and_slide(vel, Vector3(0,1,0), true, 4, MAX_SLOPE_ANGLE)
|
||||
crequest_set_position(translation, rotation)
|
||||
|
||||
if vel.length_squared() < 0.12:
|
||||
sleep = true
|
||||
|
||||
if translation.y < -2000.0:
|
||||
print("killed mob with fall damage")
|
||||
var sdi : SpellDamageInfo = SpellDamageInfo.new()
|
||||
sdi.damage_source_type = SpellDamageInfo.DAMAGE_SOURCE_UNKNOWN
|
||||
sdi.damage = 999999999
|
||||
entity.stake_damage(sdi)
|
||||
|
||||
|
||||
func _input(event: InputEvent) -> void:
|
||||
if not cursor_grabbed:
|
||||
set_process_input(false)
|
||||
return
|
||||
|
||||
if event is InputEventMouseMotion and event.device != -1:
|
||||
var s : float = ProjectSettings.get("display/mouse_cursor/sensitivity")
|
||||
|
||||
var relx : float = event.relative.x * s
|
||||
var rely : float = event.relative.y * s
|
||||
|
||||
mouse_down_delta.x += relx
|
||||
mouse_down_delta.y += rely
|
||||
|
||||
total_down_mouse_delta.x += relx
|
||||
total_down_mouse_delta.y += rely
|
||||
|
||||
get_tree().set_input_as_handled()
|
||||
|
||||
if (mouse_right_down or mouse_left_down) and event.device != -1:
|
||||
if mouse_right_down:
|
||||
camera_pivot.rotate_delta(0.0, -event.relative.y)
|
||||
rotate_delta(-event.relative.x)
|
||||
else:
|
||||
camera_pivot.rotate_delta(-relx, -rely)
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
if event.is_action_type():
|
||||
if event.is_action("move_forward"):
|
||||
key_up = event.pressed
|
||||
get_tree().set_input_as_handled()
|
||||
return
|
||||
elif event.is_action("move_backward"):
|
||||
key_down = event.pressed
|
||||
get_tree().set_input_as_handled()
|
||||
return
|
||||
elif event.is_action("move_left"):
|
||||
key_left = event.pressed
|
||||
get_tree().set_input_as_handled()
|
||||
return
|
||||
elif event.is_action("move_right"):
|
||||
key_right = event.pressed
|
||||
get_tree().set_input_as_handled()
|
||||
return
|
||||
elif event.is_action("jump"):
|
||||
key_jump = event.pressed
|
||||
get_tree().set_input_as_handled()
|
||||
return
|
||||
|
||||
if event is InputEventMouseMotion and not (mouse_right_down or mouse_left_down) and event.device != -1:
|
||||
cmouseover(event)
|
||||
|
||||
if event is InputEventMouseButton:
|
||||
if event.button_index == BUTTON_LEFT and event.device != -1:
|
||||
mouse_left_down = event.pressed
|
||||
|
||||
if mouse_left_down:
|
||||
mouse_down_delta = Vector2()
|
||||
mouse_down_pos = event.position
|
||||
|
||||
if event.button_index == BUTTON_RIGHT and event.device != -1:
|
||||
mouse_right_down = event.pressed
|
||||
|
||||
if mouse_right_down:
|
||||
rotate_delta(camera_pivot.get_y_rot())
|
||||
camera_pivot.set_y_rot(0.0)
|
||||
|
||||
if mouse_left_down and mouse_right_down:
|
||||
mouse_move_dir.y = -1
|
||||
else:
|
||||
mouse_move_dir.y = 0
|
||||
|
||||
if event.is_pressed() and event.device != -1:
|
||||
if event.button_index == BUTTON_WHEEL_UP:
|
||||
camera_pivot.camera_distance_set_delta(-0.2)
|
||||
if event.button_index == BUTTON_WHEEL_DOWN:
|
||||
camera_pivot.camera_distance_set_delta(0.2)
|
||||
|
||||
if not event.pressed and event.button_index == BUTTON_LEFT and event.device != -1:
|
||||
if mouse_down_delta.length() < MOUSE_TARGET_MAX_OFFSET:
|
||||
target(event.position)
|
||||
|
||||
|
||||
