after refactor

This commit is contained in:
Amazed 2021-09-23 21:19:11 +02:00
parent 2b69f94165
commit 0904ce843f
42 changed files with 677 additions and 17374 deletions

View File

@ -1,19 +0,0 @@
[gd_scene load_steps=2 format=2]
[sub_resource type="GDScript" id=1]
script/source = "class Player:
export var health = 100
export var speed = 10
export var UI: NodePath
func take_damage(damage: float):
health -= damage
if health <= 0:
die()
func die():
pass
"
[node name="Spatial" type="Spatial"]
script = SubResource( 1 )

View File

@ -1,7 +1,6 @@
[gd_scene load_steps=22 format=2]
[gd_scene load_steps=21 format=2]
[ext_resource path="res://characters/latest_reaper/Reaper.gltf" type="PackedScene" id=1]
[ext_resource path="res://weapons/sword.tscn" type="PackedScene" id=2]
[ext_resource path="res://assets/all_gbs/textures/b_spark.tx_lev1.gzp.tga" type="Texture" id=3]
[ext_resource path="res://assets/audio/Sounds/SR_FSDI1.xx_reaperlev1.gzp.wav" type="AudioStream" id=4]
[ext_resource path="res://characters/latest_reaper/Reaper.gd" type="Script" id=5]
@ -119,16 +118,13 @@ visible = false
transform = Transform( -4.37114e-08, 0, -1, 0, 1, 0, 1, 0, -4.37114e-08, 0, 0, 0 )
[node name="lefthand" type="BoneAttachment" parent="Armature/Skeleton" index="1"]
transform = Transform( 0.587838, 0.0283027, -0.808483, -0.580412, 0.710925, -0.397124, 0.563531, 0.702698, 0.434337, -1.40427, 5.01802, 1.281 )
transform = Transform( 0.594281, 0.0448764, -0.803004, -0.579132, 0.716685, -0.388547, 0.558064, 0.695951, 0.451902, -1.33227, 5.06098, 1.35674 )
bone_name = "left_hand_index_4"
[node name="righthand" type="BoneAttachment" parent="Armature/Skeleton" index="2"]
transform = Transform( -0.137525, -0.669361, -0.730096, 0.234847, -0.738118, 0.632478, -0.962254, -0.084479, 0.258707, 0.828087, 5.10852, -0.53048 )
transform = Transform( -0.0755415, -0.687611, -0.722138, 0.159813, -0.723194, 0.6719, -0.984252, -0.0646502, 0.16452, 0.847641, 5.08798, -0.4881 )
bone_name = "right_hand_index_2"
[node name="Spatial" parent="Armature/Skeleton/righthand" index="0" instance=ExtResource( 2 )]
visible = false
[node name="AnimationTree" type="AnimationTree" parent="." index="10"]
tree_root = SubResource( 9 )
anim_player = NodePath("../AnimationPlayer")

10
characters/reaper.gd Normal file
View File

@ -0,0 +1,10 @@
extends Character
func _ready():
var _weap
_weap = pickup_weapon(create_weapon(preload("res://weapons/sword.tscn")))
_weap = pickup_weapon(create_weapon(preload("res://weapons/bow.tscn")))
_weap = pickup_weapon(create_weapon(preload("res://weapons/bow_rpg.tscn")))
_weap = pickup_weapon(create_weapon(preload("res://weapons/proximitymissile.tscn")))
set_weapon_slot(0)

View File

@ -1,6 +1,41 @@
[gd_scene load_steps=2 format=2]
[gd_scene load_steps=5 format=2]
[ext_resource path="res://entities/character.gd" type="Script" id=1]
[ext_resource path="res://characters/reaper.gd" type="Script" id=1]
[ext_resource path="res://characters/latest_reaper/Reaper.tscn" type="PackedScene" id=2]
[ext_resource path="res://assets/audio/Sounds/MS_SPLA1.xx_permanentaliens.gzp.wav" type="AudioStream" id=3]
[sub_resource type="CapsuleShape" id=1]
radius = 3.0
height = 4.0
[node name="Reaper" type="KinematicBody"]
collision/safe_margin = 2.0
script = ExtResource( 1 )
weapon_refpt_right = NodePath("Reaper/Armature/Skeleton/righthand")
weapon_refpt_left = NodePath("Reaper/Armature/Skeleton/lefthand")
water_splash_sound = ExtResource( 3 )
animation_tree_path = NodePath("Reaper/AnimationTree")
sprint_speed = 250.0
deacceleration = 10
jump_height = 60
gravity = 96.0
walk_speed = 100.0
[node name="MeshInstance" type="MeshInstance" parent="."]
[node name="CollisionShape" type="CollisionShape" parent="."]
transform = Transform( 1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 5, 0 )
shape = SubResource( 1 )
[node name="Reaper" parent="." instance=ExtResource( 2 )]
[node name="lefthand" parent="Reaper/Armature/Skeleton" index="1"]
transform = Transform( 0.498628, 0.154997, -0.852846, -0.67193, 0.690685, -0.267328, 0.547613, 0.70635, 0.448543, -1.61223, 5.10315, 1.16548 )
[node name="righthand" parent="Reaper/Armature/Skeleton" index="2"]
transform = Transform( 0.258578, -0.407099, -0.876018, 0.146213, -0.879917, 0.45207, -0.95486, -0.24498, -0.168004, 1.20192, 5.03102, -0.110304 )
[node name="AnimationTree" parent="Reaper" index="10"]
parameters/movement/blend_position = Vector2( 0, 0 )
[editable path="Reaper"]

