divers test.

This commit is contained in:
osquallo 2018-07-26 19:15:50 +02:00
parent c3dfb569f0
commit 7d771c6fc6
6 changed files with 254 additions and 96 deletions

View file

@ -77,6 +77,9 @@ file_logging/enable_file_logging=true
[rendering] [rendering]
quality/filters/use_nearest_mipmap_filter=true quality/filters/use_nearest_mipmap_filter=true
quality/filters/anisotropic_filter_level=8
quality/shadows/filter_mode=2 quality/shadows/filter_mode=2
quality/subsurface_scattering/quality=2
quality/subsurface_scattering/follow_surface=true
quality/filters/msaa=3 quality/filters/msaa=3
environment/default_environment="res://default_env.tres" environment/default_environment="res://default_env.tres"

View file

@ -1,13 +1,15 @@
extends RigidBody extends RigidBody
var hit_timer = 0 func _on_Box_sleeping_state_changed():
# pass
if self.sleeping:
$MeshInstance.get_surface_material(0).albedo_color = Color( 0.0, 1.0, 0.0, 1 )
else:
$MeshInstance.get_surface_material(0).albedo_color = Color( 0.0, 0.0, 1.0, 1 )
func _process(delta): func _on_Box_body_entered(body):
if hit_timer >0: $MeshInstance.get_surface_material(0).albedo_color = Color( 0.0, 1.0, 0.0, 1 )
hit_timer -= delta
if hit_timer <= 0:
$MeshInstance.get_surface_material(0).albedo_color = Color(1,1,1,1)
func hit():
$MeshInstance.get_surface_material(0).albedo_color = Color(1,0,0, 1) func _on_Box_body_exited(body):
hit_timer = 1 $MeshInstance.get_surface_material(0).albedo_color = Color( 0.0, 0.0, 1.0, 1 )

View file

@ -84,12 +84,12 @@ func process_movement(delta):
var collision_info = move_and_collide(vel * delta) var collision_info = move_and_collide(vel * delta)
if collision_info: if collision_info:
vel = vel.bounce(collision_info.normal) vel = vel.bounce(collision_info.normal)
if collision_info.collider.is_class("Node"): var obj = collision_info.collider
if collision_info.collider.name == "Box": if obj.is_class( "RigidBody" ):
var obj = collision_info.collider obj.sleeping = false
if obj.has_method( "hit" ): # obj.apply_impulse( collision_info.position, collision_info.collider_velocity )
obj.hit() # if obj.has_method( "hit" ):
print(obj.name) # obj.hit( collision_info.position, collision_info.collider_velocity )
# print(str(collision_info.collider.get_class())) # print(str(collision_info.collider.get_class()))