if event is InputEventScreenTouch and event.pressed:
|
||||
target(event.position)
|
||||
|
||||
update_cursor_mode()
|
||||
|
||||
func update_cursor_mode():
|
||||
if mouse_left_down or mouse_right_down:
|
||||
if not cursor_grabbed:
|
||||
set_process_input(true)
|
||||
total_down_mouse_delta = Vector2()
|
||||
|
||||
cursor_grabbed = true
|
||||
last_cursor_pos = get_viewport().get_mouse_position()
|
||||
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
|
||||
else:
|
||||
if cursor_grabbed:
|
||||
set_process_input(false)
|
||||
cursor_grabbed = false
|
||||
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
|
||||
get_viewport().warp_mouse(last_cursor_pos)
|
||||
|
||||
if total_down_mouse_delta.length_squared() < 8:
|
||||
target(last_cursor_pos)
|
||||
|
||||
|
||||
func rotate_delta(x_delta : float) -> void:
|
||||
y_rot += x_delta
|
||||
|
||||
while y_rot > 360:
|
||||
y_rot -= 360
|
||||
|
||||
while y_rot < 0:
|
||||
y_rot += 360
|
||||
|
||||
rotation_degrees = Vector3(0.0, y_rot, 0.0)
|
||||
|
||||
|
||||
func target(position : Vector2):
|
||||
var from = camera.project_ray_origin(position)
|
||||
var to = from + camera.project_ray_normal(position) * ray_length
|
||||
|
||||
var space_state = get_world().direct_space_state
|
||||
var result = space_state.intersect_ray(from, to, [], collision_mask)
|
||||
|
||||
if result:
|
||||
if result.collider and result.collider.owner is Entity:
|
||||
var ent : Entity = result.collider.owner as Entity
|
||||
|
||||
entity.target_crequest_change(ent.get_path())
|
||||
return
|
||||
|
||||
entity.target_crequest_change(NodePath())
|
||||
else:
|
||||
entity.target_crequest_change(NodePath())
|
||||
|
||||
func cmouseover(event):
|
||||
var from = camera.project_ray_origin(event.position)
|
||||
var to = from + camera.project_ray_normal(event.position) * ray_length
|
||||
|
||||
var space_state = get_world().direct_space_state
|
||||
var result = space_state.intersect_ray(from, to, [], collision_mask)
|
||||
|
||||
if result:
|
||||
if result.collider:# and result.collider.owner is Entity:
|
||||
var mo : Entity = result.collider.owner as Entity
|
||||
|
||||
if mo == null:
|
||||
return
|
||||
|
||||
if last_mouse_over != null and last_mouse_over != mo:
|
||||
if is_instance_valid(last_mouse_over):
|
||||
last_mouse_over.notification_cmouse_exit()
|
||||
|
||||
last_mouse_over = null
|
||||
|
||||
if last_mouse_over == null:
|
||||
mo.notification_cmouse_enter()
|
||||
last_mouse_over = mo
|
||||
|
||||
return
|
||||
|
||||
if last_mouse_over != null:
|
||||
last_mouse_over.notification_cmouse_exit()
|
||||
last_mouse_over = null
|
||||
|
||||
func analog_force_change(vector, touchpad):
|
||||
if touchpad.padname == "TouchPad":
|
||||
touchpad_dir = vector
|
||||
touchpad_dir.y *= -1
|
||||
elif touchpad.padname == "TargetPad":
|
||||
#try to target
|
||||
return
|
||||
|
||||
func queue_camera_rotation(rot : Vector2) -> void:
|
||||
queued_camera_rotaions += rot
|
||||
|
||||
remote func sset_position(position : Vector3, protation : Vector3) -> void:
|
||||
if multiplayer.network_peer and multiplayer.is_network_server():
|
||||
for i in range(entity.seen_by_gets_count()):
|
||||
var e : Entity = entity.seen_by_gets(i)
|
||||
|
||||
if e == entity:
|
||||
#todo make sure this doesn't happen!