View File

@ -1,460 +0,0 @@
[gd_resource type="Animation" format=2]
[resource]
resource_name = "ArmaturemixamocomLayer0"
length = 2.0
tracks/0/type = "transform"
tracks/0/path = NodePath("Armature/Skeleton:mixamorig_head_top_end")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = true
tracks/0/enabled = true
tracks/0/keys = PoolRealArray( 0, 1, 0, 0, 0, 8.88178e-16, 2.77556e-17, -1.02715e-17, 1, 1, 1, 1, 0.0666667, 1, -1.13687e-13, -6.10352e-05, -1.52588e-05, -7.45058e-09, -4.65661e-10, -3.55067e-09, 1, 1, 1, 1, 0.133333, 1, -3.8147e-06, 0, 1.52588e-05, -1.11759e-08, -4.65661e-10, 5.82075e-11, 1, 1, 1, 1, 0.2, 1, 7.62939e-06, 0.00012207, 1.52588e-05, -1.77758e-15, -4.65661e-10, -2.61934e-09, 1, 1, 1, 1, 0.266667, 1, 7.62939e-06, 0, -1.52588e-05, 3.72529e-09, -4.65661e-10, -7.567e-10, 1, 1, 1, 1, 0.333333, 1, 5.68434e-14, 6.10352e-05, 0, -3.72529e-09, -1.39698e-09, -1.10595e-09, 1, 1, 1, 1, 0.4, 1, -1.7053e-13, -0.00012207, 0, 1.11759e-08, -1.39698e-09, -2.38651e-09, 1, 1, 1, 1, 0.466667, 1, -1.13687e-13, -6.10352e-05, 0, 1.11759e-08, -4.65661e-10, 2.91038e-10, 1, 1, 1, 1, 0.533333, 1, 1.52588e-05, 6.10352e-05, -3.05176e-05, 3.72529e-09, -9.31323e-10, -4.07454e-10, 1, 1, 1, 1, 0.6, 1, -7.62939e-06, -6.10352e-05, 3.05176e-05, 3.72529e-09, -7.22079e-17, 2.96859e-09, 1, 1, 1, 1, 0.666667, 1, 5.68434e-14, 6.10352e-05, 0, -1.11759e-08, -1.01264e-16, -8.73115e-10, 1, 1, 1, 1, 0.733333, 1, -1.52588e-05, 0, -1.52588e-05, 3.72529e-09, -9.31323e-10, -7.567e-10, 1, 1, 1, 1, 0.8, 1, -1.13687e-13, -6.10352e-05, 1.52588e-05, -1.43657e-18, -4.65661e-10, -3.08501e-09, 1, 1, 1, 1, 0.866667, 1, -1.13687e-13, -6.10352e-05, 0, -3.72529e-09, -4.65661e-10, -3.08501e-09, 1, 1, 1, 1, 0.933333, 1, -1.13687e-13, -6.10352e-05, 1.52588e-05, 7.45058e-09, -4.65661e-10, -4.07454e-10, 1, 1, 1, 1, 1, 1, -7.62939e-06, 0, -1.52588e-05, -7.45058e-09, -6.72205e-17, 1.57161e-09, 1, 1, 1, 1, 1.06667, 1, 0, 0, 0, -3.72529e-09, -9.31323e-10, -1.80444e-09, 1, 1, 1, 1, 1.13333, 1, -1.13687e-13, -6.10352e-05, 0, -7.45057e-09, -4.65663e-10, -1.68801e-09, 1, 1, 1, 1, 1.2, 1, -3.81464e-06, -6.10352e-05, 1.52588e-05, -3.72526e-09, -4.65663e-10, 1.10594e-09, 1, 1, 1, 1, 1.26667, 1, -1.13687e-13, -6.10352e-05, 3.05176e-05, -1.11758e-08, -4.65658e-10, 2.61931e-09, 1, 1, 1, 1, 1.33333, 1, -3.81473e-06, -6.10352e-05, 1.52588e-05, 3.72521e-09, -1.16415e-09, 1.80442e-09, 1, 1, 1, 1, 1.4, 1, -3.81466e-06, -6.10352e-05, 1.52588e-05, 3.99633e-14, -9.31318e-10, -5.12224e-09, 1, 1, 1, 1, 1.46667, 1, -7.62923e-06, 0.00012207, 0, 3.72525e-09, -4.65666e-10, 7.56691e-10, 1, 1, 1, 1, 1.53333, 1, -7.62939e-06, 0, 0, -7.45047e-09, -4.65655e-10, 4.07452e-10, 1, 1, 1, 1, 1.6, 1, -3.8147e-06, 6.10352e-05, -3.05176e-05, 3.72524e-09, -4.65675e-10, 1.22234e-09, 1, 1, 1, 1, 1.66667, 1, 0, 0, 0, -3.72516e-09, -4.6567e-10, 4.01625e-09, 1, 1, 1, 1, 1.73333, 1, -3.81456e-06, 0, 0, -3.72522e-09, -4.65666e-10, 1.04774e-09, 1, 1, 1, 1, 1.8, 1, 3.81445e-06, 0, -1.52588e-05, -7.99364e-14, -2.32831e-10, -1.57154e-09, 1, 1, 1, 1, 1.86667, 1, -8.19682e-11, -6.10352e-05, 0, -3.72529e-09, -4.65671e-10, -3.08498e-09, 1, 1, 1, 1, 1.93333, 1, 5.68434e-14, 6.10352e-05, -1.52588e-05, -3.72529e-09, -5.93904e-15, -1.74619e-10, 1, 1, 1, 1, 2, 1, 5.68434e-14, 6.10352e-05, 0, -2.10664e-26, -4.65661e-10, -1.66533e-16, 1, 1, 1, 1 )
tracks/1/type = "transform"
tracks/1/path = NodePath("Armature/Skeleton:mixamorig_head")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = true
tracks/1/enabled = true
tracks/1/keys = PoolRealArray( 0, 1, 0, 0, 0, 0, 0, -1.86264e-09, 1, 1, 1, 1, 0.0666667, 1, 8.10623e-06, -6.10352e-05, -4.29153e-06, 0.000277541, -0.000202278, 0.000127934, 1, 1, 1, 1, 0.133333, 1, 1.88351e-05, -6.10352e-05, 0, 0.00183617, -0.000644213, 0.00132901, 0.999997, 1, 1, 1, 0.2, 1, 1.93119e-05, -5.72205e-05, -3.24249e-05, 0.00517587, -0.000584137, 0.00383787, 0.999979, 1, 1, 1, 0.266667, 1, 3.09944e-05, -5.72205e-05, -2.81334e-05, 0.00906366, -0.000514725, 0.00629753, 0.999939, 1, 1, 1, 0.333333, 1, 1.33514e-05, -6.10352e-05, -1.90735e-06, 0.0128446, -0.00137332, 0.00907017, 0.999875, 1, 1, 1, 0.4, 1, -6.19888e-06, -6.10352e-05, -9.53674e-06, 0.0152015, -0.001053, 0.0100464, 0.999834, 1, 1, 1, 0.466667, 1, 1.14441e-05, -5.72205e-05, -3.52859e-05, 0.0161048, -0.000483518, 0.00970449, 0.999823, 1, 1, 1, 0.533333, 1, 2.31266e-05, 3.8147e-06, -2.38419e-05, 0.0158809, -0.00102171, 0.0106249, 0.999817, 1, 1, 1, 0.6, 1, 3.02792e-05, -0.000118256, -3.57628e-05, 0.0134701, -0.00105551, 0.0107014, 0.999851, 1, 1, 1, 0.666667, 1, 2.69413e-05, -0.00012207, -4.29153e-06, 0.00878148, -0.000738791, 0.0099556, 0.999912, 1, 1, 1, 0.733333, 1, 1.16825e-05, -6.10352e-05, -2.86102e-06, 0.00316984, -0.000398373, 0.00982527, 0.999947, 1, 1, 1, 0.8, 1, 5.48363e-06, -0.00018692, 1.33514e-05, -0.00241488, -0.000506679, 0.0100941, 0.999946, 1, 1, 1, 0.866667, 1, 1.00136e-05, -0.000125885, 2.19345e-05, -0.00829309, -0.000303135, 0.00991005, 0.999916, 1, 1, 1, 0.933333, 1, 1.81198e-05, -0.00012207, -7.62939e-06, -0.0139495, 0.000253782, 0.0094104, 0.999858, 1, 1, 1, 1, 1, 1.69277e-05, -6.10352e-05, -9.53674e-07, -0.0180498, 0.000212006, 0.00911785, 0.999795, 1, 1, 1, 1.06667, 1, 1.69277e-05, -3.8147e-06, 3.91006e-05, -0.0199752, -0.000244686, 0.00912985, 0.999759, 1, 1, 1, 1.13333, 1, 1.52588e-05, -0.00012207, -8.58307e-06, -0.0197942, -0.000410572, 0.00873522, 0.999766, 1, 1, 1, 1.2, 1, 1.5974e-05, -6.10352e-05, -9.53674e-07, -0.0187482, -9.7354e-05, 0.00802272, 0.999792, 1, 1, 1, 1.26667, 1, 2.64645e-05, 6.48499e-05, -1.52588e-05, -0.0181182, 0.000500495, 0.0069362, 0.999812, 1, 1, 1, 1.33333, 1, 3.55244e-05, 3.8147e-06, -1.90735e-05, -0.0174674, 0.00113558, 0.00559549, 0.999831, 1, 1, 1, 1.4, 1, 1.43051e-05, -6.10352e-05, -1.90735e-06, -0.0154085, 0.00100129, 0.00485911, 0.999869, 1, 1, 1, 1.46667, 1, 1.23978e-05, -6.10352e-05, -2.38419e-06, -0.0127491, 0.000462027, 0.0044423, 0.999909, 1, 1, 1, 1.53333, 1, 2.16961e-05, -0.00012207, -6.19888e-06, -0.0107978, 0.000276384, 0.00350573, 0.999936, 1, 1, 1, 1.6, 1, 2.28882e-05, -5.72205e-05, -3.09944e-05, -0.00885919, -6.17785e-05, 0.00278321, 0.999957, 1, 1, 1, 1.66667, 1, 3.55244e-05, -5.72205e-05, -2.6226e-05, -0.00669602, -0.000323761, 0.00255408, 0.999974, 1, 1, 1, 1.73333, 1, 7.15256e-06, -6.10352e-05, -4.29153e-06, -0.0048123, -0.000509381, 0.00162428, 0.999987, 1, 1, 1, 1.8, 1, 2.57492e-05, -0.000118256, -3.71933e-05, -0.00327203, -0.000331357, 0.000860213, 0.999994, 1, 1, 1, 1.86667, 1, 2.43187e-05, -0.00012207, -5.24521e-06, -0.00196748, -0.000109499, 0.000646403, 0.999998, 1, 1, 1, 1.93333, 1, 2.28882e-05, -5.72205e-05, -3.09944e-05, -0.000923579, -0.000270307, -1.64975e-05, 1, 1, 1, 1, 2, 1, 3.02792e-05, 3.8147e-06, -2.09808e-05, 2.14692e-05, 6.9576e-06, -5.79396e-05, 1, 1, 1, 1 )
tracks/2/type = "transform"
tracks/2/path = NodePath("Armature/Skeleton:mixamorig_neck")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/imported = true
tracks/2/enabled = true
tracks/2/keys = PoolRealArray( 0, 1, 0, 0, 0, -1.86265e-09, -1.86265e-09, -9.8953e-10, 1, 1, 1, 1, 0.0666667, 1, 7.40588e-06, 0, -3.05176e-05, 0.000307448, 2.83159e-06, -3.81772e-05, 1, 1, 1, 1, 0.133333, 1, -1.42604e-05, -0.00012207, 2.09808e-05, 0.00175167, 3.49068e-06, -0.000262608, 0.999999, 1, 1, 1, 0.2, 1, 6.85453e-07, -0.000183105, 1.62125e-05, 0.0046397, 5.5467e-05, -0.000215058, 0.999989, 1, 1, 1, 0.266667, 1, -1.38283e-05, -0.000183105, -1.38283e-05, 0.00835526, 0.000137777, -0.000271334, 0.999965, 1, 1, 1, 0.333333, 1, -6.88434e-06, 0, -3.00407e-05, 0.0117679, 0.000180989, -0.000716902, 0.999931, 1, 1, 1, 0.4, 1, -5.54323e-06, -7.62939e-06, 3.00407e-05, 0.0151268, 0.00018059, -0.000491436, 0.999885, 1, 1, 1, 0.466667, 1, -9.38773e-06, -6.10352e-05, -4.76837e-06, 0.0187499, 0.000182735, -0.000179495, 0.999824, 1, 1, 1, 0.533333, 1, -7.48038e-06, -6.10352e-05, -4.76837e-06, 0.0220673, 0.000242227, -0.000679369, 0.999756, 1, 1, 1, 0.6, 1, -1.36793e-05, -6.10352e-05, -4.76837e-06, 0.0238932, 0.000317085, -0.00104256, 0.999714, 1, 1, 1, 0.666667, 1, 1.81794e-06, 0, 6.05583e-05, 0.0237505, 0.000383951, -0.00111476, 0.999717, 1, 1, 1, 0.733333, 1, -5.57303e-06, -6.10352e-05, -4.76837e-06, 0.0235669, 0.000472171, -0.00104971, 0.999722, 1, 1, 1, 0.8, 1, -9.08971e-07, -0.00012207, 2.09808e-05, 0.0238082, 0.000497243, -0.000949584, 0.999716, 1, 1, 1, 0.866667, 1, -1.09822e-05, -5.34058e-05, -3.52859e-05, 0.0232972, 0.000506224, -0.000937292, 0.999728, 1, 1, 1, 0.933333, 1, -1.81347e-05, -5.34058e-05, -3.48091e-05, 0.0220854, 0.000502008, -0.000810815, 0.999756, 1, 1, 1, 1, 1, -5.24521e-06, 0, 0, 0.0210767, 0.000484234, -0.000589557, 0.999778, 1, 1, 1, 1.06667, 1, -1.38283e-05, 0, 0, 0.0202633, 0.000474437, -0.00062521, 0.999794, 1, 1, 1, 1.13333, 1, -1.57952e-06, -0.00012207, -9.53674e-06, 0.0194092, 0.000468417, -0.000881965, 0.999811, 1, 1, 1, 1.2, 1, -6.80983e-06, -6.86646e-05, 2.57492e-05, 0.0182695, 0.000465955, -0.000720698, 0.999833, 1, 1, 1, 1.26667, 1, -8.40425e-06, -7.62939e-06, 3.00407e-05, 0.0160861, 0.000549463, -0.000531505, 0.99987, 1, 1, 1, 1.33333, 1, 6.33299e-06, -6.10352e-05, -5.24521e-06, 0.0134855, 0.000757806, -0.000537193, 0.999909, 1, 1, 1, 1.4, 1, -5.0962e-06, -6.10352e-05, -4.76837e-06, 0.0119803, 0.000626032, -0.000276554, 0.999928, 1, 1, 1, 1.46667, 1, 9.53674e-07, 0, 0, 0.0106296, 0.000354531, -7.55849e-05, 0.999943, 1, 1, 1, 1.53333, 1, 4.60446e-06, -0.00012207, -9.53674e-06, 0.00864232, 0.00031886, -0.000283091, 0.999963, 1, 1, 1, 1.6, 1, 2.72691e-06, -6.86646e-05, 2.57492e-05, 0.00691637, 0.000332576, -0.000480177, 0.999976, 1, 1, 1, 1.66667, 1, -3.01003e-06, -0.00012207, -9.53674e-06, 0.00551612, 0.000343272, -0.000476525, 0.999985, 1, 1, 1, 1.73333, 1, 3.42727e-07, -6.86646e-05, 2.57492e-05, 0.0038887, 0.000353158, -0.000598882, 0.999992, 1, 1, 1, 1.8, 1, -3.54648e-06, 0, -3.00407e-05, 0.00228343, 0.000331799, -0.000706455, 0.999997, 1, 1, 1, 1.86667, 1, -9.53674e-06, 0, 0, 0.00127685, 0.000208185, -0.000383551, 0.999999, 1, 1, 1, 1.93333, 1, -1.0848e-05, 6.10352e-05, -2.57492e-05, 0.000588828, 9.45356e-06, -6.53604e-05, 1, 1, 1, 1, 2, 1, -1.45137e-05, 0, -3.00407e-05, 4.98138e-07, 6.63698e-05, 1.58417e-05, 1, 1, 1, 1 )
tracks/3/type = "transform"
tracks/3/path = NodePath("Armature/Skeleton:mixamorig_left_hand_thumb_4")
tracks/3/interp = 1
tracks/3/loop_wrap = true
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tracks/23/type = "transform"
tracks/23/path = NodePath("Armature/Skeleton:mixamorig_left_hand")
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tracks/25/type = "transform"
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tracks/26/type = "transform"
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tracks/27/type = "transform"
tracks/27/path = NodePath("Armature/Skeleton:mixamorig_right_hand_thumb_4")
tracks/27/interp = 1
tracks/27/loop_wrap = true
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tracks/50/type = "transform"
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View File

