This commit is contained in:
AleaJactaEst 2023-11-19 20:41:38 +01:00
parent 88825a564a
commit 367eea75aa
23 changed files with 542 additions and 332 deletions

View file

@ -1,16 +1,105 @@
extends AnimationTree
class_name AnimBlend
#@onready @export var movement_script : CharacterMovementComponent
@export var movement_script : CharacterMovementComponent
func _physics_process(_delta):
if !movement_script:
return
#Set Animation State
match movement_script.movement_state:
Global.MOVEMENT_STATE.none:
pass
Global.MOVEMENT_STATE.grounded: # Sol
set("parameters/InAir/blend_amount" , 0.0)
#set("parameters/TimeSeek/seek_request", 0.0)
#set("parameters/Transition/transition_request","Idle")
#print("Idle")
Global.MOVEMENT_STATE.in_air: # Air
pass
set("parameters/InAir/blend_amount" , 1.0)
#set("parameters/InAir/transition_request","Failling")
#print("Falling")
Global.MOVEMENT_STATE.mantling: # couverture
pass
Global.MOVEMENT_STATE.ragdoll:
pass
#set("parameters/Transition/transition_request","Idle")
#set("parameters/InAir/blend_amount" , 0.5)
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
func _physics_process__old(_delta):
if !movement_script:
return
#Set Animation State
match movement_script.movement_state:
Global.MOVEMENT_STATE.none:
pass
Global.MOVEMENT_STATE.grounded: # Sol
set("parameters/InAir/blend_amount" , 0.0)
#set("parameters/Transition/transition_request","Idle")
Global.MOVEMENT_STATE.in_air: # Air
set("parameters/InAir/blend_amount" , 1.0)
#set("parameters/InAir/transition_request","Failling")
Global.MOVEMENT_STATE.mantling: # couverture
pass
Global.MOVEMENT_STATE.ragdoll:
pass
#standing
if !movement_script.input_is_moving:
set("parameters/Transition/transition_request","Idle")
#set("parameters/VelocityDirection/Standing/transition_request","Idle")
#set("parameters/VelocityDirection/crouching/transition_request","Idle")
if movement_script.gait == Global.GAIT.walking and movement_script.input_is_moving:
set("parameters/Transition/transition_request","WalkForward")
#set("parameters/VelocityDirection/Standing/transition_request","Walk")
#set("parameters/VelocityDirection/crouching/transition_request","Walk")
if movement_script.gait == Global.GAIT.running and movement_script.input_is_moving:
set("parameters/Transition/transition_request","JogForward")
#set("parameters/VelocityDirection/Standing/transition_request","Jog")
if movement_script.gait == Global.GAIT.sprinting and movement_script.input_is_moving:
set("parameters/Transition/transition_request","Run")
#set("parameters/Execution/transition_request","Run")
#Couch/stand switch
match movement_script.stance:
Global.STANCE.standing:
set("parameters/Transition/transition_request","stand")
#set("parameters/VelocityDirection/crouch/transition_request" , "stand")
Global.STANCE.crouching:
set("parameters/Transition/transition_request","crouch")
#set("parameters/VelocityDirection/crouch/transition_request" , "crouch")
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
#if !movement_script:
# return
pass
if movement_script.rotation_mode == Global.ROTATION_MODE.looking_direction or movement_script.rotation_mode == Global.ROTATION_MODE.aiming:
if movement_script.animation_is_moving_backward_relative_to_camera == false:
set("parameters/Transition/transition_request","WalkForward")
#set("parameters/VelocityDirection/WalkFB/transition_request","Forward")
#set("parameters/VelocityDirection/JogFB/transition_request","Forward")
else:
set("parameters/Transition/transition_request","Backward")
#set("parameters/VelocityDirection/WalkFB/transition_request","Backward")
#set("parameters/VelocityDirection/JogFB/transition_request","Backward")
else:
set("parameters/Transition/transition_request","WalkForward")
#set("parameters/VelocityDirection/WalkFB/transition_request","Forward")
#set("parameters/VelocityDirection/JogFB/transition_request","Forward")
#On Stopped
if !(Input.is_action_pressed("ui_up") || Input.is_action_pressed("ui_down") || Input.is_action_pressed("ui_right") || Input.is_action_pressed("ui_left")) and (Input.is_action_just_released("ui_right") || Input.is_action_just_released("ui_down") || Input.is_action_just_released("ui_left") || Input.is_action_just_released("ui_up")):
var seek_time = get_node(anim_player).get_animation(tree_root.get_node("StopAnim").animation).length - movement_script.pose_warping_instance.CalculateStopTime((movement_script.actual_velocity * Vector3(1.0,0.0,1.0)),movement_script.deacceleration * movement_script.input_direction)
set("parameters/Transition/StopSeek/seek_position",seek_time)
if !movement_script.input_is_moving:
set("parameters/Transition/transition_request","Stop")
#set("parameters/VelocityDirection/Standing/transition_request","Stop")
#Rotate In Place
if movement_script.is_rotating_in_place:
if movement_script.rotation_difference_camera_mesh > 0:
set("parameters/Transition/transition_request","AnimTurnLeft")
else:
set("parameters/Transition/transition_request","AnimTurnRight")
#set("parameters/Turn/blend_amount" , 1 if movement_script.is_rotating_in_place else 0)
#set("parameters/RightOrLeft/blend_amount" ,0 if movement_script.rotation_difference_camera_mesh > 0 else 1)

View file

@ -19,5 +19,5 @@ class_name GameAttribute
var can_use:bool = true
func set_attribute(prev_v, current_v):
func set_attribute(_prev_v, _current_v):
pass

View file

@ -4,14 +4,14 @@ class_name HealthAttribute
@export_category("Visual Bar")
@export var health_bar : ProgressBar
func set_attribute(prev_v, current_v):
func set_attribute(_prev_v, current_v):
if !attributes_manager:
return
if current_v <= 0.0: # and not dead
pass #death
func _process(delta):
func _process(_delta):
if health_bar:
health_bar.max_value = maximum_value
health_bar.value = current_value