|
||||
continue
|
||||
|
||||
if is_instance_valid(e):
|
||||
var nm : int = e.get_network_master()
|
||||
|
||||
if nm != 1:
|
||||
rpc_id(nm, "cset_position", position, protation)
|
||||
|
||||
#if _controlled && get_network_master() == 1:
|
||||
cset_position(position, protation)
|
||||
|
||||
func crequest_set_position(position : Vector3, protation : Vector3) -> void:
|
||||
if multiplayer.network_peer && !multiplayer.is_network_server():
|
||||
rpc_id(1, "sset_position", translation, protation)
|
||||
else:
|
||||
sset_position(position, protation)
|
||||
|
||||
remote func cset_position(position : Vector3, protation : Vector3) -> void:
|
||||
translation = position
|
||||
rotation = protation
|
||||
|
||||
func on_notification_ccast(what : int, info : SpellCastInfo) -> void:
|
||||
if what == SpellEnums.NOTIFICATION_CAST_STARTED:
|
||||
if anim_node_state_machine != null and not casting_anim:
|
||||
anim_node_state_machine.travel("casting-loop")
|
||||
casting_anim = true
|
||||
animation_run = false
|
||||
elif what == SpellEnums.NOTIFICATION_CAST_FAILED:
|
||||
if anim_node_state_machine != null and casting_anim:
|
||||
anim_node_state_machine.travel("idle-loop")
|
||||
casting_anim = false
|
||||
|
||||
if animation_run:
|
||||
anim_node_state_machine.travel("run-loop")
|
||||
elif what == SpellEnums.NOTIFICATION_CAST_FINISHED:
|
||||
if anim_node_state_machine != null:
|
||||
anim_node_state_machine.travel("cast-end")
|
||||
casting_anim = false
|
||||
|
||||
if animation_run:
|
||||
anim_node_state_machine.travel("run-loop")
|
||||
elif what == SpellEnums.NOTIFICATION_CAST_SUCCESS:
|
||||
if anim_node_state_machine != null:
|
||||
anim_node_state_machine.travel("cast-end")
|
||||
casting_anim = false
|
||||
|
||||
if animation_run:
|
||||
anim_node_state_machine.travel("run-loop")
|
||||
|
||||
|
||||
func on_c_controlled_changed():
|
||||
#create camera and pivot if true
|
||||
_controlled = entity.getc_is_controlled()
|
||||
|
||||
if _controlled:
|
||||
if _nameplate:
|
||||
_nameplate.queue_free()
|
||||
|
||||
var cam_scene : PackedScene = ResourceLoader.load("res://player/camera/CameraPivot.tscn")
|
||||
camera_pivot = cam_scene.instance() as Spatial
|
||||
add_child(camera_pivot)
|
||||
camera = camera_pivot.get_node("Camera") as Camera
|
||||
|
||||
# var uiscn : PackedScene = ResourceLoader.load("res://ui/player_ui/player_ui.tscn")
|
||||
# var ui = uiscn.instance()
|
||||
var ui = DataManager.request_instance(DataManager.PLAYER_UI_INSTANCE)
|
||||
add_child(ui)
|
||||
|
||||
|
||||
set_process_input(true)
|
||||
set_process_unhandled_input(true)
|
||||
else:
|
||||
if camera_pivot:
|
||||
camera_pivot.queue_free()
|
||||
camera_pivot = null
|
||||
camera = null
|
||||
|
||||
set_process_input(false)
|
||||
set_process_unhandled_input(false)
|
||||
var nameplatescn : PackedScene = ResourceLoader.load("res://ui/nameplates/NamePlate.tscn")
|
||||
_nameplate = nameplatescn.instance()
|
||||
add_child(_nameplate)
|
||||
|
||||
|
||||
|
||||
func on_diesd(entity):
|
||||
if dead:
|
||||
return
|
||||
|
||||
dead = true
|
||||
|
||||
anim_node_state_machine.travel("dead")
|
||||
|
||||
set_physics_process(false)
|
||||
|
||||
remote func set_position(position : Vector3, rotation : Vector3) -> void:
|
||||
if get_tree().is_network_server():
|
||||
rpc("set_position", position, rotation)
|
||||
|
||||
|
||||
func set_max_visible_distance(var value : float) -> void:
|
||||
max_visible_distance_squared = value * value
|
||||
|
||||
max_visible_distance = value
|
||||
|
||||
func teleport(teleport_to : Vector3):
|
||||
transform.origin = teleport_to
|
||||
placed = false
|
||||
# just_place = true
|
||||
|
||||
func get_entity() -> Entity:
|
||||
return entity
|
@ -1,14 +1,10 @@
|
||||
[gd_scene load_steps=14 format=2]