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tracks/59/loop_wrap = true
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tracks/60/type = "transform"
tracks/60/path = NodePath("Armature/Skeleton:mixamorig_right_toe_base")
tracks/60/interp = 1
tracks/60/loop_wrap = true
tracks/60/imported = true
tracks/60/enabled = true
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tracks/62/type = "transform"
tracks/62/path = NodePath("Armature/Skeleton:mixamorig_right_leg")
tracks/62/interp = 1
tracks/62/loop_wrap = true
tracks/62/imported = true
tracks/62/enabled = true
tracks/62/keys = PoolRealArray( 0, 1, 0, 0, 0, -8.67362e-19, 9.31322e-10, -9.31322e-10, 1, 1, 1, 1, 0.0666667, 1, -5.36442e-07, -4.57764e-05, -4.57764e-05, 0.149214, -0.0322354, -0.0157348, 0.988154, 1, 1, 1, 0.133333, 1, -8.52346e-06, -3.05176e-05, -3.05176e-05, 0.316611, -0.0977905, -0.0618559, 0.941472, 1, 1, 1, 0.2, 1, 1.54972e-05, -6.10352e-05, -7.62939e-05, 0.0909578, 0.0244855, -0.00178925, 0.995552, 1, 1, 1, 0.266667, 1, -1.13249e-06, -3.05176e-05, -1.52588e-05, -0.228458, 0.0386703, 0.0166204, 0.972643, 1, 1, 1, 0.333333, 1, 6.25849e-06, -7.62939e-06, -1.52588e-05, -0.487402, -0.00414244, 0.0411015, 0.8722, 1, 1, 1, 0.4, 1, 5.72205e-06, 7.62939e-06, -1.52588e-05, -0.419419, 0.00590317, 0.0395092, 0.906914, 1, 1, 1, 0.466667, 1, -5.36442e-07, -4.57764e-05, -4.57764e-05, -0.0621815, 0.0325365, 0.0385784, 0.996788, 1, 1, 1, 0.533333, 1, 6.02007e-06, -1.52588e-05, 0, 0.288119, 0.020035, 0.0251582, 0.957054, 1, 1, 1, 0.6, 1, -1.49012e-06, 0, -3.05176e-05, 0.304657, -0.0172206, 0.00213335, 0.952304, 1, 1, 1, 0.666667, 1, -9.11951e-06, 0, -3.05176e-05, 0.0277784, -0.00304397, 0.0279555, 0.999219, 1, 1, 1, 0.733333, 1, 0, 0, 0, -8.67362e-19, 9.31322e-10, -9.31322e-10, 1, 1, 1, 1 )
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tracks/63/path = NodePath("Armature/Skeleton:mixamorig_right_up_leg")
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tracks/63/loop_wrap = true
tracks/63/imported = true
tracks/63/enabled = true
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tracks/64/type = "transform"
tracks/64/path = NodePath("Armature/Skeleton:mixamorig_hips")
tracks/64/interp = 1
tracks/64/loop_wrap = true
tracks/64/imported = true
tracks/64/enabled = true
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@ -1,16 +0,0 @@
extends Spatial
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass

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@ -1,35 +0,0 @@
[gd_scene load_steps=5 format=2]
[ext_resource path="res://characters/reaper/reaper.glb" type="PackedScene" id=1]
[ext_resource path="res://characters/reaper/animations/run_anim.tres" type="Animation" id=2]
[ext_resource path="res://characters/reaper/animations/idle.tres" type="Animation" id=3]
[sub_resource type="GDScript" id=1]
script/source = "extends Spatial
# Declare member variables here. Examples:
# var a = 2
# var b = \"text\"
# Called when the node enters the scene tree for the first time.
func _ready():
$CurrentAnimation.play(\"idle\")
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass
"
[node name="reaper" instance=ExtResource( 1 )]
script = SubResource( 1 )
[node name="Armature" parent="." index="0"]
transform = Transform( -0.002, -6.51683e-10, 1.06173e-16, 0, -3.25841e-10, -0.002, 6.51683e-10, -0.002, 3.25841e-10, 0, 0, 0 )
[node name="CurrentAnimation" type="AnimationPlayer" parent="." index="2"]
anims/idle = ExtResource( 3 )
anims/run_anim = ExtResource( 2 )

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@ -1,17 +0,0 @@
extends Spatial
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# Called when the node enters the scene tree for the first time.
func _ready():
# $AnimationPlayer.play("running-loop")
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass

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@ -1,104 +0,0 @@
[gd_scene load_steps=12 format=2]
[ext_resource path="res://characters/reaper2/Reaper.gltf" type="PackedScene" id=1]
[ext_resource path="res://characters/reaper2/Reaper.gd" type="Script" id=2]
[ext_resource path="res://assets/all_gbs/textures/b_spark.tx_lev1.gzp.tga" type="Texture" id=3]
[sub_resource type="SpatialMaterial" id=1]
flags_transparent = true
flags_unshaded = true
albedo_color = Color( 1, 1, 1, 0.196078 )
albedo_texture = ExtResource( 3 )
[sub_resource type="PlaneMesh" id=2]
material = SubResource( 1 )
[sub_resource type="ConvexPolygonShape" id=4]
points = PoolVector3Array( 1, 0, 1, -1, 0, 1, 1, 0, -1, -1, 0, -1 )
[sub_resource type="Animation" id=3]
resource_name = "reaper_glow_position"
length = 4.0
loop = true
tracks/0/type = "transform"
tracks/0/path = NodePath("RigidBody/MeshInstance")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = PoolRealArray( )
tracks/1/type = "value"
tracks/1/path = NodePath("RigidBody/MeshInstance:rotation_degrees")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/keys = {
"times": PoolRealArray( 0, 4 ),
"transitions": PoolRealArray( 1, 1 ),
"update": 0,
"values": [ Vector3( 0, 0, 0 ), Vector3( 0, 360, 0 ) ]
}
[sub_resource type="AnimationNodeAnimation" id=5]
animation = "idle-loop"
[sub_resource type="AnimationNodeAnimation" id=6]
animation = "running-loop"
[sub_resource type="AnimationNodeTransition" id=9]
input_count = 2
xfade_time = 0.2
input_0/name = "state 0"
input_0/auto_advance = false
input_1/name = "state 1"
input_1/auto_advance = false
[sub_resource type="AnimationNodeBlendTree" id=8]
graph_offset = Vector2( -399.168, 5.668 )
nodes/Animation/node = SubResource( 6 )
nodes/Animation/position = Vector2( -220, 40 )
"nodes/Animation 2/node" = SubResource( 5 )
"nodes/Animation 2/position" = Vector2( -160, 220 )
nodes/Transition/node = SubResource( 9 )
nodes/Transition/position = Vector2( 80, 80 )
nodes/output/position = Vector2( 500, 80 )
node_connections = [ "output", 0, "Transition", "Transition", 0, "Animation", "Transition", 1, "Animation 2" ]
[node name="Reaper" instance=ExtResource( 1 )]
script = ExtResource( 2 )
[node name="Armature" parent="." index="0"]
transform = Transform( -1, 0, -3.89414e-07, 0, 1, 0, 3.89414e-07, 0, -1, 0, 0, 0 )
[node name="Skeleton" parent="Armature" index="0"]
bones/15/bound_children = [ NodePath("lefthand") ]
bones/39/bound_children = [ NodePath("righthand") ]
[node name="righthand" type="BoneAttachment" parent="Armature/Skeleton" index="1"]
transform = Transform( 0.170533, 0.8096, 0.561665, 0.410167, -0.576606, 0.706602, 0.895925, 0.109878, -0.430401, -1.65897, 5.50187, -0.457418 )
bone_name = "right_hand_index_1"
[node name="lefthand" type="BoneAttachment" parent="Armature/Skeleton" index="2"]
transform = Transform( 0.0361853, -0.934321, 0.354592, -0.904499, -0.181497, -0.385928, 0.424938, -0.306763, -0.85166, 0.75534, 6.50728, 1.87651 )
bone_name = "left_hand_index_1"
[node name="RigidBody" type="RigidBody" parent="." index="2"]
transform = Transform( 2, 0, 0, 0, 2, 0, 0, 0, 2, 0, 0, 0 )
[node name="MeshInstance" type="MeshInstance" parent="RigidBody" index="0"]
mesh = SubResource( 2 )
material/0 = null
[node name="CollisionShape3" type="CollisionShape" parent="RigidBody" index="1"]
shape = SubResource( 4 )
[node name="AnimationPlayer2" type="AnimationPlayer" parent="." index="3"]
autoplay = "reaper_glow_position"
anims/reaper_glow_position = SubResource( 3 )
[node name="AnimationTree" type="AnimationTree" parent="." index="4"]
tree_root = SubResource( 8 )
anim_player = NodePath("../AnimationPlayer")
active = true
parameters/Transition/current = 0

View File

@ -1,134 +1,22 @@
[gd_scene load_steps=19 format=2]
[gd_scene load_steps=4 format=2]
[ext_resource path="res://assets/all_gbs/vp_l1.gbs.obj" type="ArrayMesh" id=1]
[ext_resource path="res://entities/character.gd" type="Script" id=1]
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shape = SubResource( 8 )
[node name="CollisionShape9" type="CollisionShape" parent="RigidBody"]
transform = Transform( 0.5, 0, 0, 0, 0.5, 2.13163e-14, 0, -2.13163e-14, 0.5, 0, 0, 0 )
shape = SubResource( 9 )
[node name="CollisionShape8" type="CollisionShape" parent="RigidBody"]
transform = Transform( 0.5, 0, 0, 0, 0.5, 2.13163e-14, 0, -2.13163e-14, 0.5, 0, 0, 0 )
shape = SubResource( 10 )
[node name="CollisionShape7" type="CollisionShape" parent="RigidBody"]
transform = Transform( 0.5, 0, 0, 0, 0.5, 2.13163e-14, 0, -2.13163e-14, 0.5, 0, 0, 0 )
shape = SubResource( 11 )
[node name="CollisionShape6" type="CollisionShape" parent="RigidBody"]
transform = Transform( 0.5, 0, 0, 0, 0.5, 2.13163e-14, 0, -2.13163e-14, 0.5, 0, 0, 0 )
shape = SubResource( 12 )
[node name="CollisionShape5" type="CollisionShape" parent="RigidBody"]
transform = Transform( 0.5, 0, 0, 0, 0.5, 2.13163e-14, 0, -2.13163e-14, 0.5, 0, 0, 0 )
shape = SubResource( 13 )
[node name="CollisionShape4" type="CollisionShape" parent="RigidBody"]
transform = Transform( 0.5, 0, 0, 0, 0.5, 2.13163e-14, 0, -2.13163e-14, 0.5, 0, 0, 0 )
shape = SubResource( 14 )
[node name="CollisionShape3" type="CollisionShape" parent="RigidBody"]
transform = Transform( 0.5, 0, 0, 0, 0.5, 2.13163e-14, 0, -2.13163e-14, 0.5, 0, 0, 0 )
shape = SubResource( 15 )
[node name="CollisionShape2" type="CollisionShape" parent="RigidBody"]
transform = Transform( 0.5, 0, 0, 0, 0.5, 2.13163e-14, 0, -2.13163e-14, 0.5, 0, 0, 0 )
shape = SubResource( 16 )
[node name="CollisionShape" type="CollisionShape" parent="RigidBody"]
transform = Transform( 0.5, 0, 0, 0, 0.5, 2.13163e-14, 0, -2.13163e-14, 0.5, 0, 0, 0 )
shape = SubResource( 17 )

View File

@ -1,7 +1,7 @@
[gd_resource type="AudioBusLayout" format=2]
[resource]
bus/0/volume_db = -11.4624
bus/0/volume_db = -5.625
bus/1/name = "Music"
bus/1/solo = false
bus/1/mute = false

