divers modifications/test.

This commit is contained in:
osquallo 2018-07-28 20:34:08 +02:00
parent d3bf051b26
commit d83058a3f7
8 changed files with 149 additions and 169 deletions

View file

@ -37,6 +37,7 @@ ui_pause=[ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":
ui_reload=[ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":true,"meta":false,"command":true,"pressed":false,"scancode":82,"unicode":0,"echo":false,"script":null)
]
ui_free_cursor=[ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777217,"unicode":0,"echo":false,"script":null)
, Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"button_mask":0,"position":Vector2( 0, 0 ),"global_position":Vector2( 0, 0 ),"factor":1.0,"button_index":2,"pressed":false,"doubleclick":false,"script":null)
]
move_up=[ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777232,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":12,"pressure":0.0,"pressed":false,"script":null)

View file

@ -1,27 +1,15 @@
extends MarginContainer
# class member variables go here, for example:
# var a = 2
# var b = "textvar"
func _ready():
# Called every time the node is added to the scene.
# Initialization here
$Home.show()
$Settings.hide()
#func _process(delta):
# # Called every frame. Delta is time since last frame.
# # Update game logic here.
# pass
func _on_Home_setting_pressed():
$Home.hide()
$Settings.show()
$Help.hide()
func _on_Settings_return_pressed():
$Home.show()
$Settings.hide()
@ -30,57 +18,36 @@ func _on_Settings_return_pressed():
func _on_Home_play_pressed():
if not get_tree().paused:
pause()
# $Home/MarginContainer/Menu/Buttons/VBoxContainer/PlayButton.text = "Play"
else:
play()
# $Home/MarginContainer/Menu/Buttons/VBoxContainer/PlayButton.text = "Pause"
# get_tree().paused = !get_tree().paused
# if get_tree().paused:-
# $Home/MarginContainer/Menu/Buttons/VBoxContainer/PlayButton.text = "Play"
# else:
# $Home/MarginContainer/Menu/Buttons/VBoxContainer/PlayButton.text = "Pause"
func _input(event):
# TODO revoir l'architecture des events.
# deplacer le mouvement dans la scene game plutot qu'ici
# et bloquer l'input sur ll'ui lorsqu'on est en jeu
# et inversement quand on est dans les menu (mouse free/captured).
# on ne dois pas naviguer dans les menu qd la souris est capturé (jeu en cours)
# et on ne dois aps avaner lorsqu'on est dans les menu
# ou que la souris est liberé pour agir sur les element du HUD?
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
if event.is_action_pressed("ui_test"):
print( "Event: ui_test" )
if event.is_action_pressed("ui_quit"):
get_tree().quit()
if event.is_action_pressed("ui_reload"):
if not $Settings.visible:
get_tree().reload_current_scene()
if event.is_action_pressed("ui_pause") and not event.is_echo():
if not $Settings.visible:
if not get_tree().paused:
pause()
else:
play()
# accept_event()
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED and event is InputEventKey:
accept_event()
if event.is_action_pressed("ui_test"):
print( "Event: ui_test" )
if event.is_action_pressed("ui_quit"):
get_tree().quit()
if event.is_action_pressed("ui_reload"):
if not $Settings.visible:
get_tree().reload_current_scene()
if event.is_action_pressed("ui_pause") and not event.is_echo():
if not $Settings.visible:
if not get_tree().paused:
pause()
else:
play()
# ----------------------------------
# Capturing/Freeing the cursor
if Input.is_action_just_pressed("ui_free_cursor"):
if Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
# grab_focus()
# grab_click_focus()
# release_focus()
print("Captured")
else:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
# if Input.is_action_just_pressed("ui_free_cursor"):
# if Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE:
# Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
# else:
# Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
# ----------------------------------
func pause():
get_tree().paused = true
@ -88,8 +55,7 @@ func pause():
func play():
get_tree().paused = false
hide_menu()
func show_menu():
$Home.show()
$Settings.hide()

View file

@ -19,7 +19,7 @@ _sections_unfolded = [ "Font", "Settings" ]
default_font = SubResource( 1 )
[node name="GUI" type="MarginContainer" index="0"]
[node name="GUI" type="MarginContainer"]
anchor_left = 0.0
anchor_top = 0.0