View file

@ -8,5 +8,6 @@ var attributes : Dictionary
func _ready():
for child in get_children():
if !(child is GameAttribute):
assert("Only GameAttribute childs are allowed")
continue
#assert( !(child is GameAttribute), "Only GameAttribute childs are allowed")
attributes[child.attribute_name] = child

View file

@ -13,26 +13,26 @@ class_name CameraComponent
#####################################
var CameraHOffset := 0.0
@export var view_angle : Global.view_angle = Global.view_angle.right_shoulder:
@export var view_angle : Global.VIEW_ANGLE = Global.VIEW_ANGLE.right_shoulder:
get: return view_angle
set(Newview_angle):
# if view_mode == Global.view_mode.first_person:
# if view_mode == Global.VIEW_MODE.first_person:
# return
view_angle = Newview_angle
if Camera:
match Newview_angle:
Global.view_angle.right_shoulder:
Global.VIEW_ANGLE.right_shoulder:
CameraHOffset = 0.45
update_camera_offset()
Global.view_angle.left_shoulder:
Global.VIEW_ANGLE.left_shoulder:
CameraHOffset = -0.45
update_camera_offset()
Global.view_angle.head:
Global.VIEW_ANGLE.head:
CameraHOffset = 0.0
update_camera_offset()
@export var view_mode : Global.view_mode = Global.view_mode.third_person :
@export var view_mode : Global.VIEW_MODE = Global.VIEW_MODE.third_person :
get: return view_mode
set(Newview_mode):
view_mode = Newview_mode
@ -40,12 +40,12 @@ var CameraHOffset := 0.0
VObject.rotation.x = 0.0
if SpringArm:
match view_mode:
Global.view_mode.first_person:
view_angle = Global.view_angle.head
PlayerRef.rotation_mode = Global.rotation_mode.looking_direction
Global.VIEW_MODE.first_person:
view_angle = Global.VIEW_ANGLE.head
PlayerRef.rotation_mode = Global.ROTATION_MODE.looking_direction
SpringArm.spring_length = -0.4
VObject = Camera
Global.view_mode.third_person:
Global.VIEW_MODE.third_person:
SpringArm.spring_length = 1.75
VObject = SpringArm
@ -71,20 +71,20 @@ func _physics_process(delta):
if camera_settings.camera_change_fov_on_speed and PlayerRef.actual_velocity.length() > camera_settings.camera_fov_change_starting_speed:
smooth_fov(current_fov + clampf((PlayerRef.actual_velocity.length()-camera_settings.camera_fov_change_starting_speed)*(camera_settings.camera_max_fov_change/10.0),0,camera_settings.camera_max_fov_change))
SpringArm.position = SpringArm.position.lerp((get_parent().global_position + spring_arm_position_relative_to_player) if view_mode == Global.view_mode.third_person else first_person_camera_bone.global_position,(1/camera_settings.camera_inertia) if view_mode == Global.view_mode.third_person else 1.0)
SpringArm.position = SpringArm.position.lerp((get_parent().global_position + spring_arm_position_relative_to_player) if view_mode == Global.VIEW_MODE.third_person else first_person_camera_bone.global_position,(1/camera_settings.camera_inertia) if view_mode == Global.VIEW_MODE.third_person else 1.0)
camera_v = clamp(camera_v,deg_to_rad(camera_vertical_min),deg_to_rad(camera_vertical_max))
HObject.rotation.y = lerp(HObject.rotation.y,camera_h,delta * acceleration_h)
VObject.rotation.x = lerp(VObject.rotation.x,camera_v,delta * acceleration_v)
match PlayerRef.rotation_mode:
Global.rotation_mode.aiming:
if PlayerRef.gait == Global.gait.sprinting: # character can't sprint while aiming
PlayerRef.gait = Global.gait.running
Global.ROTATION_MODE.aiming:
if PlayerRef.gait == Global.GAIT.sprinting: # character can't sprint while aiming
PlayerRef.gait = Global.GAIT.running
smooth_fov(60.0)
Global.rotation_mode.velocity_direction:
Global.ROTATION_MODE.velocity_direction:
smooth_fov(90.0)
Global.rotation_mode.looking_direction:
Global.ROTATION_MODE.looking_direction:
smooth_fov(90.0)
@ -103,13 +103,13 @@ func smooth_fov(_current_fov:float):
tween.tween_callback(func(): changing_view=false)
func smooth_camera_transition(pos:Vector3, look_at:Vector3, duration:float = 1.0 ,ease:Tween.EaseType = Tween.EASE_IN_OUT, trans:Tween.TransitionType = Tween.TRANS_LINEAR):
func smooth_camera_transition(pos:Vector3, look_at:Vector3, duration:float = 1.0 ,ease_:Tween.EaseType = Tween.EASE_IN_OUT, trans:Tween.TransitionType = Tween.TRANS_LINEAR):
# Camera.global_position = Camera.to_global(Camera.global_position)
Camera.top_level = true
var tween := create_tween()
tween.set_parallel()
tween.tween_property(Camera,"position",pos,duration).set_ease(ease).set_trans(trans)
tween.tween_method(func(arr:Array): Camera.look_at_from_position(arr[0],arr[1]),[Camera.position,look_at],[pos,look_at],duration).set_ease(ease).set_trans(trans)
tween.tween_property(Camera,"position",pos,duration).set_ease(ease_).set_trans(trans)
tween.tween_method(func(arr:Array): Camera.look_at_from_position(arr[0],arr[1]),[Camera.position,look_at],[pos,look_at],duration).set_ease(ease_).set_trans(trans)
var reseting : bool = false
func reset_camera_transition(smooth_transition: bool = true):