|
||||
[gd_scene load_steps=12 format=2]
|
||||
|
||||
[ext_resource path="res://spritesheet_generator_3d/Spatial.tscn" type="PackedScene" id=1]
|
||||
[ext_resource path="res://spritesheet_generator_3d/Spatial.tscn" type="PackedScene" id=2]
|
||||
[ext_resource path="res://spritesheet_generator/SheetGen.gd" type="Script" id=3]
|
||||
[ext_resource path="res://spritesheet_generator_3d/Spatial.tscn" type="PackedScene" id=4]
|
||||
[ext_resource path="res://spritesheet_generator/SpriteMover.gd" type="Script" id=5]
|
||||
[ext_resource path="res://spritesheet_generator/Sprite3Ds.tscn" type="PackedScene" id=6]
|
||||
|
||||
|
||||
|
||||
[sub_resource type="ProceduralSky" id=1]
|
||||
|
||||
[sub_resource type="Environment" id=2]
|
||||
@ -51,17 +47,14 @@ params_billboard_mode = 1
|
||||
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
|
||||
environment = SubResource( 2 )
|
||||
|
||||
[node name="player2" parent="." instance=ExtResource( 1 )]
|
||||
[node name="player2" parent="." instance=ExtResource( 4 )]
|
||||
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -34.2601 )
|
||||
visible = false
|
||||
input_ray_pickable = false
|
||||
|
||||
[node name="player" parent="." instance=ExtResource( 1 )]
|
||||
[node name="player" parent="." instance=ExtResource( 4 )]
|
||||
visible = false
|
||||
input_ray_pickable = false
|
||||
|
||||
[node name="MicamoChar" parent="." instance=ExtResource( 2 )]
|
||||
editor/display_folded = true
|
||||
[node name="MicamoChar" parent="." instance=ExtResource( 4 )]
|
||||
|
||||
[node name="Viewport" type="Viewport" parent="."]
|
||||
size = Vector2( 32, 32 )
|
||||
@ -75,34 +68,9 @@ render_target_update_mode = 3
|
||||
script = ExtResource( 3 )
|
||||
_sprite_size = 32
|
||||
_sprite_num = 16
|
||||
_directions = 16
|
||||
save_texture = true
|
||||
_atlas_show_sprite_path = NodePath("../Sprite3")
|
||||
_sprite_path = NodePath("../Sprite3D")
|
||||
_animation_player_path = NodePath("MicamoChar/AnimationPlayer")
|
||||
_player_path = NodePath("MicamoChar")
|
||||
|
||||
[node name="MicamoChar" parent="Viewport" instance=ExtResource( 4 )]
|
||||
editor/display_folded = true
|
||||
|
||||
[node name="Skeleton" parent="Viewport/MicamoChar" index="0"]
|
||||
bones/0/bound_children = [ ]
|
||||
bones/1/bound_children = [ ]
|
||||
bones/3/bound_children = [ ]
|
||||
bones/4/bound_children = [ ]
|
||||
bones/5/bound_children = [ ]
|
||||
bones/8/bound_children = [ ]
|
||||
bones/9/bound_children = [ ]
|
||||
bones/10/bound_children = [ ]
|
||||
bones/32/bound_children = [ ]
|
||||
bones/33/bound_children = [ ]
|
||||
bones/34/bound_children = [ ]
|
||||
bones/55/bound_children = [ ]
|
||||
bones/56/bound_children = [ ]
|
||||
bones/57/bound_children = [ ]
|
||||
bones/60/bound_children = [ ]
|
||||
bones/61/bound_children = [ ]
|
||||
bones/62/bound_children = [ ]
|
||||
|
||||
[node name="Camera" type="Camera" parent="Viewport"]
|
||||
transform = Transform( 0.707107, -0.353553, 0.612372, 0, 0.866025, 0.5, -0.707107, -0.353553, 0.612372, 2.95796, 3.39896, 2.92486 )
|
||||
@ -134,8 +102,8 @@ omni_range = 4.3
|
||||
position = Vector2( 837.448, 475.588 )
|
||||
centered = false
|
||||
flip_v = true
|
||||
vframes = 16
|
||||
hframes = 16
|
||||
vframes = 16
|
||||
script = ExtResource( 5 )
|
||||
|
||||
[node name="Camera" type="Camera" parent="."]
|
||||
@ -159,12 +127,11 @@ material_override = SubResource( 7 )
|
||||
cast_shadow = 0
|
||||
flip_v = true
|
||||
pixel_size = 0.0156
|
||||
vframes = 16
|
||||
hframes = 16
|
||||
vframes = 16
|
||||
script = ExtResource( 5 )
|
||||
|
||||
[node name="Sprite3D2" parent="." instance=ExtResource( 6 )]
|
||||
visible = false
|
||||
|
||||
|
||||
[editable path="Viewport/MicamoChar"]
|
||||
|
Loading…
Reference in New Issue
Block a user