View File

@ -13,12 +13,32 @@ enum GroundType {
}
var UI: Control
export var gravity: float = 9.8
export var walk_speed: float = 10
export var max_weapons: int = 5
export var weapons: Array = []
var weapons: Array = []
var current_weapon: Weapon
var is_in_water: bool = false
export var collision_shape: Shape
export var weapon_refpt_right: NodePath
export var weapon_refpt_left: NodePath
export var water_splash_sound: AudioStreamSample
var animation_blend_vector = Vector2.ZERO
export var animation_tree_path: NodePath
var animation_tree: AnimationTree
# Move
var velocity := Vector3()
var move_axis: Vector3 = Vector3.ZERO
var can_sprint := true
var sprinting := false
const FLOOR_NORMAL := Vector3.UP
export var sprint_speed := 16.0
export var acceleration := 8
export var deacceleration := 100
export(float, 0.0, 1.0, 0.05) var air_control := 0.3
export var jump_height := 5
export var floor_max_angle := 45.0
export var gravity: float = 40.0
export var walk_speed: float = 2.0
var ground_type = GroundType.DIRT
@ -47,21 +67,178 @@ func get_similar_weapon(weapon: Weapon) -> Weapon:
func can_pickup_weapon(weapon: Weapon) -> bool:
return has_weapon(weapon) or len(weapons) < max_weapons
func pickup_weapon(weapon: Weapon) -> void:
func pickup_weapon(weapon: Weapon) -> Weapon:
var similar = get_similar_weapon(weapon)
if similar:
similar.current_ammo = clamp(similar.current_ammo + weapon.current_ammo, 0, weapon.max_ammo)
return similar
else:
# add new weapon
weapons.append(weapon)
weapon.holder = self
weapon.visible = false
if weapon.held_hand == Weapon.WeaponHeld.Left:
get_node(weapon_refpt_left).add_child(weapon)
else:
get_node(weapon_refpt_right).add_child(weapon)
return weapon
func take_damage(hitpts: float):
health -= hitpts
if health <= 0:
die()
func get_current_weapon():
return current_weapon
func die():
state = States.Dead
func set_weapon_slot(slot: int):
if current_weapon:
current_weapon.visible = false
var newweapon = weapons[slot]
current_weapon = newweapon
current_weapon.visible = true
current_weapon.play_switch_sound()
func play_footstep():
var sound = footstep_sounds[ground_type][randi() % len(footstep_sounds[ground_type])]
Globals.play_sound(sound, "Sounds", self)
func get_current_weapon_slot():
return get_weapon_slot(current_weapon)
func get_weapon_slot(weapon: Weapon):
var i = 0
for weap in weapons:
if weap == weapon:
return i
i+=1
return i
func create_weapon(weapon_scene: PackedScene):
var weapon = weapon_scene.instance()
if weapon is Weapon:
return weapon
else:
weapon.queue_free()
return null
func switch_next_weapon_slot():
var weapon_slot = 0
if get_current_weapon_slot() != len(weapons) - 1:
weapon_slot = get_current_weapon_slot() + 1
set_weapon_slot(weapon_slot)
func enter_water(force: float):
is_in_water = true
if abs(force) >= 50:
Globals.play_sound(water_splash_sound, Globals.Bus.Sounds, self)
func exit_water(force: float):
is_in_water = false
func _ready():
if animation_tree_path:
animation_tree = get_node(animation_tree_path)
func _physics_process(delta):
if Engine.editor_hint:
return
walk(delta)
if not animation_tree:
return
# Blend nicely between animations
var movement_vector = Vector2.ZERO
if Input.is_action_pressed("move_forward"):
movement_vector.y = 1
if Input.is_action_pressed("move_backward"):
movement_vector.y = -1
if Input.is_action_pressed("move_right"):
movement_vector.x = 1
if Input.is_action_pressed("move_left"):
movement_vector.x = -1
var res = animation_blend_vector.linear_interpolate(movement_vector, delta*10)
animation_tree.set("parameters/movement/blend_position", res)
animation_blend_vector = res
func _process(delta):
if Engine.editor_hint:
return
move_axis.x = Input.get_action_strength("move_forward") - Input.get_action_strength("move_backward")
move_axis.y = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
func fire_pressed():
current_weapon.activate(Globals.target_position["position"])
func fire_released():
current_weapon.deactivate(Globals.target_position["position"])
func walk(delta: float) -> void:
# Input
var direction = Vector3()
var aim: Basis = get_global_transform().basis
if move_axis.x >= 0.5:
direction -= aim.z
if move_axis.x <= -0.5:
direction += aim.z
if move_axis.y <= -0.5:
direction -= aim.x
if move_axis.y >= 0.5:
direction += aim.x
direction.y = 0
direction = direction.normalized()
# Jump
var _snap: Vector3
if is_on_floor():
_snap = Vector3.DOWN
if Input.is_action_just_pressed("move_jump"):
_snap = Vector3.ZERO
velocity.y = jump_height
# Apply Gravity
velocity.y -= gravity * delta
# if is_in_water:
# velocity.y = 0
# Sprint
var _speed: float
if Globals.process_3d_inputs and Input.is_action_pressed("move_sprint") and can_sprint and move_axis.x == 1:
_speed = sprint_speed
sprinting = true
else:
_speed = walk_speed
sprinting = false
# Acceleration and Deacceleration
# where would the player go
var _temp_vel: Vector3 = velocity
_temp_vel.y = 0
var _target: Vector3 = direction * _speed
var _temp_accel: float
if direction.dot(_temp_vel) > 0:
_temp_accel = acceleration
else:
_temp_accel = deacceleration
if not is_on_floor():
_temp_accel *= air_control
# interpolation
_temp_vel = _temp_vel.linear_interpolate(_target, _temp_accel * delta)
velocity.x = _temp_vel.x
velocity.z = _temp_vel.z
# clamping (to stop on slopes)
if direction.dot(velocity) == 0:
var _vel_clamp := 0.0001
if velocity.x < _vel_clamp and velocity.x > -_vel_clamp:
velocity.x = 0
if velocity.z < _vel_clamp and velocity.z > -_vel_clamp:
velocity.z = 0
# Move
#print_debug(velocity)
velocity.y = move_and_slide_with_snap(velocity, _snap, FLOOR_NORMAL, true, 4, deg2rad(floor_max_angle)).y
#print_debug("is on floor: %s" % is_on_floor())

View File

@ -70,16 +70,26 @@ func _process(delta):
# allow blending between current animation (idle, running, etc) and activation
if is_visible_in_tree():
current_activate_animation_value = current_activate_animation_value.linear_interpolate(Vector2(wanted_activate_animation_value, 0), delta * 10)
holder.get_node("Reaper2/AnimationTree").set("parameters/blend_draw/blend_amount", current_activate_animation_value.x)
holder.animation_tree.set("parameters/blend_draw/blend_amount", current_activate_animation_value.x)
func _ready():
ui_icon.get_node("WeaponIcon").texture = weapon_icon
update_ammo(current_ammo)
func update_ammo(new_ammo: int):
current_ammo = new_ammo
if max_ammo == 0:
ui_icon.get_node("Ammo").text = ""
else:
ui_icon.get_node("Ammo").text = str(current_ammo)
func play_switch_sound():
if switch_sound:
Globals.play_sound(switch_sound, Globals.Bus.Sounds, self)
func fire(to: Vector3):
if max_ammo != 0:
current_ammo -= 1
update_ammo(current_ammo-1)
# deactivate
if activate_efx_activated:
activate_efx_activated.queue_free()

View File

@ -1,73 +0,0 @@
[gd_scene load_steps=10 format=2]
[ext_resource path="res://player/player_controller.gd" type="Script" id=1]
[ext_resource path="res://addons/LineRenderer/LineRenderer.tscn" type="PackedScene" id=2]
[ext_resource path="res://assets/audio/Sounds/SR_STORB.xx_reaperlev1.gzp.wav" type="AudioStream" id=3]
[ext_resource path="res://characters/latest_reaper/Reaper.tscn" type="PackedScene" id=4]
[ext_resource path="res://ui/rp_ui.tscn" type="PackedScene" id=5]
[ext_resource path="res://ui/rp_shop.tscn" type="PackedScene" id=7]
[sub_resource type="CapsuleShape" id=1]
radius = 0.6
height = 0.148166
[sub_resource type="SpatialMaterial" id=2]
flags_unshaded = true
albedo_color = Color( 0.027451, 0.741176, 0.933333, 1 )
[sub_resource type="SpatialMaterial" id=3]
flags_unshaded = true
albedo_color = Color( 0.933333, 0.580392, 0.027451, 1 )
[node name="Player" type="KinematicBody" groups=[
"Player",
]]
collision_layer = 2
collision_mask = 3
script = ExtResource( 1 )
head_path = NodePath("Head")
cam_path = NodePath("Head/Camera")
walk_speed = 70
jump_height = 100
[node name="Collision" type="CollisionShape" parent="."]
transform = Transform( 10, 0, 0, 0, -4.37114e-07, -25, 0, 10, -1.09278e-06, 0, 5, 0 )
visible = false
shape = SubResource( 1 )
[node name="Head" type="Spatial" parent="."]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 8.86594, 0 )
[node name="Camera" type="Camera" parent="Head"]
transform = Transform( 1, 0, 0, 0, 0.964262, 0.26495, 0, -0.26495, 0.964262, -5.70624, 5.65266, 15.3897 )
fov = 80.0
far = 10000.0
[node name="UI" parent="." instance=ExtResource( 5 )]
[node name="rp_shop" parent="." instance=ExtResource( 7 )]
visible = false
anchor_right = 1.0
anchor_bottom = 1.0
[node name="fps" type="Label" parent="."]
margin_right = 40.0
margin_bottom = 14.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="LineRendererweapon" parent="." instance=ExtResource( 2 )]
visible = false
material_override = SubResource( 2 )
[node name="LineRenderercamera" parent="." instance=ExtResource( 2 )]
visible = false
material_override = SubResource( 3 )
[node name="player_audio" type="AudioStreamPlayer" parent="."]
stream = ExtResource( 3 )
bus = "Sounds"
[node name="Reaper2" parent="." instance=ExtResource( 4 )]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.5, 0 )