View file

@ -155,26 +155,26 @@ var animation_is_moving_backward_relative_to_camera : bool
var animation_velocity : Vector3
#status
var movement_state = Global.movement_state.grounded
var movement_action = Global.movement_action.none
@export var movement_state = Global.MOVEMENT_STATE.grounded
var movement_action = Global.MOVEMENT_ACTION.none
@export_category("States")
@export var rotation_mode : Global.rotation_mode = Global.rotation_mode.velocity_direction :
@export var rotation_mode : Global.ROTATION_MODE = Global.ROTATION_MODE.velocity_direction :
get: return rotation_mode
set(Newrotation_mode):
rotation_mode = Newrotation_mode
update_character_movement()
@export var gait : Global.gait = Global.gait.walking :
@export var gait : Global.GAIT = Global.GAIT.walking : # Demarche (attente, marche, ...)
get: return gait
set(Newgait):
gait = Newgait
update_character_movement()
@export var stance : Global.stance = Global.stance.standing :
@export var stance : Global.STANCE = Global.STANCE.standing : # Position (debout, accroupi, ..)
set(Newstance):
stance = Newstance
update_character_movement()
@export var overlay_state = Global.overlay_state
@export var overlay_state = Global.OVERLAY_STATE
@export_category("Animations")
@export var TurnLeftAnim : String = "TurnLeft":
@ -193,11 +193,11 @@ var movement_action = Global.movement_action.none
set(value):
IdleAnim = value
update_animations()
@export var WalkForwardAnim : String = "Walk":
@export var WalkForwardAnim : String = "WalkForward":
set(value):
WalkForwardAnim = value
update_animations()
@export var WalkBackwardAnim : String = "WalkingBackward":
@export var WalkBackwardAnim : String = "WalkBackward":
set(value):
WalkBackwardAnim = value
update_animations()
@ -231,49 +231,49 @@ var movement_action = Global.movement_action.none
func update_animations():
if !anim_ref:
return
anim_ref.get_tree_root().get_node("AnimTurnLeft").set_animation(TurnLeftAnim)
anim_ref.get_tree_root().get_node("AnimTurnRight").animation = TurnRightAnim
anim_ref.get_tree_root().get_node("FallAnimation").animation = FallingAnim
#var velocity_direction : AnimationNodeBlendTree = anim_ref.get_tree_root().get_node("VelocityDirection")
anim_ref.get_tree_root().get_node("Idle").animation = IdleAnim
anim_ref.get_tree_root().get_node("WalkForward").animation = WalkForwardAnim
anim_ref.get_tree_root().get_node("WalkBackward").animation = WalkBackwardAnim
anim_ref.get_tree_root().get_node("JogForward").animation = JogForwardAnim
anim_ref.get_tree_root().get_node("JogBackward").animation = JogBackwardAnim
anim_ref.get_tree_root().get_node("Run").animation = RunAnim
anim_ref.get_tree_root().get_node("StopAnim").animation = StopAnim
anim_ref.get_tree_root().get_node("CrouchIdle").animation = CrouchIdleAnim
anim_ref.get_tree_root().get_node("CrouchWalkingForward").animation = CrouchWalkAnim
anim_ref.tree_root.get_node("AnimTurnLeft").animation = TurnLeftAnim
anim_ref.tree_root.get_node("AnimTurnRight").animation = TurnRightAnim
anim_ref.tree_root.get_node("FallAnimation").animation = FallingAnim
#var velocity_direction : AnimationNodeBlendTree = anim_ref.tree_root.get_node("VelocityDirection")
anim_ref.tree_root.get_node("Idle").animation = IdleAnim
anim_ref.tree_root.get_node("WalkForward").animation = WalkForwardAnim
anim_ref.tree_root.get_node("WalkBackward").animation = WalkBackwardAnim
anim_ref.tree_root.get_node("JogForward").animation = JogForwardAnim
anim_ref.tree_root.get_node("JogBackward").animation = JogBackwardAnim
anim_ref.tree_root.get_node("Run").animation = RunAnim
anim_ref.tree_root.get_node("StopAnim").animation = StopAnim
anim_ref.tree_root.get_node("CrouchIdle").animation = CrouchIdleAnim
anim_ref.tree_root.get_node("CrouchWalkingForward").animation = CrouchWalkAnim
func update_character_movement():
match rotation_mode:
Global.rotation_mode.velocity_direction:
Global.ROTATION_MODE.velocity_direction:
# if skeleton_ref:
# skeleton_ref.modification_stack.enabled = false
tilt = false
match stance:
Global.stance.standing:
Global.STANCE.standing:
current_movement_data = velocity_direction_standing_data
Global.stance.crouching:
Global.STANCE.crouching:
current_movement_data = velocity_direction_crouch_data
Global.rotation_mode.looking_direction:
Global.ROTATION_MODE.looking_direction:
# if skeleton_ref:
# skeleton_ref.modification_stack.enabled = false #Change to true when Godot fixes the bug.
tilt = true
match stance:
Global.stance.standing:
Global.STANCE.standing:
current_movement_data = looking_direction_standing_data
Global.stance.crouching:
Global.STANCE.crouching:
current_movement_data = looking_direction_crouch_data
Global.rotation_mode.aiming:
Global.ROTATION_MODE.aiming:
match stance:
Global.stance.standing:
Global.STANCE.standing:
current_movement_data = aim_standing_data
Global.stance.crouching:
Global.STANCE.crouching:
current_movement_data = aim_crouch_data
#####################################
@ -310,13 +310,13 @@ func _ready():
update_animations()
update_character_movement()
#var pose_warping_instance = pose_warping.new()
var pose_warping_instance = PoseWarping.new()
func _process(delta):
calc_animation_data()
var orientation_warping_condition = rotation_mode != Global.rotation_mode.velocity_direction and movement_state == Global.movement_state.grounded and movement_action == Global.movement_action.none and gait != Global.gait.sprinting and input_is_moving
#pose_warping_instance.orientation_warping( orientation_warping_condition,camera_root.HObject,animation_velocity,skeleton_ref,"Hips",["Spine","Spine1","Spine2"],0.0,delta)
var orientation_warping_condition = rotation_mode != Global.ROTATION_MODE.velocity_direction and movement_state == Global.MOVEMENT_STATE.grounded and movement_action == Global.MOVEMENT_ACTION.none and gait != Global.GAIT.sprinting and input_is_moving
pose_warping_instance.orientation_warping( orientation_warping_condition,camera_root.HObject,animation_velocity,skeleton_ref,"Hips",["Spine","Spine1","Spine2"],0.0,delta)
func _physics_process(delta):
#Debug()
@ -327,43 +327,43 @@ func _physics_process(delta):
# animation_stride_warping()
match movement_state:
Global.movement_state.none:
Global.MOVEMENT_STATE.none:
pass
Global.movement_state.grounded:
Global.MOVEMENT_STATE.grounded:
#------------------ Rotate Character Mesh ------------------#
match movement_action:
Global.movement_action.none:
Global.MOVEMENT_ACTION.none:
match rotation_mode:
Global.rotation_mode.velocity_direction:
Global.ROTATION_MODE.velocity_direction:
if (is_moving and input_is_moving) or (actual_velocity * Vector3(1.0,0.0,1.0)).length() > 0.5:
smooth_character_rotation(actual_velocity,calc_grounded_rotation_rate(),delta)
Global.rotation_mode.looking_direction:
Global.ROTATION_MODE.looking_direction:
if (is_moving and input_is_moving) or (actual_velocity * Vector3(1.0,0.0,1.0)).length() > 0.5:
smooth_character_rotation(-camera_root.HObject.transform.basis.z if gait != Global.gait.sprinting else actual_velocity,calc_grounded_rotation_rate(),delta)
smooth_character_rotation(-camera_root.HObject.transform.basis.z if gait != Global.GAIT.sprinting else actual_velocity,calc_grounded_rotation_rate(),delta)
rotate_in_place_check()
Global.rotation_mode.aiming:
Global.ROTATION_MODE.aiming:
if (is_moving and input_is_moving) or (actual_velocity * Vector3(1.0,0.0,1.0)).length() > 0.5:
smooth_character_rotation(-camera_root.HObject.transform.basis.z,calc_grounded_rotation_rate(),delta)
rotate_in_place_check()
Global.movement_action.rolling:
Global.MOVEMENT_ACTION.rolling:
if input_is_moving == true:
smooth_character_rotation(input_acceleration ,2.0,delta)
Global.movement_state.in_air:
Global.MOVEMENT_STATE.in_air:
#------------------ Rotate Character Mesh In Air ------------------#
match rotation_mode:
Global.rotation_mode.velocity_direction:
Global.ROTATION_MODE.velocity_direction:
smooth_character_rotation(actual_velocity if (actual_velocity * Vector3(1.0,0.0,1.0)).length() > 1.0 else -camera_root.HObject.transform.basis.z,5.0,delta)
Global.rotation_mode.looking_direction:
Global.ROTATION_MODE.looking_direction:
smooth_character_rotation(actual_velocity if (actual_velocity * Vector3(1.0,0.0,1.0)).length() > 1.0 else -camera_root.HObject.transform.basis.z,5.0,delta)
Global.rotation_mode.aiming:
Global.ROTATION_MODE.aiming:
smooth_character_rotation(-camera_root.HObject.transform.basis.z ,15.0,delta)
#------------------ Mantle Check ------------------#
if input_is_moving == true:
mantle_check()
Global.movement_state.mantling:
Global.MOVEMENT_STATE.mantling:
pass
Global.movement_state.ragdoll:
Global.MOVEMENT_STATE.ragdoll:
pass
#------------------ Crouch ------------------#
@ -374,10 +374,10 @@ func _physics_process(delta):
character_node.velocity.y = lerp(character_node.velocity.y,vertical_velocity.y - character_node.get_floor_normal().y,delta * gravity)
character_node.move_and_slide()
if ground_check.is_colliding() and is_flying == false:
movement_state = Global.movement_state.grounded
movement_state = Global.MOVEMENT_STATE.grounded
else:
await get_tree().create_timer(0.1).timeout #wait a moment to see if the character lands fast (this means that the character didn't fall, but stepped down a bit.)
movement_state = Global.movement_state.in_air
movement_state = Global.MOVEMENT_STATE.in_air
if character_node is CharacterBody3D:
vertical_velocity += Vector3.DOWN * gravity * delta
if character_node is CharacterBody3D and character_node.is_on_ceiling():
@ -401,10 +401,10 @@ func crouch_update(delta):
ground_check.position.y = -(collision_shape_ref.shape.height/2)+collision_shape_ref.position.y + 0.2#Just a small margin
if stance == Global.stance.crouching:
if stance == Global.STANCE.crouching:
collision_shape_ref.shape.height -= crouch_switch_speed * delta /2
mesh_ref.transform.origin.y += crouch_switch_speed * delta /1.5
elif stance == Global.stance.standing and not head_bonked:
elif stance == Global.STANCE.standing and not head_bonked:
collision_shape_ref.shape.height += crouch_switch_speed * delta /2
mesh_ref.transform.origin.y -= crouch_switch_speed * delta /1.5
elif head_bonked:
@ -431,7 +431,7 @@ func stair_move():
var stair_top_collision = direct_state.intersect_ray(climb_ray_info)
if stair_top_collision:
if stair_top_collision.position.y - character_node.global_position.y > 0 and stair_top_collision.position.y - character_node.global_position.y < 0.15:
movement_state = Global.movement_state.grounded
movement_state = Global.MOVEMENT_STATE.grounded
is_moving_on_stair = true
character_node.position.y += stair_top_collision.position.y - character_node.global_position.y
character_node.global_position += Vector3(0, 0, 0.01).rotated(Vector3.UP,movement_direction)
@ -451,7 +451,7 @@ func smooth_character_rotation(Target:Vector3,nodelerpspeed,delta):
mesh_ref.rotation.y = lerp_angle(mesh_ref.rotation.y, atan2(Target.x,Target.z) , delta * nodelerpspeed)
func set_bone_x_rotation(skeleton,bone_name, x_rot,CharacterRootNode):
func set_bone_x_rotation(skeleton,bone_name, x_rot, _CharacterRootNode):
var bone = skeleton.find_bone(bone_name)
var bone_transform : Transform3D = skeleton.global_pose_to_local_pose(bone,skeleton.get_bone_global_pose_no_override(bone))
var rotate_amount = x_rot
@ -474,7 +474,7 @@ func animation_stride_warping(): #this is currently being worked on and tested,
var Feet : Array = ["RightFoot","LeftFoot"]
var Thighs : Array = ["RightUpLeg","LeftUpLeg"]
var hips_distance_to_ground
#var hips_distance_to_ground
var stride_scale : float = 1.0
for Foot in Feet:
#Get Bones
@ -483,7 +483,7 @@ func animation_stride_warping(): #this is currently being worked on and tested,
var thigh_bone = skeleton_ref.find_bone(Thighs[Feet.find(Foot)])
var thigh_transform = skeleton_ref.get_bone_global_pose_no_override(thigh_bone)
var thigh_angle = thigh_transform.basis.get_euler().x
#var thigh_angle = thigh_transform.basis.get_euler().x
#Calculate
var stride_direction : Vector3 = Vector3.FORWARD # important to use in orientation warping
@ -493,9 +493,9 @@ func animation_stride_warping(): #this is currently being worked on and tested,
return #Failed to get a plane origin/ we are probably in air
var scale_origin = Plane(stride_direction,stride_warping_plane_origin).project(bone_transform.origin)
var anim_speed = pow(hips_transform.origin.distance_to(bone_transform.origin),2) - pow(hips_transform.origin.y,2)
anim_speed = sqrt(abs(anim_speed))
stride_scale = clampf(distance_in_each_frame/anim_speed,0.0,2.0)
var anim_speed_ = pow(hips_transform.origin.distance_to(bone_transform.origin),2) - pow(hips_transform.origin.y,2)
anim_speed_ = sqrt(abs(anim_speed_))
stride_scale = clampf(distance_in_each_frame/anim_speed_,0.0,2.0)
# print(test_sphere.global_position)
var foot_warped_location : Vector3 = scale_origin + (bone_transform.origin - scale_origin) * stride_scale
@ -511,11 +511,11 @@ func calc_grounded_rotation_rate():
if input_is_moving == true:
match gait:
Global.gait.walking:
Global.GAIT.walking:
return lerp(current_movement_data.idle_rotation_rate,current_movement_data.walk_rotation_rate, Global.map_range_clamped((actual_velocity * Vector3(1.0,0.0,1.0)).length(),0.0,current_movement_data.walk_speed,0.0,1.0)) * clamp(aim_rate_h,1.0,3.0)
Global.gait.running:
Global.GAIT.running:
return lerp(current_movement_data.walk_rotation_rate,current_movement_data.run_rotation_rate, Global.map_range_clamped((actual_velocity * Vector3(1.0,0.0,1.0)).length(),current_movement_data.walk_speed,current_movement_data.run_speed,1.0,2.0)) * clamp(aim_rate_h,1.0,3.0)
Global.gait.sprinting:
Global.GAIT.sprinting:
return lerp(current_movement_data.run_rotation_rate,current_movement_data.sprint_rotation_rate, Global.map_range_clamped((actual_velocity * Vector3(1.0,0.0,1.0)).length(),current_movement_data.run_speed,current_movement_data.sprint_speed,2.0,3.0)) * clamp(aim_rate_h,1.0,2.5)
else:
return current_movement_data.idle_rotation_rate * clamp(aim_rate_h,1.0,3.0)
@ -546,7 +546,7 @@ var PrevVelocity :Vector3
## Adds input to move the character, should be called when Idle too, to execute deacceleration for CharacterBody3D or reset velocity for RigidBody3D.
## when Idle speed and direction should be passed as 0, and deacceleration passed, or leave them empty.
func add_movement_input(direction: Vector3 = Vector3.ZERO, Speed: float = 0, Acceleration: float = deacceleration if character_node is CharacterBody3D else 0) -> void:
func add_movement_input(direction: Vector3 = Vector3.ZERO, Speed: float = 0, Acceleration: float = deacceleration if character_node is CharacterBody3D else 0.0) -> void:
var max_speed : float = Speed
input_direction = direction