View file

@ -30,5 +30,16 @@ func _on_SaveHUD_pressed():
config_file.save( HUD_config_file )
func _on_Windows_gui_input( event ):
if event is InputEventMouseButton and not event.is_echo() and not event.pressed:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
if event is InputEventMouseButton \
and event.button_index == BUTTON_LEFT \
and Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE \
and not event.is_echo() \
and not event.pressed:
Input.set_mouse_mode( Input.MOUSE_MODE_CAPTURED )
elif event is InputEventMouseButton \
and event.button_index == BUTTON_RIGHT \
and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED \
and not event.is_echo() \
and not event.pressed:
Input.set_mouse_mode( Input.MOUSE_MODE_VISIBLE )

View file

@ -12,7 +12,7 @@
[ext_resource path="res://scenes/GUI/HUD/trauma.gd" type="Script" id=10]
[ext_resource path="res://scenes/GUI/HUD/douleur.gd" type="Script" id=11]
[node name="HUD" type="MarginContainer"]
[node name="HUD" type="MarginContainer" index="0"]
anchor_left = 0.0
anchor_top = 0.0

View file

@ -29,34 +29,35 @@ func _process(delta):
func process_input(delta):
# ----------------------------------
# Walking
dir = Vector3()
var cam_xform = camera.get_global_transform()
var input_movement_vector = Vector3()
var cam_scroll = 0.0
if Input.is_action_pressed("move_up"):
input_movement_vector.z += 1
if Input.is_action_pressed("move_down"):
input_movement_vector.z -= 1
if Input.is_action_pressed("move_left"):
input_movement_vector.x -= 1
if Input.is_action_pressed("move_right"):
input_movement_vector.x = 1
input_movement_vector = input_movement_vector.normalized()
dir += -cam_xform.basis.z.normalized() * input_movement_vector.z
dir += cam_xform.basis.x.normalized() * input_movement_vector.x
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
# ----------------------------------
# Walking
dir = Vector3()
var cam_xform = camera.get_global_transform()
if Input.is_action_pressed("fly_up"):
vel.y = FLY_SPEED
elif Input.is_action_pressed("fly_down"):
vel.y = -FLY_SPEED
else:
vel.y = 0
var input_movement_vector = Vector3()
var cam_scroll = 0.0
if Input.is_action_pressed("move_up"):
input_movement_vector.z += 1
if Input.is_action_pressed("move_down"):
input_movement_vector.z -= 1
if Input.is_action_pressed("move_left"):
input_movement_vector.x -= 1
if Input.is_action_pressed("move_right"):
input_movement_vector.x += 1
input_movement_vector = input_movement_vector.normalized()
dir += -cam_xform.basis.z.normalized() * input_movement_vector.z
dir += cam_xform.basis.x.normalized() * input_movement_vector.x
if Input.is_action_pressed("fly_up"):
vel.y = FLY_SPEED
elif Input.is_action_pressed("fly_down"):
vel.y = -FLY_SPEED
else:
vel.y = 0
@ -106,32 +107,33 @@ func process_movement(delta):
func _input(event):
if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
camera_rotation.rotate_x(deg2rad(event.relative.y * MOUSE_SENSITIVITY * -1))
self.rotate_y(deg2rad(event.relative.x * MOUSE_SENSITIVITY * -1))
var camera_rot = camera_rotation.rotation_degrees
camera_rot.x = clamp(camera_rot.x, -30, 30)
camera_rotation.rotation_degrees = camera_rot
if event is InputEventMouseButton and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
# to prevent the cam sliding effect when clamp limit reached.
var old_x_translation = camera.translation.x
var old_y_translation = camera.translation.y
var cam_scroll = Vector3( 0.0, 0.0, 0.0 )
if event.button_index == BUTTON_WHEEL_UP:
cam_scroll.z = -1.0 * MOUSE_SENSITIVITY
if event.button_index == BUTTON_WHEEL_DOWN:
cam_scroll.z = 1.0 * MOUSE_SENSITIVITY
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
if event is InputEventMouseMotion :
camera_rotation.rotate_x(deg2rad(event.relative.y * MOUSE_SENSITIVITY * -1))
self.rotate_y(deg2rad(event.relative.x * MOUSE_SENSITIVITY * -1))
var camera_rot = camera_rotation.rotation_degrees
camera_rot.x = clamp(camera_rot.x, -30, 30)
camera_rotation.rotation_degrees = camera_rot
camera.translate( cam_scroll )
camera.translation.x = old_x_translation
camera.translation.y = old_y_translation
camera.translation.z = clamp(camera.translation.z, 0, 5)
if event is InputEventMouseButton and Input.get_mouse_mode():
# to prevent the cam sliding effect when clamp limit reached.
var old_x_translation = camera.translation.x
var old_y_translation = camera.translation.y
var cam_scroll = Vector3( 0.0, 0.0, 0.0 )
if event.button_index == BUTTON_WHEEL_UP:
cam_scroll.z = -1.0 * MOUSE_SENSITIVITY
if event.button_index == BUTTON_WHEEL_DOWN:
cam_scroll.z = 1.0 * MOUSE_SENSITIVITY
camera.translate( cam_scroll )
camera.translation.x = old_x_translation
camera.translation.y = old_y_translation
camera.translation.z = clamp(camera.translation.z, 0, 5)
# if event.is_action_pressed( "game_flashlight" ) and not event.is_echo():
# get_node( "Flashlight" ).visible = not get_node( "Flashlight" ).visible