View File

@ -2,18 +2,132 @@ extends Spatial
class_name TPSController
export var character_scene: PackedScene
onready var character = character_scene.instance()
var character: Character
var is_in_menu: bool = false
onready var cam = $Head/Camera
onready var default_camera_trans = cam.transform
export var FOV = 80.0
export var HUD_scene: PackedScene
onready var HUD: Control
onready var debug_label = $DebugText
var mouse_axis: Vector2 = Vector2.ZERO
export var mouse_sensitivity = 10.0
onready var head = $Head
func _ready():
cam.fov = FOV
if not Engine.editor_hint:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
HUD = HUD_scene.instance()
add_child(HUD)
character = character_scene.instance()
add_child(character)
func get_target() -> Dictionary:
var weapon = get_weapon()
# var ray_from = weapon.global_transform.origin
var weapon = character.current_weapon
var ray_from = cam.global_transform.origin
var ray_to = cam.global_transform.basis.z * -20000
var space_state = get_world().direct_space_state
var result = space_state.intersect_ray(ray_from, ray_to, [self, weapon])
if not result:
return create_empty_collision_dictionnary(ray_to)
return Globals.create_empty_collision_dictionnary(ray_to)
else:
return result
func _physics_process(delta):
if Engine.editor_hint:
return
debug_label.text = "FPS: " + str(Engine.get_frames_per_second()) + " | Objects: " + str(Performance.get_monitor(Performance.OBJECT_COUNT))
# calculate and export target
var target = get_target()
Globals.target_position = target
# cursor change
if target["collider"] and target["collider"] is Entity:
HUD.get_node("cursor_no_enemy").visible = false
HUD.get_node("cursor_enemy").visible = true
else:
HUD.get_node("cursor_enemy").visible = false
HUD.get_node("cursor_no_enemy").visible = true
# update camera
if character.sprinting:
cam.set_fov(lerp(cam.fov, FOV * 1.2, delta * 8))
else:
cam.set_fov(lerp(cam.fov, FOV, delta * 8))
head.global_transform.origin = character.global_transform.origin
# cam.rotation = character.rotation
#head.transform.basis.y = character.global_transform.basis.y
#head.transform.basis.z = character.global_transform.basis.z
# TPSController.head.global_transform = global_transform
func camera_rotation() -> void:
if mouse_axis.length() > 0:
var _smoothness := 80
# Get mouse delta
var horizontal: float = -(mouse_axis.x * mouse_sensitivity) / _smoothness
var vertical: float = -(mouse_axis.y * mouse_sensitivity) / _smoothness
mouse_axis = Vector2.ZERO
character.rotate_y(deg2rad(horizontal))
head.rotation_degrees = head.rotation_degrees + Vector3(vertical, horizontal, 0)
#head.rotate_y(deg2rad(horizontal))
#head.rotate_x(deg2rad(vertical))
# Clamp mouse rotation
var temp_rot: Vector3 = head.rotation_degrees
temp_rot.x = clamp(temp_rot.x, -75, 75)
head.rotation_degrees = temp_rot
func _input(event: InputEvent) -> void:
if Engine.editor_hint:
return
if not Globals.process_3d_inputs:
return
if event is InputEventMouseMotion:
mouse_axis = event.relative
if Input.is_action_pressed("camera_front"):
var camera_front_transform = default_camera_trans
camera_front_transform = default_camera_trans.translated(Vector3(5, 0, -5))
camera_front_transform = camera_front_transform.rotated(Vector3.UP, deg2rad(-180))
cam.transform = camera_front_transform
else:
cam.transform = default_camera_trans
if Input.is_action_just_pressed("inp_fire"):
character.fire_pressed()
if Input.is_action_just_released("inp_fire"):
character.fire_released()
if Input.is_action_just_pressed("weapon_forward"):
character.switch_next_weapon_slot()
if Globals.process_3d_inputs and Input.is_action_just_pressed("ui_cancel"):
var ingame_menu = preload("res://ui/menus/ingame_menu.tscn").instance()
Input.set_mouse_mode(Input.MOUSE_MODE_CONFINED)
add_child(ingame_menu)
ingame_menu.connect("tree_exited", self, "_ingamemenu_closed")
Globals.process_3d_inputs = false
func _process(_delta: float) -> void:
if Engine.editor_hint:
return
if Globals.process_3d_inputs:
camera_rotation()
update_hud()
func update_hud() -> void:
for weapon in character.weapons:
var weapon_slot = character.get_weapon_slot(weapon)
var hud_weapon_slot = HUD.find_node("Weapon%s" % weapon_slot)
var weapon_icon: Control = weapon.ui_icon
if not weapon_icon.get_parent() == hud_weapon_slot:
hud_weapon_slot.add_child(weapon_icon)

View File

@ -1,8 +1,25 @@
[gd_scene load_steps=2 format=2]
[gd_scene load_steps=4 format=2]
[ext_resource path="res://player/TPSController.gd" type="Script" id=1]
[ext_resource path="res://ui/rp_ui.tscn" type="PackedScene" id=2]
[ext_resource path="res://assets/M_3WL1_env.tres" type="Environment" id=3]
[node name="Spatial" type="Spatial"]
script = ExtResource( 1 )
HUD_scene = ExtResource( 2 )
[node name="Camera" type="Camera" parent="."]
[node name="Head" type="Spatial" parent="."]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )
[node name="Camera" type="Camera" parent="Head"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, -2, 10, 10 )
environment = ExtResource( 3 )
current = true
far = 8192.0
[node name="DebugText" type="Label" parent="."]
margin_right = 40.0
margin_bottom = 14.0
__meta__ = {
"_edit_use_anchors_": false
}