View file

@ -10,7 +10,7 @@ var team_id : int = 0
var last_attacker_id : int
@rpc("any_peer","reliable")
func damage(dmg:float,attacker_player_peer_id:int,impact_point:Vector3=Vector3.ZERO, impact_force:float=0.0, impact_bone_name:String=""):
func damage(dmg:float,attacker_player_peer_id:int,_impact_point:Vector3=Vector3.ZERO, _impact_force:float=0.0, _impact_bone_name:String=""):
last_attacker_id = attacker_player_peer_id
var health = attribute_map.attributes["health"].current_value

View file

@ -1,16 +1,26 @@
extends Node
#------------------ Player Enums ------------------#
enum gait {walking , running , sprinting}
enum movement_state {none , grounded , in_air , mantling, ragdoll}
enum movement_action {none ,low_mantle , high_mantle , rolling , getting_up}
enum overlay_state {default , rifle , pistol}
enum rotation_mode {velocity_direction , looking_direction , aiming}
enum stance {standing , crouching}
enum view_mode {third_person , first_person}
enum view_angle {right_shoulder , left_shoulder , head}
enum mantle_type {high_mantle , low_mantle, falling_catch}
enum movement_direction {forward , right, left, backward}
# Demarche (Attendre, Marcher, Courir, Pic de vitesse
enum GAIT {waiting, walking , running , sprinting}
# Sol, Air, Couverture, poupee de chiffon
enum MOVEMENT_STATE {none , grounded , in_air , mantling, ragdoll}
#
enum MOVEMENT_ACTION {none ,low_mantle , high_mantle , rolling , getting_up}
# Fusis, Pistolet
enum OVERLAY_STATE {default , rifle , pistol}
#
enum ROTATION_MODE {velocity_direction , looking_direction , aiming}
# Position (debout, accroupi)
enum STANCE {standing , crouching}
#
enum VIEW_MODE {third_person , first_person}
#
enum VIEW_ANGLE {right_shoulder , left_shoulder , head}
# Type de cape/manteau
enum MANTLE_TYPE {high_mantle , low_mantle, falling_catch}
# Direction du mouvement (devant, droite, gauche, arriere)
enum MOVEMENT_DIRECTION {forward , right, left, backward}
func map_range_clamped(value,InputMin,InputMax,OutputMin,OutputMax):