View file

@ -1,6 +1,6 @@
[gd_scene load_steps=4 format=2] [gd_scene load_steps=5 format=2]
[sub_resource type="SphereMesh" id=3] [sub_resource type="SphereMesh" id=1]
custom_aabb = AABB( 0, 0, 0, 0, 0, 0 ) custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
radius = 1.0 radius = 1.0
@ -9,59 +9,64 @@ radial_segments = 64
rings = 32 rings = 32
is_hemisphere = false is_hemisphere = false
[sub_resource type="SpatialMaterial" id=4] [sub_resource type="Shader" id=2]
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;
}
"
_sections_unfolded = [ "Resource" ]
[sub_resource type="ShaderMaterial" id=3]
render_priority = 0 render_priority = 0
flags_transparent = false shader = SubResource( 2 )
flags_unshaded = false shader_param/albedo = Color( 0.513085, 0.250778, 0.675781, 1 )
flags_vertex_lighting = false shader_param/specular = 1.0
flags_no_depth_test = false shader_param/metallic = 1.0
flags_use_point_size = false shader_param/roughness = 0.5
flags_world_triplanar = false shader_param/point_size = 0.0
flags_fixed_size = false shader_param/metallic_texture_channel = null
flags_albedo_tex_force_srgb = false shader_param/roughness_texture_channel = null
vertex_color_use_as_albedo = false shader_param/uv1_scale = null
vertex_color_is_srgb = false shader_param/uv1_offset = null
params_diffuse_mode = 0 shader_param/uv2_scale = null
params_specular_mode = 0 shader_param/uv2_offset = null
params_blend_mode = 0 _sections_unfolded = [ "shader_param" ]
params_cull_mode = 0
params_depth_draw_mode = 0
params_line_width = 1.0
params_point_size = 1.0
params_billboard_mode = 0
params_grow = false
params_use_alpha_scissor = false
albedo_color = Color( 1, 0.152344, 0.867554, 1 )
metallic = 0.0
metallic_specular = 0.5
metallic_texture_channel = 0
roughness = 0.0
roughness_texture_channel = 0
emission_enabled = false
normal_enabled = false
rim_enabled = false
clearcoat_enabled = false
anisotropy_enabled = false
ao_enabled = false
depth_enabled = false
subsurf_scatter_enabled = false
transmission_enabled = false
refraction_enabled = false
detail_enabled = false
uv1_scale = Vector3( 1, 1, 1 )
uv1_offset = Vector3( 0, 0, 0 )
uv1_triplanar = false
uv1_triplanar_sharpness = 1.0
uv2_scale = Vector3( 1, 1, 1 )
uv2_offset = Vector3( 0, 0, 0 )
uv2_triplanar = false
uv2_triplanar_sharpness = 1.0
proximity_fade_enable = false
distance_fade_enable = false
_sections_unfolded = [ "Albedo" ]
[sub_resource type="ConvexPolygonShape" id=2] [sub_resource type="ConvexPolygonShape" id=4]
points = PoolVector3Array( -1, 1, 1, 1, 1, -1, 1, 1, 1, -1, 1, -1, -1, -1, 1, 1, -1, -1, 1, -1, 1, -1, -1, -1, 1, 1, 1, -1, 1, -1, 1, 1, -1, -1, 1, 1, 1, -1, 1, -1, -1, -1, 1, -1, -1, -1, -1, 1, 1, 1, 1, -1, -1, 1, -1, 1, 1, 1, -1, 1, 1, 1, -1, -1, -1, -1, -1, 1, -1, 1, -1, -1 ) points = PoolVector3Array( -1, 1, 1, 1, 1, -1, 1, 1, 1, -1, 1, -1, -1, -1, 1, 1, -1, -1, 1, -1, 1, -1, -1, -1, 1, 1, 1, -1, 1, -1, 1, 1, -1, -1, 1, 1, 1, -1, 1, -1, -1, -1, 1, -1, -1, -1, -1, 1, 1, 1, 1, -1, -1, 1, -1, 1, 1, 1, -1, 1, 1, 1, -1, -1, -1, -1, -1, 1, -1, 1, -1, -1 )
@ -104,14 +109,14 @@ lod_min_distance = 0.0
lod_min_hysteresis = 0.0 lod_min_hysteresis = 0.0
lod_max_distance = 0.0 lod_max_distance = 0.0
lod_max_hysteresis = 0.0 lod_max_hysteresis = 0.0
mesh = SubResource( 3 ) mesh = SubResource( 1 )
skeleton = NodePath("..") skeleton = NodePath("..")
material/0 = SubResource( 4 ) material/0 = SubResource( 3 )
_sections_unfolded = [ "material" ] _sections_unfolded = [ "material" ]
[node name="CollisionShape" type="CollisionShape" parent="." index="1"] [node name="CollisionShape" type="CollisionShape" parent="." index="1"]
shape = SubResource( 2 ) shape = SubResource( 4 )
disabled = false disabled = false