View file

@ -102,7 +102,7 @@ _sections_unfolded = [ "Albedo", "Ambient Occlusion", "Clearcoat", "Depth", "Det
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=6]
[sub_resource type="SpatialMaterial" id=5]
render_priority = 0
flags_transparent = false
@ -162,13 +162,13 @@ proximity_fade_enable = false
distance_fade_enable = false
_sections_unfolded = [ "Albedo", "Emission", "Flags", "Parameters", "Particles Anim" ]
[sub_resource type="QuadMesh" id=7]
[sub_resource type="QuadMesh" id=6]
material = SubResource( 6 )
material = SubResource( 5 )
custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
size = Vector2( 0.4, 0.4 )
[sub_resource type="SpatialMaterial" id=8]
[sub_resource type="SpatialMaterial" id=7]
render_priority = 0
flags_transparent = false
@ -229,37 +229,37 @@ proximity_fade_enable = false
distance_fade_enable = false
_sections_unfolded = [ "Albedo", "Emission", "Flags", "Parameters", "Particles Anim" ]
[sub_resource type="QuadMesh" id=9]
[sub_resource type="QuadMesh" id=8]
material = SubResource( 8 )
material = SubResource( 7 )
custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
size = Vector2( 0.4, 0.4 )
[sub_resource type="Curve" id=10]
[sub_resource type="Curve" id=9]
min_value = -360.0
max_value = 360.0
bake_resolution = 100
_data = [ Vector2( 0, 1 ), 0.0, 0.0, 0, 0, Vector2( 0.959245, 38.6719 ), 89.2918, 89.2918, 0, 0, Vector2( 1, 324.844 ), 17644.8, 0.0, 0, 0 ]
[sub_resource type="CurveTexture" id=11]
[sub_resource type="CurveTexture" id=10]
flags = 4
width = 2048
curve = SubResource( 10 )
curve = SubResource( 9 )
[sub_resource type="Gradient" id=12]
[sub_resource type="Gradient" id=11]
offsets = PoolRealArray( 0, 0.0788644, 0.514196, 0.851735, 1 )
colors = PoolColorArray( 1, 1, 1, 0.359098, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0.911608, 1, 1, 1, 0 )
[sub_resource type="GradientTexture" id=13]
[sub_resource type="GradientTexture" id=12]
flags = 4
gradient = SubResource( 12 )
gradient = SubResource( 11 )
width = 2048
[sub_resource type="ParticlesMaterial" id=14]
[sub_resource type="ParticlesMaterial" id=13]
render_priority = 0
trail_divisor = 1
@ -275,7 +275,7 @@ initial_velocity = 0.0
initial_velocity_random = 0.0
angular_velocity = 35.0
angular_velocity_random = 1.0
angular_velocity_curve = SubResource( 11 )
angular_velocity_curve = SubResource( 10 )
linear_accel = 0.01
linear_accel_random = 0.0
radial_accel = 0.0
@ -288,7 +288,7 @@ angle = 10.0
angle_random = 0.0
scale = 1.0
scale_random = 0.0
color_ramp = SubResource( 13 )
color_ramp = SubResource( 12 )
hue_variation = 0.0
hue_variation_random = 0.0
anim_speed = 50.0
@ -298,7 +298,7 @@ anim_offset_random = 0.0
anim_loop = true
_sections_unfolded = [ "Angle", "Angular Velocity", "Animation", "Color", "Damping", "Emission Shape", "Flags", "Gravity", "Hue Variation", "Initial Velocity", "Linear Accel", "Radial Accel", "Resource", "Scale", "Spread", "Tangential Accel", "Trail" ]
[sub_resource type="SpatialMaterial" id=15]
[sub_resource type="SpatialMaterial" id=14]
render_priority = 0
flags_transparent = false
@ -358,13 +358,13 @@ proximity_fade_enable = false
distance_fade_enable = false
_sections_unfolded = [ "Albedo", "Emission", "Flags", "Parameters", "Particles Anim" ]
[sub_resource type="QuadMesh" id=16]
[sub_resource type="QuadMesh" id=15]
material = SubResource( 15 )
material = SubResource( 14 )
custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
size = Vector2( 0.4, 0.4 )
[sub_resource type="SpatialMaterial" id=17]