View file

@ -1,70 +0,0 @@
extends Node
class_name LockSystem
#The array of locks that are presently applied. The player can perform an action if this array is empty.
#The locks can be used for any manner of things: player movement in cutscenes, restricting dialogue choices, door open conditions etc
var _locks = []
var lock_count : int :
get:
return _locks.size()
#An event to hook into - primarily for debugging.
signal Lock_Added(lockName:String)
signal Lock_Removed(lockName:String)
#This one should only emit if is_locked would have changed.
signal Lock_Status_Changed(newStatus:bool)
#A getter to see if any locks are being applied
@export var is_locked : bool :
get:
return _check_is_locked()
#If a lock called lock_name hasn't already been added, adds one.
func add_lock(lock_name:String):
#Don't add duplicate locks
if(contains_lock(lock_name)):
print_debug("Lock %lock is already added." % lock_name)
return
else:
#Add locks and emit events
_locks.append(lock_name)
emit_signal("Lock_Added", lock_name)
#if this is the first and only lock, the locked status has changed to true
if(_locks.size() == 1):
Lock_Status_Changed.emit(true)
return;
#Removes a lock with the name lock_name. Prints a message if it's not in there.
func remove_lock(lock_name:String):
if(contains_lock(lock_name)):
_locks.erase(lock_name)
#If there's now zero locks remaining, emit event
if(_locks.size() == 0):
Lock_Status_Changed.emit(false)
else:
print_debug("Lock %lock cannot be removed as it isn't there." % lock_name)
#Returns true if _locks has any entries added, false if no locks are being applied
func _check_is_locked():
return _locks.size() > 0;
#Returns true if a lock called lock_name is already added to _locks
func contains_lock(lock_name:String):
for lock in _locks:
if lock == lock_name:
return true;
return false;
#Prints all current locks - useful for tracking down issues when locks haven't been lifted
func debug_locks():
var log = "Printing all locks"
for lock in _locks:
print_debug("\n" + str(lock))
#To be used for debug - for when the locks need to be bypassed to test.
func debug_release_all_locks():
for lock in _locks:
Lock_Removed.emit(lock)
_locks.clear();