View File

@ -1,319 +0,0 @@
extends KinematicBody
###################-VARIABLES-####################
# Camera
export var mouse_sensitivity := 10.0
export var head_path: NodePath
export var cam_path: NodePath
export var FOV := 80.0
var mouse_axis := Vector2()
onready var head: Spatial = get_node(head_path)
onready var cam: Camera = get_node(cam_path)
# Move
var velocity := Vector3()
var direction := Vector3()
var move_axis := Vector2()
var can_sprint := true
var sprinting := false
# Walk
const FLOOR_NORMAL := Vector3(0, 1, 0)
export var gravity := 30.0
export var walk_speed := 50
export var sprint_speed := 16
export var acceleration := 8
export var deacceleration := 10
export(float, 0.0, 1.0, 0.05) var air_control := 0.3
export var jump_height := 10
# Fly
export var fly_speed := 20
export var fly_accel := 2
var flying := false
# Slopes
export var floor_max_angle := 90.0
var mouse_press = false
var capture_mouse = false
var process_3d_inputs = true
var is_in_water = false
#### custom amazed
var target: Dictionary
var weapon_held: Weapon
onready var weapon_refpt_right = $Reaper2/Armature/Skeleton/righthand
onready var weapon_refpt_left = $Reaper2/Armature/Skeleton/lefthand
var weapons = [
preload("res://weapons/sword.tscn"),
preload("res://weapons/bow.tscn"),
preload("res://weapons/bow_rpg.tscn"),
preload("res://weapons/proximitymissile.tscn"),
]
var weapon_slot = 0
export var draw_debug_lines: bool = false
var state_initialized: bool = true
var current_movement_vector: Vector2 = Vector2.ZERO
onready var camera_trans = $Head/Camera.transform
##################################################
func get_weapon() -> Weapon:
return weapon_held
func create_empty_collision_dictionnary(to: Vector3) -> Dictionary:
return {
"position": to,
"normal": null,
"collider_id": null,
"collider": null,
"shape": null,
"rid": null
}
func draw_line(ig: ImmediateGeometry, a: Vector3, b: Vector3):
if draw_debug_lines:
ig.points = [a, b]
func get_target() -> Dictionary:
var weapon = get_weapon()
# var ray_from = weapon.global_transform.origin
var ray_from = cam.global_transform.origin
var ray_to = cam.global_transform.basis.z * -20000
var space_state = get_world().direct_space_state
var result = space_state.intersect_ray(ray_from, ray_to, [self, weapon])
if not result:
return create_empty_collision_dictionnary(ray_to)
else:
return result
# Called when the node enters the scene tree
func _ready() -> void:
cam.fov = FOV
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
set_weapon(weapons[weapon_slot])
if not draw_debug_lines:
$LineRenderercamera.queue_free()
$LineRendererweapon.queue_free()
func set_weapon(weapon_scene: PackedScene):
if weapon_held:
weapon_held.queue_free()
var weapon: Weapon = weapon_scene.instance()
print("set_weapon: %s" % weapon.name)
if weapon.held_hand == Weapon.WeaponHeld.Left:
weapon_refpt_left.add_child(weapon)
else:
weapon_refpt_right.add_child(weapon)
weapon_held = weapon
weapon_held.holder = self
func enter_water(force: float):
is_in_water = true
if abs(force) >= 50:
$player_audio.stream = preload("res://assets/audio/Sounds/SR_FSWA1.xx_reaperlev1.gzp.wav")
$player_audio.play()
func exit_water(force: float):
is_in_water = false
# Called every frame. 'delta' is the elapsed time since the previous frame
func _process(_delta: float) -> void:
if process_3d_inputs:
move_axis.x = Input.get_action_strength("move_forward") - Input.get_action_strength("move_backward")
move_axis.y = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
camera_rotation()
# Called every physics tick. 'delta' is constant
func _physics_process(delta: float) -> void:
if flying:
fly(delta)
else:
walk(delta)
$fps.text = "FPS: " + str(Engine.get_frames_per_second()) + " | Objects: " + str(Performance.get_monitor(Performance.OBJECT_COUNT))
target = get_target()
if draw_debug_lines:
draw_line($LineRenderercamera, cam.global_transform.origin, target["position"])
draw_line($LineRendererweapon, weapon_held.global_transform.origin, target["position"])
if target["collider"] and target["collider"] is Entity:
$UI/cursor_no_enemy.visible = false
$UI/cursor_enemy.visible = true
else:
$UI/cursor_enemy.visible = false
$UI/cursor_no_enemy.visible = true
var movement_vector = Vector2.ZERO
if process_3d_inputs and Input.is_action_pressed("move_forward"):
movement_vector.y = 1
if process_3d_inputs and Input.is_action_pressed("move_backward"):
movement_vector.y = -1
if process_3d_inputs and Input.is_action_pressed("move_right"):
movement_vector.x = 1
if process_3d_inputs and Input.is_action_pressed("move_left"):
movement_vector.x = -1
var res = current_movement_vector.linear_interpolate(movement_vector, delta*10)
$Reaper2/AnimationTree.set("parameters/movement/blend_position", res)
current_movement_vector = res
# Called when there is an input event
func _input(event: InputEvent) -> void:
if not process_3d_inputs:
return
if event is InputEventMouseMotion:
mouse_axis = event.relative
if Input.is_action_just_pressed("inp_fire"):
weapon_held.activate(target["position"])
if Input.is_action_just_released("inp_fire"):
weapon_held.deactivate(target["position"])
if Input.is_action_just_pressed("weapon_forward"):
if weapon_slot == len(weapons) - 1:
weapon_slot = 0
else:
weapon_slot += 1
set_weapon(weapons[weapon_slot])
if Input.is_action_pressed("camera_front"):
var camera_front_transform = camera_trans
camera_front_transform = camera_trans.translated(Vector3(5, 0, -5))
camera_front_transform = camera_front_transform.rotated(Vector3.UP, deg2rad(-180))
$Head/Camera.transform = camera_front_transform
else:
$Head/Camera.transform = camera_trans
if process_3d_inputs and Input.is_action_just_pressed("ui_cancel"):
var ingame_menu = preload("res://ui/menus/ingame_menu.tscn").instance()
Input.set_mouse_mode(Input.MOUSE_MODE_CONFINED)
add_child(ingame_menu)
ingame_menu.connect("tree_exited", self, "_ingamemenu_closed")
process_3d_inputs = false
func _ingamemenu_closed():
process_3d_inputs = true
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func walk(delta: float) -> void:
# Input
direction = Vector3()
var aim: Basis = get_global_transform().basis
if move_axis.x >= 0.5:
direction -= aim.z
if move_axis.x <= -0.5:
direction += aim.z
if move_axis.y <= -0.5:
direction -= aim.x
if move_axis.y >= 0.5:
direction += aim.x
direction.y = 0
direction = direction.normalized()
# Jump
var _snap: Vector3
if is_on_floor():
_snap = Vector3(0, -1, 0)
if process_3d_inputs and Input.is_action_just_pressed("move_jump"):
_snap = Vector3(0, 0, 0)
velocity.y = jump_height
if not is_in_water:
# Apply Gravity
velocity.y -= gravity * delta
else:
velocity.y = 0
# Sprint
var _speed: int
if (process_3d_inputs and Input.is_action_pressed("move_sprint") and can_sprint and move_axis.x == 1):
_speed = sprint_speed
cam.set_fov(lerp(cam.fov, FOV * 1.2, delta * 8))
sprinting = true
else:
_speed = walk_speed
cam.set_fov(lerp(cam.fov, FOV, delta * 8))
sprinting = false
# Acceleration and Deacceleration
# where would the player go
var _temp_vel: Vector3 = velocity
_temp_vel.y = 0
var _target: Vector3 = direction * _speed
var _temp_accel: float
if direction.dot(_temp_vel) > 0:
_temp_accel = acceleration
else:
_temp_accel = deacceleration
if not is_on_floor():
_temp_accel *= air_control
# interpolation
_temp_vel = _temp_vel.linear_interpolate(_target, _temp_accel * delta)
velocity.x = _temp_vel.x
velocity.z = _temp_vel.z
# clamping (to stop on slopes)
if direction.dot(velocity) == 0:
var _vel_clamp := 0.1
if velocity.x < _vel_clamp and velocity.x > -_vel_clamp:
velocity.x = 0
if velocity.z < _vel_clamp and velocity.z > -_vel_clamp:
velocity.z = 0
# Move
velocity.y = move_and_slide_with_snap(velocity, _snap, FLOOR_NORMAL,
true, 4, deg2rad(floor_max_angle)).y
func fly(delta: float) -> void:
# Input
direction = Vector3()
var aim = head.get_global_transform().basis
if move_axis.x == 1:
direction -= aim.z
if move_axis.x == -1:
direction += aim.z
if move_axis.y == -1:
direction -= aim.x
if move_axis.y == 1:
direction += aim.x
direction = direction.normalized()
# Acceleration and Deacceleration
var _target: Vector3 = direction * fly_speed
velocity = velocity.linear_interpolate(_target, fly_accel * delta)
# Move
velocity = move_and_slide(velocity)
func camera_rotation() -> void:
if mouse_axis.length() > 0:
var _smoothness := 80
# Get mouse delta
var horizontal: float = -(mouse_axis.x * mouse_sensitivity) / _smoothness
var vertical: float = -(mouse_axis.y * mouse_sensitivity) / _smoothness
mouse_axis = Vector2()
rotate_y(deg2rad(horizontal))
head.rotate_x(deg2rad(vertical))
# Clamp mouse rotation
var temp_rot: Vector3 = head.rotation_degrees
temp_rot.x = clamp(temp_rot.x, -75, 75)
head.rotation_degrees = temp_rot

View File

@ -1,53 +0,0 @@
extends Spatial
var camera_position = Vector3()
var camera_angle = 35.0
var camera_distance = 16.0
var camera_distance_min = 8.0
var camera_distance_max = 32.0
var camera_speed = 25.0
var mouse_delta_position = Vector2()
func _input(event: InputEvent) -> void:
if event is InputEventMouseMotion:
mouse_delta_position = event.relative
if event.is_action_pressed("player_zoom_in"):
camera_distance -= 2.0
if event.is_action_pressed("player_zoom_out"):
camera_distance += 2.0
func _process(delta: float) -> void:
var camera_aim = $Camera.get_global_transform().basis
var camera_direction = Vector3()
if Input.is_action_pressed("player_up"):
camera_direction += camera_aim.y
elif Input.is_action_pressed("player_down"):
camera_direction -= camera_aim.y
if Input.is_action_pressed("player_left"):
camera_direction -= camera_aim.x
elif Input.is_action_pressed("player_right"):
camera_direction += camera_aim.x
camera_direction = camera_direction.normalized()
camera_direction.y = 0.0
self.global_transform.origin += camera_direction * camera_speed * delta
camera_distance = clamp(camera_distance, camera_distance_min, camera_distance_max)
$Camera.transform.origin.y = sin(deg2rad(camera_angle)) * camera_distance
$Camera.transform.origin.z = cos(deg2rad(camera_angle)) * camera_distance
if Input.is_action_pressed("player_angle"):
camera_angle += mouse_delta_position.y * 0.25
camera_angle = clamp(camera_angle, 35.0, 85.0)
$Camera.transform = $Camera.transform.looking_at(Vector3(0.0, 0.0, 0.0), Vector3(0.0, 1.0, 0.0))
self.rotate_y(-mouse_delta_position.x * 0.01)
mouse_delta_position = Vector2()