View file

@ -1,4 +1,4 @@
[gd_scene load_steps=22 format=2] [gd_scene load_steps=23 format=2]
[ext_resource path="res://scenes/Game/Character/Character.tscn" type="PackedScene" id=1] [ext_resource path="res://scenes/Game/Character/Character.tscn" type="PackedScene" id=1]
[ext_resource path="res://assets/Game/Brick08/Bricks08_col.jpg" type="Texture" id=2] [ext_resource path="res://assets/Game/Brick08/Bricks08_col.jpg" type="Texture" id=2]
@ -88,7 +88,59 @@ _sections_unfolded = [ "Albedo", "Ambient Occlusion", "Anisotropy", "Clearcoat",
points = PoolVector3Array( 1, 0, 1, -1, 0, 1, 1, 0, -1, -1, 0, -1 ) points = PoolVector3Array( 1, 0, 1, -1, 0, 1, 1, 0, -1, -1, 0, -1 )
[sub_resource type="CubeMesh" id=4] [sub_resource type="SpatialMaterial" id=4]
render_priority = 0
flags_transparent = true
flags_unshaded = false
flags_vertex_lighting = false
flags_no_depth_test = false
flags_use_point_size = false
flags_world_triplanar = false
flags_fixed_size = false
flags_albedo_tex_force_srgb = false
vertex_color_use_as_albedo = false
vertex_color_is_srgb = false
params_diffuse_mode = 0
params_specular_mode = 0
params_blend_mode = 0
params_cull_mode = 0
params_depth_draw_mode = 0
params_line_width = 1.0
params_point_size = 1.0
params_billboard_mode = 0
params_grow = false
params_use_alpha_scissor = false
albedo_color = Color( 1, 1, 1, 0 )
metallic = 0.0
metallic_specular = 0.5
metallic_texture_channel = 0
roughness = 0.0
roughness_texture_channel = 0
emission_enabled = false
normal_enabled = false
rim_enabled = false
clearcoat_enabled = false
anisotropy_enabled = false
ao_enabled = false
depth_enabled = false
subsurf_scatter_enabled = false
transmission_enabled = false
refraction_enabled = false
detail_enabled = false
uv1_scale = Vector3( 1, 1, 1 )
uv1_offset = Vector3( 0, 0, 0 )
uv1_triplanar = false
uv1_triplanar_sharpness = 1.0
uv2_scale = Vector3( 1, 1, 1 )
uv2_offset = Vector3( 0, 0, 0 )
uv2_triplanar = false
uv2_triplanar_sharpness = 1.0
proximity_fade_enable = false
distance_fade_enable = false
_sections_unfolded = [ "Albedo", "Flags" ]
[sub_resource type="CubeMesh" id=5]
custom_aabb = AABB( 0, 0, 0, 0, 0, 0 ) custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
size = Vector3( 2, 2, 2 ) size = Vector3( 2, 2, 2 )
@ -96,7 +148,7 @@ subdivide_width = 0
subdivide_height = 0 subdivide_height = 0
subdivide_depth = 0 subdivide_depth = 0
[sub_resource type="SpatialMaterial" id=5] [sub_resource type="SpatialMaterial" id=6]
render_priority = 0 render_priority = 0
flags_transparent = false flags_transparent = false
@ -161,11 +213,11 @@ proximity_fade_enable = false
distance_fade_enable = false distance_fade_enable = false
_sections_unfolded = [ "Albedo", "Ambient Occlusion", "Clearcoat", "Depth", "Detail", "Distance Fade", "Flags", "NormalMap", "Proximity Fade", "Rim", "Roughness", "Subsurf Scatter", "Transmission", "Vertex Color" ] _sections_unfolded = [ "Albedo", "Ambient Occlusion", "Clearcoat", "Depth", "Detail", "Distance Fade", "Flags", "NormalMap", "Proximity Fade", "Rim", "Roughness", "Subsurf Scatter", "Transmission", "Vertex Color" ]
[sub_resource type="ConvexPolygonShape" id=6] [sub_resource type="ConvexPolygonShape" id=7]
points = PoolVector3Array( -1, 1, 1, 1, 1, -1, 1, 1, 1, -1, 1, -1, -1, -1, 1, 1, -1, -1, 1, -1, 1, -1, -1, -1, 1, 1, 1, -1, 1, -1, 1, 1, -1, -1, 1, 1, 1, -1, 1, -1, -1, -1, 1, -1, -1, -1, -1, 1, 1, 1, 1, -1, -1, 1, -1, 1, 1, 1, -1, 1, 1, 1, -1, -1, -1, -1, -1, 1, -1, 1, -1, -1 ) points = PoolVector3Array( -1, 1, 1, 1, 1, -1, 1, 1, 1, -1, 1, -1, -1, -1, 1, 1, -1, -1, 1, -1, 1, -1, -1, -1, 1, 1, 1, -1, 1, -1, 1, 1, -1, -1, 1, 1, 1, -1, 1, -1, -1, -1, 1, -1, -1, -1, -1, 1, 1, 1, 1, -1, -1, 1, -1, 1, 1, 1, -1, 1, 1, 1, -1, -1, -1, -1, -1, 1, -1, 1, -1, -1 )
