test-client-godot/scenes/Game/Character/Character.tscn

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[gd_scene load_steps=9 format=2]
[ext_resource path="res://scenes/Game/Character/Character.gd" type="Script" id=1]
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[ext_resource path="res://scenes/Game/Character/infos_spatial.gd" type="Script" id=2]
[ext_resource path="res://game_scene/character_infos_billboard.tscn" type="PackedScene" id=3]
[ext_resource path="res://game_scene/suzanne/suzanne.obj" type="ArrayMesh" id=4]
[ext_resource path="res://game_scene/suzanne/suzanne_albedo.png" type="Texture" id=5]
[sub_resource type="Shader" id=1]
code = "shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx;
uniform vec4 albedo : hint_color;
uniform sampler2D texture_albedo : hint_albedo;
uniform float specular;
uniform float metallic;
uniform float roughness : hint_range(0,1);
uniform float point_size : hint_range(0,128);
uniform sampler2D texture_metallic : hint_white;
uniform vec4 metallic_texture_channel;
uniform sampler2D texture_roughness : hint_white;
uniform vec4 roughness_texture_channel;
uniform vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
void vertex() {
UV=UV*uv1_scale.xy+uv1_offset.xy;
}
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv);
ALBEDO = albedo.rgb * albedo_tex.rgb;
float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);
METALLIC = metallic_tex * metallic;
float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);
ROUGHNESS = roughness_tex * roughness;
SPECULAR = specular;
}
"
[sub_resource type="ShaderMaterial" id=2]
render_priority = 0
shader = SubResource( 1 )
shader_param/albedo = Color( 1, 1, 1, 1 )
shader_param/specular = 0.5
shader_param/metallic = 0.0
shader_param/roughness = 0.0
shader_param/point_size = 1.0
shader_param/metallic_texture_channel = Plane( 1, 0, 0, 0 )
shader_param/roughness_texture_channel = Plane( 1, 0, 0, 0 )
shader_param/uv1_scale = Vector3( 1, 1, 1 )
shader_param/uv1_offset = Vector3( 0, 0, 0 )
shader_param/uv2_scale = Vector3( 1, 1, 1 )
shader_param/uv2_offset = Vector3( 0, 0, 0 )
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shader_param/texture_albedo = ExtResource( 5 )
_sections_unfolded = [ "shader_param" ]
[sub_resource type="SphereShape" id=3]
radius = 0.520354
[node name="Character" type="KinematicBody"]
transform = Transform( 0.371345, 0, 0, 0, 0.218854, 0, 0, 0, 0.371345, -0.00167466, -0.475751, 6.02408 )
input_ray_pickable = true
input_capture_on_drag = false
collision_layer = 1
collision_mask = 1
axis_lock_linear_x = false
axis_lock_linear_y = false
axis_lock_linear_z = false
axis_lock_angular_x = false
axis_lock_angular_y = false
axis_lock_angular_z = false
collision/safe_margin = 0.001
script = ExtResource( 1 )
_sections_unfolded = [ "Axis Lock", "Transform", "collision" ]
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[node name="infos_spatial" type="Spatial" parent="." index="0"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 5.20802, 0 )
script = ExtResource( 2 )
[node name="character_infos_billboard" parent="infos_spatial" index="0" instance=ExtResource( 3 )]
visible = false
mouse_default_cursor_shape = 2
_sections_unfolded = [ "Mouse", "Rect", "Size Flags", "Visibility" ]
[node name="Camera_rotation_helper" type="Spatial" parent="." index="1"]
[node name="Camera" type="Camera" parent="Camera_rotation_helper" index="0"]
transform = Transform( 1, 0, 0, 0, 0.972208, 0.397244, 0, -0.137979, 0.972208, 0, 6.00296, 1.22667 )
keep_aspect = 1
cull_mask = 1048575
environment = null
h_offset = 0.0
v_offset = 0.0
doppler_tracking = 0
projection = 0
current = false
fov = 70.0
size = 1.0
near = 0.05
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far = 10000.0
_sections_unfolded = [ "Transform" ]
[node name="face_camera" type="Camera" parent="Camera_rotation_helper" index="1"]
transform = Transform( -1, 0, -8.74228e-008, 0, 1, 0, 8.74228e-008, 0, -1, 0, 4.27531, -0.805639 )
keep_aspect = 1
cull_mask = 1048575
environment = null
h_offset = 0.0
v_offset = 0.0
doppler_tracking = 0
projection = 0
current = false
fov = 70.0
size = 1.0
near = 0.05
far = 100.0
_sections_unfolded = [ "Transform" ]
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[node name="MeshInstance" type="MeshInstance" parent="." index="2"]
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transform = Transform( -0.281766, 0, -2.3459e-008, 0, 0.491282, 0, 2.46328e-008, 0, -0.26834, 0.0433697, 4.3256, 4.76837e-007 )
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layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
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mesh = ExtResource( 4 )
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skeleton = NodePath("..")
material/0 = SubResource( 2 )
_sections_unfolded = [ "Transform", "material" ]
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[node name="Flashlight" type="SpotLight" parent="MeshInstance" index="0"]
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transform = Transform( -2.54929, -1.60184e-009, 3.70147e-007, 0, 2.42833, 0.0302507, -2.34015e-007, 0.0192396, -4.44583, 0.391783, -0.0857301, 1.36415 )
layers = 1
light_color = Color( 1, 1, 1, 1 )
light_energy = 2.0
light_indirect_energy = 2.0
light_negative = false
light_specular = 0.5
light_bake_mode = 1
light_cull_mask = -1
shadow_enabled = true
shadow_color = Color( 0, 0, 0, 1 )
shadow_bias = 0.15
shadow_contact = 0.0
shadow_reverse_cull_face = true
editor_only = false
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spot_range = 9.90764
spot_attenuation = 1.0
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spot_angle = 22.2473
spot_angle_attenuation = 1.0
_sections_unfolded = [ "Light", "Shadow" ]
[node name="collision_shape" type="CollisionShape" parent="." index="3"]
transform = Transform( 0.754381, 0, 0, 0, 0.927224, 0, 0, 0, 0.540596, 0.0499596, 4.35001, -0.0363884 )
shape = SubResource( 3 )
disabled = false