View File

@ -1,106 +0,0 @@
[gd_scene load_steps=10 format=2]
[ext_resource path="res://realistic_water_shader/water_env.tres" type="Environment" id=1]
[ext_resource path="res://shaders/water/Ground.tscn" type="PackedScene" id=2]
[ext_resource path="res://realistic_water_shader/art/rock/Rock.obj" type="ArrayMesh" id=3]
[ext_resource path="res://realistic_water_shader/art/rock/Rock.material" type="Material" id=4]
[ext_resource path="res://shaders/water/Water.tscn" type="PackedScene" id=5]
[ext_resource path="res://realistic_water_shader/art/boat/Boat.obj" type="ArrayMesh" id=6]
[ext_resource path="res://realistic_water_shader/art/boat/Boat.material" type="Material" id=7]
[ext_resource path="res://realistic_water_shader/core/camera.gd" type="Script" id=8]
[sub_resource type="Animation" id=1]
resource_name = "Idle"
length = 7.0
loop = true
tracks/0/type = "value"
tracks/0/path = NodePath(".:rotation_degrees")
tracks/0/interp = 2
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 1.5, 3.4, 5.1, 7.1 ),
"transitions": PoolRealArray( 1, 1, 1, 1, 1 ),
"update": 0,
"values": [ Vector3( -1.23287, 139.927, -5.15672 ), Vector3( 8.63628, 145.851, 2.04763 ), Vector3( -9.25367, 145.768, -1.84762 ), Vector3( 1.63063, 147.601, 0.476468 ), Vector3( -1.23287, 139.927, -5.15672 ) ]
}
[node name="Main" type="Node"]
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = ExtResource( 1 )
[node name="DirectionalLight" type="DirectionalLight" parent="WorldEnvironment"]
transform = Transform( 0.757659, 0.503287, -0.415517, 0.633934, -0.41613, 0.651893, 0.15518, -0.757323, -0.634335, -0.0487633, 16.0945, -0.736719 )
light_color = Color( 0.972549, 0.941176, 0.870588, 1 )
light_energy = 2.0
light_specular = 1.0
shadow_enabled = true
[node name="Ground" parent="." instance=ExtResource( 2 )]
[node name="Rocks" type="Spatial" parent="."]
visible = false
[node name="Rock1" type="MeshInstance" parent="Rocks"]
transform = Transform( -8.45299, 0, -5.58266, 2.97955, 3.42473, -4.51149, 1.88735, -5.40659, -2.85774, 7.50167, -5.0984, -10.4137 )
mesh = ExtResource( 3 )
material/0 = ExtResource( 4 )
[node name="Rock2" type="MeshInstance" parent="Rocks"]
transform = Transform( -2.8816, -5.7108, -4.00212, -1.81075, 6.86413, -3.69354, 5.42011, -0.742982, -3.36166, 6.45473, -4.63299, -10.4137 )
mesh = ExtResource( 3 )
material/0 = ExtResource( 4 )
[node name="Rock3" type="MeshInstance" parent="Rocks"]
transform = Transform( 5.03286, 4.74675, 2.03339, -3.8662, 6.87239, 1.3841, -0.82637, -3.2435, 5.90844, 4.00962, -4.56572, -7.62493 )
mesh = ExtResource( 3 )
material/0 = ExtResource( 4 )
[node name="Rock4" type="MeshInstance" parent="Rocks"]
transform = Transform( 4.66895, -6.12027, 0.223132, 2.07828, 3.50138, 5.51233, -3.85248, -5.52849, 3.24413, 5.82676, -4.66432, 0.29593 )
mesh = ExtResource( 3 )
material/0 = ExtResource( 4 )
[node name="Rock5" type="MeshInstance" parent="Rocks"]
transform = Transform( 5.23414, -5.01891, 0.843787, -3.27192, -7.27928, -1.79441, 1.69064, 1.45062, -6.08507, 4.00962, -2.45323, 0.482225 )
mesh = ExtResource( 3 )
material/0 = ExtResource( 4 )
[node name="Rock6" type="MeshInstance" parent="Rocks"]
transform = Transform( 3.43575, 13.907, -10.6975, 5.90904, -3.61487, 20.2069, 11.3021, -8.72794, 1.17681, 12.5626, -4.59778, 1.11524 )
mesh = ExtResource( 3 )
material/0 = ExtResource( 4 )
[node name="Rock7" type="MeshInstance" parent="Rocks"]
transform = Transform( 11.0718, -14.3148, 1.33504, -7.79142, -8.05962, -3.145, 2.59114, 2.22326, -9.32619, 9.34487, -5.03868, 2.31981 )
mesh = ExtResource( 3 )
material/0 = ExtResource( 4 )
[node name="Rock8" type="MeshInstance" parent="Rocks"]
transform = Transform( -2.04565, -13.8528, 2.07388, -1.40415, -1.85515, -9.70419, 13.5591, -8.91484, 0.423051, 6.97818, -5.2834, 4.81487 )
mesh = ExtResource( 3 )
material/0 = ExtResource( 4 )
[node name="Water" parent="." instance=ExtResource( 5 )]
[node name="Boat" type="MeshInstance" parent="."]
transform = Transform( -0.836498, 0.015731, 0.547745, -0.00191562, 0.999497, -0.0316306, -0.547968, -0.0275082, -0.836047, 10.0811, -1.98067, -4.84802 )
visible = false
mesh = ExtResource( 6 )
material/0 = ExtResource( 7 )
[node name="AnimationPlayer" type="AnimationPlayer" parent="Boat"]
autoplay = "Idle"
anims/Idle = SubResource( 1 )
[node name="Player" type="Spatial" parent="."]
transform = Transform( -0.906308, 0, 0.422618, 0, 1, 0, -0.422618, 0, -0.906308, 10.5587, 0, -5.10309 )
visible = false
script = ExtResource( 8 )
[node name="Camera" type="Camera" parent="Player"]
transform = Transform( 1, 0, 0, 0, 0.819152, 0.573577, 0, -0.573577, 0.819152, 0, 6.46098, 10.82 )
fov = 60.0
far = 512.0

View File

@ -1,41 +0,0 @@
[gd_resource type="Environment" load_steps=2 format=2]
[sub_resource type="ProceduralSky" id=1]
ground_horizon_color = Color( 0.486275, 0.627451, 0.760784, 1 )
ground_curve = 1.47033
sun_longitude = -157.4
[resource]
background_mode = 2
background_sky = SubResource( 1 )
background_sky_orientation = Basis( -0.536432, 0, -0.843943, 0, 1, 0, 0.843943, 0, -0.536432 )
background_color = Color( 0.337255, 0.541176, 0.733333, 1 )
background_energy = 0.75
fog_color = Color( 0.568627, 0.643137, 0.717647, 1 )
fog_depth_end = 180.0
fog_depth_curve = 2.0
fog_height_enabled = true
fog_height_min = 15.0
fog_height_max = -10.0
fog_height_curve = 5.65682
tonemap_mode = 3
tonemap_exposure = 1.3
tonemap_white = 5.5
ss_reflections_enabled = true
ss_reflections_fade_in = 0.0955923
ss_reflections_fade_out = 0.500001
ssao_enabled = true
ssao_radius = 2.0
ssao_intensity = 2.0
ssao_quality = 2
ssao_blur = 2
dof_blur_far_distance = 80.0
dof_blur_far_transition = 20.0
dof_blur_far_quality = 2
glow_enabled = true
glow_intensity = 0.1
glow_bloom = 0.1
glow_blend_mode = 0
adjustment_enabled = true
adjustment_contrast = 1.1
adjustment_saturation = 0.98

File diff suppressed because one or more lines are too long

View File

@ -7,6 +7,19 @@ var Bus = {
Music = "Music"
}
var target_position: Dictionary = create_empty_collision_dictionnary(Vector3.ZERO)
var process_3d_inputs: bool = true
func create_empty_collision_dictionnary(to: Vector3) -> Dictionary:
return {
"position": to,
"normal": null,
"collider_id": null,
"collider": null,
"shape": null,
"rid": null
}
func play_sound(sound: AudioStreamSample, bus: String, parent: Spatial = null):
if parent:
var stream = AudioStreamPlayer3D.new()

View File

@ -12,6 +12,8 @@
[node name="UI" type="Control"]
anchor_right = 1.0
anchor_bottom = 1.0
margin_left = 2.0
margin_right = 2.0
__meta__ = {
"_edit_use_anchors_": false
}
@ -86,24 +88,82 @@ __meta__ = {
"_edit_use_anchors_": false
}
[node name="weapons" type="TextureRect" parent="."]
[node name="equipment" type="Control" parent="."]
anchor_right = 1.0
anchor_bottom = 1.0
margin_left = 262.0
margin_top = 472.0
margin_right = -250.0
margin_left = 267.0
margin_top = 462.0
margin_right = -337.0
margin_bottom = -41.0
[node name="weapons" type="TextureRect" parent="equipment"]
anchor_right = 1.219
anchor_bottom = 1.423
margin_right = 0.0199585
margin_bottom = -0.0310059
texture = ExtResource( 6 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="rp_weapon_icon" parent="weapons" instance=ExtResource( 7 )]
[node name="Weapon0" type="Control" parent="equipment/weapons"]
margin_left = 2.0
margin_top = 2.0
margin_right = 98.0
margin_bottom = 98.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="equipment" type="TextureRect" parent="."]
[node name="rp_weapon_icon" parent="equipment/weapons/Weapon0" instance=ExtResource( 7 )]
visible = false
[node name="Weapon1" type="Control" parent="equipment/weapons"]
margin_left = 101.0
margin_top = 1.0
margin_right = 197.0
margin_bottom = 97.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="rp_weapon_icon" parent="equipment/weapons/Weapon1" instance=ExtResource( 7 )]
visible = false
[node name="Weapon2" type="Control" parent="equipment/weapons"]
margin_left = 201.0
margin_top = 2.0
margin_right = 297.0
margin_bottom = 98.0
[node name="rp_weapon_icon" parent="equipment/weapons/Weapon2" instance=ExtResource( 7 )]
visible = false
[node name="Weapon3" type="Control" parent="equipment/weapons"]
margin_left = 302.0
margin_top = 2.0
margin_right = 398.0
margin_bottom = 98.0
[node name="rp_weapon_icon" parent="equipment/weapons/Weapon3" instance=ExtResource( 7 )]
visible = false
[node name="Weapon4" type="Control" parent="equipment/weapons"]
margin_left = 401.0
margin_right = 497.0
margin_bottom = 96.0
[node name="rp_weapon_icon" parent="equipment/weapons/Weapon4" instance=ExtResource( 7 )]
visible = false
[node name="specials" type="TextureRect" parent="equipment"]
anchor_right = 1.0
anchor_bottom = 1.0
margin_left = 518.191
margin_top = 343.546
margin_right = -249.809
margin_bottom = -128.454
margin_left = 256.191
margin_top = -128.454
margin_right = 472.191
margin_bottom = -40.454
texture = ExtResource( 8 )
__meta__ = {
"_edit_use_anchors_": false
}