[sub_resource type="SpatialMaterial" id=7] [sub_resource type="SpatialMaterial" id=8]
render_priority = 0 render_priority = 0
flags_transparent = false flags_transparent = false
@ -225,13 +277,13 @@ proximity_fade_enable = false
distance_fade_enable = false distance_fade_enable = false
_sections_unfolded = [ "Albedo", "Emission", "Flags", "Parameters", "Particles Anim" ] _sections_unfolded = [ "Albedo", "Emission", "Flags", "Parameters", "Particles Anim" ]
[sub_resource type="QuadMesh" id=8] [sub_resource type="QuadMesh" id=9]
material = SubResource( 7 ) material = SubResource( 8 )
custom_aabb = AABB( 0, 0, 0, 0, 0, 0 ) custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
size = Vector2( 0.4, 0.4 ) size = Vector2( 0.4, 0.4 )
[sub_resource type="SpatialMaterial" id=9] [sub_resource type="SpatialMaterial" id=10]
render_priority = 0 render_priority = 0
flags_transparent = false flags_transparent = false
@ -292,9 +344,9 @@ proximity_fade_enable = false
distance_fade_enable = false distance_fade_enable = false
_sections_unfolded = [ "Albedo", "Emission", "Flags", "Parameters", "Particles Anim" ] _sections_unfolded = [ "Albedo", "Emission", "Flags", "Parameters", "Particles Anim" ]
[sub_resource type="QuadMesh" id=10] [sub_resource type="QuadMesh" id=11]
material = SubResource( 9 ) material = SubResource( 10 )
custom_aabb = AABB( 0, 0, 0, 0, 0, 0 ) custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
size = Vector2( 0.4, 0.4 ) size = Vector2( 0.4, 0.4 )
@ -308,7 +360,7 @@ size = Vector2( 0.4, 0.4 )
editor/display_folded = true editor/display_folded = true
[node name="Ground" type="StaticBody" parent="World/Terrain" index="0"] [node name="Floor" type="StaticBody" parent="World/Terrain" index="0"]
input_ray_pickable = true input_ray_pickable = true
input_capture_on_drag = false input_capture_on_drag = false
@ -319,7 +371,7 @@ bounce = 0.0
constant_linear_velocity = Vector3( 0, 0, 0 ) constant_linear_velocity = Vector3( 0, 0, 0 )
constant_angular_velocity = Vector3( 0, 0, 0 ) constant_angular_velocity = Vector3( 0, 0, 0 )
[node name="MeshInstance" type="MeshInstance" parent="World/Terrain/Ground" index="0"] [node name="MeshInstance" type="MeshInstance" parent="World/Terrain/Floor" index="0"]
transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0 ) transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0 )
layers = 1 layers = 1
@ -336,13 +388,49 @@ skeleton = NodePath("..")
material/0 = SubResource( 2 ) material/0 = SubResource( 2 )
_sections_unfolded = [ "Transform", "material" ] _sections_unfolded = [ "Transform", "material" ]
[node name="CollisionShape" type="CollisionShape" parent="World/Terrain/Ground" index="1"] [node name="CollisionShape" type="CollisionShape" parent="World/Terrain/Floor" index="1"]
transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0 ) transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0 )
shape = SubResource( 3 ) shape = SubResource( 3 )
disabled = false disabled = false
[node name="Wall1" type="StaticBody" parent="World/Terrain" index="1"] [node name="Ceilling" type="StaticBody" parent="World/Terrain" index="1"]
transform = Transform( 1, 0, 0, 0, -0.984809, -0.173641, 0, 0.173641, -0.984809, 0, 20, 0 )
input_ray_pickable = true
input_capture_on_drag = false
collision_layer = 1
collision_mask = 1
friction = 1.0
bounce = 0.0
constant_linear_velocity = Vector3( 0, 0, 0 )
constant_angular_velocity = Vector3( 0, 0, 0 )
_sections_unfolded = [ "Transform" ]
[node name="MeshInstance" type="MeshInstance" parent="World/Terrain/Ceilling" index="0"]
transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0 )
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
mesh = SubResource( 1 )
skeleton = NodePath("..")
material/0 = SubResource( 4 )
_sections_unfolded = [ "Transform", "material" ]
[node name="CollisionShape" type="CollisionShape" parent="World/Terrain/Ceilling" index="1"]
transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0 )
shape = SubResource( 3 )
disabled = false
[node name="Wall1" type="StaticBody" parent="World/Terrain" index="2"]
transform = Transform( -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0, 1, -10, 10, 0 ) transform = Transform( -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0, 1, -10, 10, 0 )
input_ray_pickable = true input_ray_pickable = true
@ -379,7 +467,7 @@ shape = SubResource( 3 )
disabled = false disabled = false
_sections_unfolded = [ "Transform" ] _sections_unfolded = [ "Transform" ]
[node name="Wall2" type="StaticBody" parent="World/Terrain" index="2"] [node name="Wall2" type="StaticBody" parent="World/Terrain" index="3"]
transform = Transform( -4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 0, 0, 1, 10, 10, 0 ) transform = Transform( -4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 0, 0, 1, 10, 10, 0 )
input_ray_pickable = true input_ray_pickable = true
@ -415,7 +503,7 @@ transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0 )
shape = SubResource( 3 ) shape = SubResource( 3 )
disabled = false disabled = false
[node name="Wall3" type="StaticBody" parent="World/Terrain" index="3"] [node name="Wall3" type="StaticBody" parent="World/Terrain" index="4"]
transform = Transform( 1.91069e-15, 4.37114e-08, 1, 1, -4.37114e-08, 0, 4.37114e-08, 1, -4.37114e-08, 0, 10, -10 ) transform = Transform( 1.91069e-15, 4.37114e-08, 1, 1, -4.37114e-08, 0, 4.37114e-08, 1, -4.37114e-08, 0, 10, -10 )
input_ray_pickable = true input_ray_pickable = true
@ -451,7 +539,7 @@ transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0 )
shape = SubResource( 3 ) shape = SubResource( 3 )
disabled = false disabled = false
[node name="Wall4" type="StaticBody" parent="World/Terrain" index="4"] [node name="Wall4" type="StaticBody" parent="World/Terrain" index="5"]
transform = Transform( 1.91069e-15, 4.37114e-08, -1, 1, -4.37114e-08, 0, -4.37114e-08, -1, -4.37114e-08, 0, 10, 10 ) transform = Transform( 1.91069e-15, 4.37114e-08, -1, 1, -4.37114e-08, 0, -4.37114e-08, -1, -4.37114e-08, 0, 10, 10 )
input_ray_pickable = true input_ray_pickable = true
@ -518,7 +606,7 @@ input_capture_on_drag = false
collision_layer = 1 collision_layer = 1
collision_mask = 1 collision_mask = 1
mode = 0 mode = 0
mass = 100.0 mass = 1020.41
friction = 1.0 friction = 1.0
bounce = 0.0 bounce = 0.0
gravity_scale = 1.0 gravity_scale = 1.0
@ -539,6 +627,7 @@ linear_damp = -1.0
angular_velocity = Vector3( 0, 0, 0 ) angular_velocity = Vector3( 0, 0, 0 )
angular_damp = -1.0 angular_damp = -1.0
script = ExtResource( 7 ) script = ExtResource( 7 )
_sections_unfolded = [ "Collision" ]
[node name="MeshInstance" type="MeshInstance" parent="World/Box" index="0"] [node name="MeshInstance" type="MeshInstance" parent="World/Box" index="0"]
@ -552,30 +641,89 @@ lod_min_distance = 0.0
lod_min_hysteresis = 0.0 lod_min_hysteresis = 0.0
lod_max_distance = 0.0 lod_max_distance = 0.0
lod_max_hysteresis = 0.0 lod_max_hysteresis = 0.0
mesh = SubResource( 4 ) mesh = SubResource( 5 )
skeleton = NodePath("..") skeleton = NodePath("..")
material/0 = SubResource( 5 ) material/0 = SubResource( 6 )
_sections_unfolded = [ "Geometry", "LOD", "material" ] _sections_unfolded = [ "Geometry", "LOD", "material" ]
