Compare commits
5 Commits
rose_physi
...
main
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fb87ccf301 | 2 months ago |
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0d2830d2f2 | 2 months ago |
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81ee19796d | 2 months ago |
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96e53b9bbe | 2 months ago |
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a6dd6b646d | 2 months ago |
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Before Width: | Height: | Size: 573 B After Width: | Height: | Size: 665 B |
Binary file not shown.
@ -0,0 +1,42 @@
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[remap]
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importer="scene"
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importer_version=1
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type="PackedScene"
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uid="uid://c4cpduyayg7m"
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path="res://.godot/imported/Hammer.glb-56c5f617d7ebd1afee9d21db3ca71ad2.scn"
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[deps]
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source_file="res://models/Hammer.glb"
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dest_files=["res://.godot/imported/Hammer.glb-56c5f617d7ebd1afee9d21db3ca71ad2.scn"]
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[params]
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nodes/root_type=""
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nodes/root_name=""
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nodes/root_script=null
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nodes/apply_root_scale=true
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nodes/root_scale=0.009999999999999998
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nodes/import_as_skeleton_bones=false
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nodes/use_name_suffixes=true
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nodes/use_node_type_suffixes=true
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meshes/ensure_tangents=true
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meshes/generate_lods=true
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meshes/create_shadow_meshes=true
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meshes/light_baking=1
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meshes/lightmap_texel_size=0.2
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meshes/force_disable_compression=false
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skins/use_named_skins=true
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animation/import=true
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animation/fps=30
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animation/trimming=false
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animation/remove_immutable_tracks=true
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animation/import_rest_as_RESET=false
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import_script/path=""
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materials/extract=0
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materials/extract_format=0
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materials/extract_path=""
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_subresources={}
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gltf/naming_version=2
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gltf/embedded_image_handling=1
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After Width: | Height: | Size: 131 B |
@ -0,0 +1,44 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://5rjxc4yetqx2"
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path.s3tc="res://.godot/imported/Hammer_T_Hammer.png-3e85039454e8f001d18736fd1fee7638.s3tc.ctex"
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metadata={
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"imported_formats": ["s3tc_bptc"],
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"vram_texture": true
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}
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generator_parameters={
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"md5": "6244feb1775a88dcea51d7b35f8ab233"
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}
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[deps]
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source_file="res://models/Hammer_T_Hammer.png"
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dest_files=["res://.godot/imported/Hammer_T_Hammer.png-3e85039454e8f001d18736fd1fee7638.s3tc.ctex"]
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[params]
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compress/mode=2
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=true
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=0
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After Width: | Height: | Size: 787 B |
@ -0,0 +1,41 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://cqgmd4n3v8vpo"
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path.s3tc="res://.godot/imported/T_Fire.png-a65ff52704eddd060d64040259ba2228.s3tc.ctex"
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metadata={
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"imported_formats": ["s3tc_bptc"],
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"vram_texture": true
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}
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[deps]
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source_file="res://models/T_Fire.png"
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dest_files=["res://.godot/imported/T_Fire.png-a65ff52704eddd060d64040259ba2228.s3tc.ctex"]
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[params]
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compress/mode=2
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=true
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=0
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@ -0,0 +1,16 @@
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extends Node3D
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@onready var hammer_in_viewport: Node3D = $"../Character/Head/Hammer In Viewport"
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@onready var hammer_shelf_vis: Node3D = $Hammer
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var isHammerInViewport:bool = false
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("hammer_toggle"):
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isHammerInViewport = !isHammerInViewport
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if isHammerInViewport:
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hammer_in_viewport.visible = true
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hammer_shelf_vis.visible = false
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else:
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hammer_in_viewport.visible = false
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hammer_shelf_vis.visible = true
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@ -0,0 +1 @@
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uid://dcym4t8d3muis
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@ -0,0 +1,7 @@
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extends Sprite3D
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@onready var animation_player: AnimationPlayer = $AnimationPlayer
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func _ready() -> void:
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animation_player.seek(randf_range(0.,.4))
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animation_player.speed_scale = randf_range(0.7,1.3)
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@ -0,0 +1 @@
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uid://btmcmchyhipdy
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@ -0,0 +1,21 @@
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shader_type spatial;
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render_mode cull_disabled;
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uniform sampler2D tex : source_color, filter_nearest;
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uniform float intensity = 1;
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void vertex() {
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// Called for every vertex the material is visible on.