View file

@ -20,10 +20,6 @@ var h_rotation :float
var previous_rotation_mode
var direction := Vector3.ZERO
#####################################
#Locks System
@export var lock_system : LockSystem
#####################################
@export var mouse_sensitivity : float = 0.01
@ -41,13 +37,9 @@ func possess_character(p_character_component:CharacterMovementComponent,control:
character_component.camera_root.Camera.current = networking.is_local_authority()
func _physics_process(delta):
func _physics_process(_delta):
if !networking.is_local_authority():
return
if lock_system != null && lock_system.is_locked:
direction = Vector3.ZERO
character_component.add_movement_input()
return
#------------------ Input Movement ------------------#
h_rotation = character_component.camera_root.HObject.transform.basis.get_euler().y
@ -58,9 +50,9 @@ func _physics_process(delta):
remap(v_rotation,-PI/2,PI/2,-1.0,1.0) if character_component.is_flying == true else 0.0,
Input.get_action_strength("ui_down") - Input.get_action_strength("ui_up"))
direction = direction.rotated(Vector3.UP,h_rotation).normalized()
if character_component.gait == Global.gait.sprinting :
if character_component.gait == Global.GAIT.sprinting :
character_component.add_movement_input(direction, character_component.current_movement_data.sprint_speed,character_component.current_movement_data.sprint_acceleration)
elif character_component.gait == Global.gait.running:
elif character_component.gait == Global.GAIT.running:
character_component.add_movement_input(direction, character_component.current_movement_data.run_speed,character_component.current_movement_data.run_acceleration)
else:
character_component.add_movement_input(direction, character_component.current_movement_data.walk_speed,character_component.current_movement_data.walk_acceleration)
@ -72,55 +64,55 @@ func _physics_process(delta):
#------------------ Input Crouch ------------------#
if UsingCrouchToggle == false:
if Input.is_action_pressed("ui_crouch"):
if character_component.stance != Global.stance.crouching:
character_component.stance = Global.stance.crouching
if character_component.stance != Global.STANCE.crouching:
character_component.stance = Global.STANCE.crouching
else:
if character_component.stance != Global.stance.standing:
character_component.stance = Global.stance.standing
if character_component.stance != Global.STANCE.standing:
character_component.stance = Global.STANCE.standing
else:
if Input.is_action_just_pressed("ui_crouch"):
character_component.stance = Global.stance.standing if character_component.stance == Global.stance.crouching else Global.stance.crouching
character_component.stance = Global.STANCE.standing if character_component.stance == Global.STANCE.crouching else Global.STANCE.crouching
#------------------ Sprint ------------------#
if UsingSprintToggle:
if Input.is_action_just_pressed("ui_sprint"):
if character_component.gait == Global.gait.walking:
character_component.gait = Global.gait.running
elif character_component.gait == Global.gait.running:
character_component.gait = Global.gait.sprinting
elif character_component.gait == Global.gait.sprinting:
character_component.gait = Global.gait.walking
if character_component.gait == Global.GAIT.walking:
character_component.gait = Global.GAIT.running
elif character_component.gait == Global.GAIT.running:
character_component.gait = Global.GAIT.sprinting
elif character_component.gait == Global.GAIT.sprinting:
character_component.gait = Global.GAIT.walking
else:
if Input.is_action_just_pressed("ui_sprint"):
if character_component.gait == Global.gait.walking:
character_component.gait = Global.gait.running
elif character_component.gait == Global.gait.running:
character_component.gait = Global.gait.sprinting
if character_component.gait == Global.GAIT.walking:
character_component.gait = Global.GAIT.running
elif character_component.gait == Global.GAIT.running:
character_component.gait = Global.GAIT.sprinting
if Input.is_action_just_released("ui_sprint"):
if character_component.gait == Global.gait.sprinting or character_component.gait == Global.gait.walking:
character_component.gait = Global.gait.walking
elif character_component.gait == Global.gait.running:
if character_component.gait == Global.GAIT.sprinting or character_component.gait == Global.GAIT.walking:
character_component.gait = Global.GAIT.walking
elif character_component.gait == Global.GAIT.running:
await get_tree().create_timer(0.4).timeout
if character_component.gait == Global.gait.running:
character_component.gait = Global.gait.walking
if character_component.gait == Global.GAIT.running:
character_component.gait = Global.GAIT.walking
#------------------ Input Aim ------------------#
if Input.is_action_pressed("ui_aim"):
if character_component.rotation_mode != Global.rotation_mode.aiming:
if character_component.rotation_mode != Global.ROTATION_MODE.aiming:
previous_rotation_mode = character_component.rotation_mode
character_component.rotation_mode = Global.rotation_mode.aiming
character_component.rotation_mode = Global.ROTATION_MODE.aiming
else:
if character_component.rotation_mode == Global.rotation_mode.aiming:
if character_component.rotation_mode == Global.ROTATION_MODE.aiming:
character_component.rotation_mode = previous_rotation_mode
#------------------ Jump ------------------#=
if OnePressJump == true:
if Input.is_action_just_pressed("ui_jump"):
if character_component.stance != Global.stance.standing:
character_component.stance = Global.stance.standing
if character_component.stance != Global.STANCE.standing:
character_component.stance = Global.STANCE.standing
else:
character_component.jump()
else:
if Input.is_action_pressed("ui_jump"):
if character_component.stance != Global.stance.standing:
character_component.stance = Global.stance.standing
if character_component.stance != Global.STANCE.standing:
character_component.stance = Global.STANCE.standing
else:
character_component.jump()
@ -153,7 +145,7 @@ func _input(event):
if Input.is_action_just_released("ui_switch_camera_view"):
if view_changed_recently == false:
view_changed_recently = true
character_component.camera_root.view_angle = character_component.camera_root.view_angle + 1 if character_component.camera_root.view_angle < 2 else 0
character_component.camera_root.view_angle = (character_component.camera_root.view_angle + 1) as Global.VIEW_ANGLE if character_component.camera_root.view_angle < 2 else 0 as Global.VIEW_ANGLE
await get_tree().create_timer(0.3).timeout
view_changed_recently = false
else:
@ -161,7 +153,7 @@ func _input(event):
if Input.is_action_just_pressed("ui_switch_camera_view"):
await get_tree().create_timer(0.2).timeout
if view_changed_recently == false:
character_component.camera_root.view_mode = character_component.camera_root.view_mode + 1 if character_component.camera_root.view_mode < 1 else 0
character_component.camera_root.view_mode = (character_component.camera_root.view_mode + 1) as Global.VIEW_MODE if character_component.camera_root.view_mode < 1 else 0 as Global.VIEW_MODE
view_changed_recently = true
if networking.is_local_authority():
if event.is_action_pressed("ui_enable_sdfgi"):
@ -175,13 +167,7 @@ func _input(event):
character_component.ragdoll = true
if character_component.rotation_mode == Global.rotation_mode.velocity_direction:
if character_component.rotation_mode == Global.ROTATION_MODE.velocity_direction:
if character_component.camera_root != null:
if character_component.camera_root.view_mode == Global.view_mode.first_person:
character_component.camera_root.view_mode = Global.view_mode.third_person
if(Input.is_action_pressed("ui_pause")):
if(lock_system.contains_lock("pauseGame")):
lock_system.remove_lock("pauseGame")
else:
lock_system.add_lock("pauseGame")
if character_component.camera_root.view_mode == Global.VIEW_MODE.first_person:
character_component.camera_root.view_mode = Global.VIEW_MODE.third_person

View file

@ -14,11 +14,11 @@ func _ready():
func _process(delta):
if gait != Global.gait.sprinting and stamina_use:
if gait != Global.GAIT.sprinting and stamina_use:
stamina_attribute.being_used = false
if gait == Global.gait.sprinting and stamina_use:
if gait == Global.GAIT.sprinting and stamina_use:
if !stamina_attribute.can_use or stamina_attribute.current_value < stamina_energy_consumption*delta:
gait = Global.gait.running
gait = Global.GAIT.running
return
stamina_attribute.being_used = true
stamina_attribute.current_value -= stamina_energy_consumption*delta
@ -28,9 +28,9 @@ func _physics_process(delta):
# Debug()
if !networking.is_local_authority():
if input_is_moving:
if gait == Global.gait.sprinting:
if gait == Global.GAIT.sprinting:
add_movement_input(input_direction, current_movement_data.sprint_speed,current_movement_data.sprint_acceleration)
elif gait == Global.gait.running:
elif gait == Global.GAIT.running:
add_movement_input(input_direction, current_movement_data.run_speed,current_movement_data.run_acceleration)
else:
add_movement_input(input_direction, current_movement_data.walk_speed,current_movement_data.walk_acceleration)
@ -40,12 +40,12 @@ func _physics_process(delta):
return
#------------------ Look At ------------------#
match rotation_mode:
Global.rotation_mode.velocity_direction:
Global.ROTATION_MODE.velocity_direction:
if input_is_moving:
ik_look_at(actual_velocity + Vector3(0.0,1.0,0.0))
Global.rotation_mode.looking_direction:
Global.ROTATION_MODE.looking_direction:
ik_look_at(camera_root.SpringArm.transform.basis.z * 2.0 + Vector3(0.0,1.5,0.0))
Global.rotation_mode.aiming:
Global.ROTATION_MODE.aiming:
ik_look_at(camera_root.SpringArm.transform.basis.z * 2.0 + Vector3(0.0,1.5,0.0))
#func Debug():
# $Status/Label.text = "InputSpeed : %s" % input_velocity.length()