[node name="CollisionShape" type="CollisionShape" parent="World/Box" index="1"] [node name="CollisionShape" type="CollisionShape" parent="World/Box" index="1"]
transform = Transform( 1, 1.49012e-08, 0, 1.3411e-07, 1, 0, 2.98023e-08, -2.98023e-08, 1, 0, 0, 0 ) transform = Transform( 1, 1.49012e-08, 0, 1.3411e-07, 1, 0, 2.98023e-08, -2.98023e-08, 1, 0, 0, 0 )
shape = SubResource( 6 ) shape = SubResource( 7 )
disabled = false disabled = false
_sections_unfolded = [ "Transform" ] _sections_unfolded = [ "Transform" ]
[node name="CubeShaderTest" parent="World" index="3" instance=ExtResource( 8 )] [node name="Box2" type="RigidBody" parent="World" index="3"]
transform = Transform( 0.640199, 0.768209, 0, -0.650662, 0.542239, -0.531616, -0.408393, 0.34034, 0.846985, -3.00203, 8.74323, -4.47902 )
input_ray_pickable = true
input_capture_on_drag = false
collision_layer = 1
collision_mask = 1
mode = 0
mass = 1020.41
friction = 1.0
bounce = 0.0
gravity_scale = 1.0
custom_integrator = false
continuous_cd = false
contacts_reported = 0
contact_monitor = false
sleeping = false
can_sleep = true
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
linear_velocity = Vector3( 0, 0, 0 )
linear_damp = -1.0
angular_velocity = Vector3( 0, 0, 0 )
angular_damp = -1.0
script = ExtResource( 7 )
_sections_unfolded = [ "Collision" ]
[node name="MeshInstance" type="MeshInstance" parent="World/Box2" index="0"]
transform = Transform( 1, 1.49012e-08, 0, 2.68221e-07, 1, -5.96046e-08, -2.98023e-08, 1.19209e-07, 1, 0.0656062, -0.054674, 0.0536029 )
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
mesh = SubResource( 5 )
skeleton = NodePath("..")
material/0 = SubResource( 6 )
_sections_unfolded = [ "Geometry", "LOD", "material" ]
[node name="CollisionShape" type="CollisionShape" parent="World/Box2" index="1"]
transform = Transform( 1, 1.49012e-08, 0, 1.3411e-07, 1, 0, 2.98023e-08, -2.98023e-08, 1, 0, 0, 0 )
shape = SubResource( 7 )
disabled = false
_sections_unfolded = [ "Transform" ]
[node name="CubeShaderTest" parent="World" index="4" instance=ExtResource( 8 )]
transform = Transform( -0.471909, 0, -0.881647, 0, 1, 0, 0.881647, 0, -0.471909, 4, 2, 3.11353 ) transform = Transform( -0.471909, 0, -0.881647, 0, 1, 0, 0.881647, 0, -0.471909, 4, 2, 3.11353 )
friction = 0.2 friction = 0.2
bounce = 0.75 bounce = 0.75
[node name="fire_01" parent="World" index="4" instance=ExtResource( 9 )] [node name="fire_01" parent="World" index="5" instance=ExtResource( 9 )]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, -4.60514, 0.220215, -2.3728 ) transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, -4.60514, 0.220215, -2.3728 )
visibility_aabb = AABB( -4, -4.04395, -3.96729, 8, 8, 8 ) visibility_aabb = AABB( -4, -4.04395, -3.96729, 8, 8, 8 )
draw_passes = 2 draw_passes = 2
draw_pass_1 = SubResource( 8 ) draw_pass_1 = SubResource( 9 )
draw_pass_2 = SubResource( 10 ) draw_pass_2 = SubResource( 11 )
[connection signal="sleeping_state_changed" from="World/Box" to="World/Box" method="_on_Box_sleeping_state_changed"]
[connection signal="sleeping_state_changed" from="World/Box2" to="World/Box2" method="_on_Box_sleeping_state_changed"]

View file

@ -4,7 +4,7 @@
[ext_resource path="res://scenes/GUI/GUI.tscn" type="PackedScene" id=2] [ext_resource path="res://scenes/GUI/GUI.tscn" type="PackedScene" id=2]
[ext_resource path="res://scenes/Game/Game.tscn" type="PackedScene" id=3] [ext_resource path="res://scenes/Game/Game.tscn" type="PackedScene" id=3]
[node name="Main" type="Node"] [node name="Main" type="Node" index="0"]
script = ExtResource( 1 ) script = ExtResource( 1 )
_sections_unfolded = [ "Pause" ] _sections_unfolded = [ "Pause" ]