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}
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void fragment() {
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vec4 color = texture(tex,UV);
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ALBEDO = vec3(0,0,0);
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EMISSION = color.rgb * intensity;
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ALPHA = color.a;
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}
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//void light() {
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// // Called for every pixel for every light affecting the material.
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// // Uncomment to replace the default light processing function with this one.
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//}
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@ -0,0 +1 @@
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uid://bw1w2dsdolhw
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@ -0,0 +1,66 @@
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[gd_scene load_steps=8 format=3 uid="uid://dwd7bdnc82anm"]
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[ext_resource type="Texture2D" uid="uid://cqgmd4n3v8vpo" path="res://models/T_Fire.png" id="1_qjpos"]
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[ext_resource type="Shader" uid="uid://bw1w2dsdolhw" path="res://prefabs/firesprite.gdshader" id="1_xelca"]
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[ext_resource type="Script" uid="uid://btmcmchyhipdy" path="res://prefabs/firesprite.gd" id="2_ftlo4"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_5fcrl"]
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render_priority = 0
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shader = ExtResource("1_xelca")
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shader_parameter/tex = ExtResource("1_qjpos")
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shader_parameter/intensity = 1.98
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[sub_resource type="Animation" id="Animation_xelca"]
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length = 0.001
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath(".:frame")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 1,
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"values": [0]
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}
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[sub_resource type="Animation" id="Animation_ftlo4"]
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resource_name = "fire"
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length = 0.4015
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loop_mode = 1
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath(".:frame")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0, 0.1, 0.20165114, 0.29820445),
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"transitions": PackedFloat32Array(1, 1, 1, 1),
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"update": 1,
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"values": [0, 1, 2, 3]
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}
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_5fcrl"]
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_data = {
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&"RESET": SubResource("Animation_xelca"),
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&"fire": SubResource("Animation_ftlo4")
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}
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[node name="Firesprite" type="Sprite3D"]
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transform = Transform3D(2, 0, 0, 0, 2, 0, 0, 0, 2, 0, 0, 0)
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material_override = SubResource("ShaderMaterial_5fcrl")
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cast_shadow = 0
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texture_filter = 0
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texture = ExtResource("1_qjpos")
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hframes = 4
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region_enabled = true
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region_rect = Rect2(0, 0, 128, 20.214777)
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script = ExtResource("2_ftlo4")
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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libraries = {
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&"": SubResource("AnimationLibrary_5fcrl")
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}
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autoplay = "fire"
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@ -0,0 +1,8 @@
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extends Node3D
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@onready var animation_player: AnimationPlayer = $AnimationPlayer
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("fire"):
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animation_player.play("full_fire")
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if event.is_action_pressed("ui_left"):
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animation_player.play("RESET")
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@ -0,0 +1 @@
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uid://c5yte0olwvl6g
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@ -0,0 +1,26 @@
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extends Node3D
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@onready var body_animaiton: AnimationPlayer = $"../../../CoffinSwitcher/CoffinOpenable/AnimatedBody/AnimationPlayer"
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@onready var hammer_animation: AnimationPlayer = $AnimationPlayer
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@onready var face: MeshInstance3D = $"../../../CoffinSwitcher/CoffinOpenable/AnimatedBody/Armature/Skeleton3D/BoneAttachment3D/Body_002"
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var uv_base:Vector3 = Vector3(0.,.25,0.)
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var uv_after_hit: Vector3 = Vector3(.5,0.,0.)
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("hammering"):
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var tween = get_tree().create_tween()
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hammer_animation.play("swing")
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tween.tween_interval(0.3)
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tween.tween_callback(body_animaiton.play.bind("Face Hit"))
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tween.tween_callback(setuv.bind(uv_after_hit))
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if event.is_action_pressed("ui_left"):
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setuv(uv_base)
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func setuv(value:Vector3):
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var faceMat:BaseMaterial3D = face.get_active_material(0)
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faceMat.uv1_offset = value
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@ -0,0 +1 @@
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uid://gy52d2t3moyx
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File diff suppressed because it is too large
Load Diff
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extends MeshInstance3D
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@onready var animation_player: AnimationPlayer = $AnimationPlayer
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var isPickedUp:bool = false
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func _on_interactable_on_hit() -> void:
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isPickedUp = !isPickedUp
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print("hit")
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if isPickedUp:
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animation_player.play("phone_pickzup")
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else:
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animation_player.play("Hangup")
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@ -0,0 +1 @@
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uid://4301hu7hhhoq
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