[sub_resource type="SpatialMaterial" id=16]
render_priority = 0
flags_transparent = false
@ -425,13 +425,13 @@ proximity_fade_enable = false
distance_fade_enable = false
_sections_unfolded = [ "Albedo", "Emission", "Flags", "Parameters", "Particles Anim" ]
[sub_resource type="QuadMesh" id=18]
[sub_resource type="QuadMesh" id=17]
material = SubResource( 17 )
material = SubResource( 16 )
custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
size = Vector2( 0.4, 0.4 )
[sub_resource type="ParticlesMaterial" id=19]
[sub_resource type="ParticlesMaterial" id=18]
render_priority = 0
trail_divisor = 1
@ -447,7 +447,7 @@ initial_velocity = 0.0
initial_velocity_random = 0.0
angular_velocity = 35.0
angular_velocity_random = 1.0
angular_velocity_curve = SubResource( 11 )
angular_velocity_curve = SubResource( 10 )
linear_accel = 0.01
linear_accel_random = 0.0
radial_accel = 0.0
@ -460,7 +460,7 @@ angle = 10.0
angle_random = 0.0
scale = 1.0
scale_random = 0.0
color_ramp = SubResource( 13 )
color_ramp = SubResource( 12 )
hue_variation = 0.0
hue_variation_random = 0.0
anim_speed = 50.0
@ -470,7 +470,7 @@ anim_offset_random = 0.0
anim_loop = true
_sections_unfolded = [ "Angle", "Angular Velocity", "Animation", "Color", "Damping", "Emission Shape", "Flags", "Gravity", "Hue Variation", "Initial Velocity", "Linear Accel", "Radial Accel", "Resource", "Scale", "Spread", "Tangential Accel", "Trail" ]
[sub_resource type="SpatialMaterial" id=20]
[sub_resource type="SpatialMaterial" id=19]
render_priority = 0
flags_transparent = false
@ -530,13 +530,13 @@ proximity_fade_enable = false
distance_fade_enable = false
_sections_unfolded = [ "Albedo", "Emission", "Flags", "Parameters", "Particles Anim" ]
[sub_resource type="QuadMesh" id=21]
[sub_resource type="QuadMesh" id=20]
material = SubResource( 20 )
material = SubResource( 19 )
custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
size = Vector2( 0.4, 0.4 )
[sub_resource type="SpatialMaterial" id=22]
[sub_resource type="SpatialMaterial" id=21]
render_priority = 0
flags_transparent = false
@ -597,13 +597,13 @@ proximity_fade_enable = false
distance_fade_enable = false
_sections_unfolded = [ "Albedo", "Emission", "Flags", "Parameters", "Particles Anim" ]
[sub_resource type="QuadMesh" id=23]
[sub_resource type="QuadMesh" id=22]
material = SubResource( 22 )
material = SubResource( 21 )
custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
size = Vector2( 0.4, 0.4 )
[sub_resource type="ParticlesMaterial" id=24]
[sub_resource type="ParticlesMaterial" id=23]
render_priority = 0
trail_divisor = 1
@ -619,7 +619,7 @@ initial_velocity = 0.0
initial_velocity_random = 0.0
angular_velocity = 35.0
angular_velocity_random = 1.0
angular_velocity_curve = SubResource( 11 )
angular_velocity_curve = SubResource( 10 )
linear_accel = 0.01
linear_accel_random = 0.0
radial_accel = 0.0
@ -632,7 +632,7 @@ angle = 10.0
angle_random = 0.0
scale = 1.0
scale_random = 0.0
color_ramp = SubResource( 13 )
color_ramp = SubResource( 12 )
hue_variation = 0.0
hue_variation_random = 0.0
anim_speed = 50.0
@ -642,7 +642,7 @@ anim_offset_random = 0.0
anim_loop = true
_sections_unfolded = [ "Angle", "Angular Velocity", "Animation", "Color", "Damping", "Emission Shape", "Flags", "Gravity", "Hue Variation", "Initial Velocity", "Linear Accel", "Radial Accel", "Resource", "Scale", "Spread", "Tangential Accel", "Trail" ]
[sub_resource type="SpatialMaterial" id=25]
[sub_resource type="SpatialMaterial" id=24]
render_priority = 0
flags_transparent = false
@ -702,13 +702,13 @@ proximity_fade_enable = false
distance_fade_enable = false
_sections_unfolded = [ "Albedo", "Emission", "Flags", "Parameters", "Particles Anim" ]
[sub_resource type="QuadMesh" id=26]
[sub_resource type="QuadMesh" id=25]
material = SubResource( 25 )
material = SubResource( 24 )
custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
size = Vector2( 0.4, 0.4 )
[sub_resource type="SpatialMaterial" id=27]
[sub_resource type="SpatialMaterial" id=26]
render_priority = 0
flags_transparent = false
@ -769,9 +769,9 @@ proximity_fade_enable = false
distance_fade_enable = false
_sections_unfolded = [ "Albedo", "Emission", "Flags", "Parameters", "Particles Anim" ]
[sub_resource type="QuadMesh" id=28]
[sub_resource type="QuadMesh" id=27]
material = SubResource( 27 )
material = SubResource( 26 )
custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
size = Vector2( 0.4, 0.4 )
@ -1104,35 +1104,35 @@ bounce = 0.75
transform = Transform( -1.5494, 0, 2.89468, 0, 1, 0, -2.89468, 0, -1.5494, 0, 1.1836, 0 )
visibility_aabb = AABB( -4, -4.04395, -3.96729, 8, 8, 8 )
draw_passes = 2
draw_pass_1 = SubResource( 7 )
draw_pass_2 = SubResource( 9 )
draw_pass_1 = SubResource( 6 )
draw_pass_2 = SubResource( 8 )
[node name="fire_02" parent="World/CubeShaderTest" index="3" instance=ExtResource( 10 )]
transform = Transform( -1.5494, 0, 2.89468, 0, 1, 0, -2.89468, 0, -1.5494, -0.574282, 0.104018, -1.07291 )
visibility_aabb = AABB( -4, -4.04395, -3.96729, 8, 8, 8 )
process_material = SubResource( 14 )
process_material = SubResource( 13 )
draw_passes = 2
draw_pass_1 = SubResource( 16 )
draw_pass_2 = SubResource( 18 )
draw_pass_1 = SubResource( 15 )
draw_pass_2 = SubResource( 17 )
[node name="fire_03" parent="World/CubeShaderTest" index="4" instance=ExtResource( 10 )]
transform = Transform( -1.5494, 0, 2.89468, 0, 1, 0, -2.89468, 0, -1.5494, 0.573787, 0.104018, 1.07198 )
visibility_aabb = AABB( -4, -4.04395, -3.96729, 8, 8, 8 )
process_material = SubResource( 19 )
process_material = SubResource( 18 )
draw_passes = 2
draw_pass_1 = SubResource( 21 )
draw_pass_2 = SubResource( 23 )
draw_pass_1 = SubResource( 20 )
draw_pass_2 = SubResource( 22 )
[node name="fire_04" parent="World/CubeShaderTest" index="5" instance=ExtResource( 10 )]
transform = Transform( -1.5494, 0, 2.89468, 0, 1, 0, -2.89468, 0, -1.5494, 0.00931859, -1.29484, 0.0174088 )
visibility_aabb = AABB( -4, -4.04395, -3.96729, 8, 8, 8 )
process_material = SubResource( 24 )
process_material = SubResource( 23 )
draw_passes = 2
draw_pass_1 = SubResource( 26 )
draw_pass_2 = SubResource( 28 )
draw_pass_1 = SubResource( 25 )
draw_pass_2 = SubResource( 27 )
[connection signal="sleeping_state_changed" from="World/Box" to="World/Box" method="_on_Box_sleeping_state_changed"]

View file

@ -1,19 +1,19 @@
[gd_scene load_steps=4 format=2]
[ext_resource path="res://scenes/Main.gd" type="Script" id=1]
[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=2]
[ext_resource path="res://scenes/GUI/GUI.tscn" type="PackedScene" id=3]
[node name="Main" type="Node"]
script = ExtResource( 1 )
_sections_unfolded = [ "Pause" ]
[node name="GUI" parent="." index="0" instance=ExtResource( 2 )]
[node name="Game" parent="." index="0" instance=ExtResource( 2 )]
[node name="GUI" parent="." index="1" instance=ExtResource( 3 )]
pause_mode = 2
_sections_unfolded = [ "Margin", "Pause", "Rect", "Size Flags", "Theme", "custom_constants" ]
[node name="Game" parent="." index="1" instance=ExtResource( 3 )]