View file

@ -6,7 +6,7 @@ class_name PlayerNetworkingComponent
var sync_camera_h_transform : Transform3D
var sync_camera_v_transform : Transform3D
var sync_view_mode : Global.view_mode = Global.view_mode.third_person
var sync_view_mode : Global.VIEW_MODE = Global.VIEW_MODE.third_person
var sync_CameraHOffset : float
var sync_position : Vector3:
set(value):
@ -15,11 +15,11 @@ var sync_position : Vector3:
var sync_mesh_rotation : Vector3
var sync_direction : Vector3
var sync_input_is_moving : bool
var sync_gait : Global.gait = Global.gait.walking
var sync_rotation_mode : Global.rotation_mode = Global.rotation_mode.velocity_direction
var sync_stance : Global.stance = Global.stance.standing
var sync_movement_state : Global.movement_state = Global.movement_state.grounded
var sync_movement_action : Global.movement_action = Global.movement_action.none
var sync_gait : Global.GAIT = Global.GAIT.walking
var sync_rotation_mode : Global.ROTATION_MODE = Global.ROTATION_MODE.velocity_direction
var sync_stance : Global.STANCE = Global.STANCE.standing
var sync_movement_state : Global.MOVEMENT_STATE = Global.MOVEMENT_STATE.grounded
var sync_movement_action : Global.MOVEMENT_ACTION = Global.MOVEMENT_ACTION.none
var sync_velocity : Vector3
var processed_position : bool

View file

@ -0,0 +1,66 @@
extends Node
class_name PoseWarping
## For Predicting Stop Location
## it uses a linear equation : d = v*t + 0.5 * a * t^2
## v is velocity. t is time. a is acceleration
func CalculateStopLocation(CurrentCharacterLocation:Vector3,Velocity:Vector3,deacceleration:Vector3,_delta):
var time = CalculateStopTime(Velocity,deacceleration)
return CurrentCharacterLocation + (Velocity * time + 0.5*deacceleration*pow(time,2))
func CalculateStopTime(Velocity:Vector3,deacceleration:Vector3):
var time = Velocity.length() / deacceleration.length()
return time
var previous_direction : float
var orientation_direction : float
var cleared_override : bool = true
func orientation_warping(enabled:bool,CameraObject, Velocity:Vector3, skeleton_ref:Skeleton3D, Hip :String= "Hips", Spines :Array[String]= ["Spine","Spine1","Spine2"], Offset := 0.0, delta :float= 1.0, turn_rate :float= 10.0):
if !enabled and !cleared_override:
set_bone_y_rotation(skeleton_ref,Hip,0,false)
for bone in Spines:
set_bone_y_rotation(skeleton_ref,bone,0,false)
cleared_override = true
if is_equal_approx(Velocity.length(),0.0) or !enabled:
return
cleared_override = false
var CameraAngle :Quaternion = Quaternion(Vector3(0,1,0),atan2(-CameraObject.transform.basis.z.z, -CameraObject.transform.basis.z.x))
var VelocityAngle :Quaternion = Quaternion(Vector3(0,1,0),atan2(Velocity.z, Velocity.x))
var IsMovingBackwardRelativeToCamera :bool = false if -Velocity.rotated(Vector3.UP,-CameraObject.transform.basis.get_euler().y).z >= -0.1 else true
var IsMovingLeftRelativeToCamera :bool = false if -Velocity.rotated(Vector3.UP,-CameraObject.transform.basis.get_euler().y).x >= -0.1 else true
var rotation_difference_camera_velocity :float = CameraAngle.angle_to(VelocityAngle)
previous_direction = orientation_direction
orientation_direction = rotation_difference_camera_velocity
if IsMovingBackwardRelativeToCamera:
# Make the legs face forward just like the forward walking
orientation_direction *= -1
orientation_direction = orientation_direction + PI
# Set Left or Right
if IsMovingLeftRelativeToCamera:
orientation_direction *= -1
if IsMovingBackwardRelativeToCamera:
# since we rotated the legs to face forward, then the right and left will be reversed
# so we need to reverse it back again after getting the right and left values
orientation_direction *= -1
orientation_direction = clampf(lerp_angle(previous_direction,orientation_direction,delta*turn_rate),-PI/2, PI/2)
#Orient bones to face the forward direction
set_bone_y_rotation(skeleton_ref,Hip,orientation_direction)
for bone in Spines:
set_bone_y_rotation(skeleton_ref,bone,(-orientation_direction/(Spines.size()))+Offset)
func set_bone_y_rotation(skeleton:Skeleton3D,bone_name:String, y_rot:float, presistant:bool=true):
var bone = skeleton.find_bone(bone_name)
var bone_transform : Transform3D = skeleton.get_bone_global_pose_no_override(bone)
bone_transform = bone_transform.rotated(Vector3(0,1,0), y_rot)
skeleton.set_bone_global_pose_override(bone, bone_transform,1.0,presistant)

View file

@ -24,7 +24,7 @@ signal detected(object: Node3D) #this activates for all
func _ready():
detection_raycast.add_exception(get_parent())
func _process(delta):
func _process(_delta):
if detection_raycast.is_colliding():
if detected_player == detection_raycast.get_collider() or detected_object == detection_raycast.get_collider():
return

View file

@ -27,6 +27,7 @@ func set_otherplayer(value:bool):
func _ready():
$SpringArm3D/Camera3D.set_current(false)
$PlayerGameplayComponent.update_animations()
func set_current_camera():
@ -35,3 +36,31 @@ func set_current_camera():
func set_id(value:int):
$PlayerNetworkingComponent.set_id(value)
func get_animation() -> String:
return $AnimationTree.get("parameters/Transition/current_state") + \
", " + str($AnimationTree.get("parameters/InAir/blend_amount")) + \
", active:" + str($AnimationTree.is_active()) + \
", " + str($AnimationPlayer.get_current_animation()) + \
", " + str($AnimationPlayer.get_current_animation_position()) + \
", " + str($AnimationPlayer.get_autoplay()) + \
", playing:" + str($AnimationPlayer.is_playing()) + \
", " + str($AnimationTree.get("parameters/Transition/current_state")) + \
", " + str($AnimationTree.get("parameters/Transition/current_index"))
func get_gait() -> String:
return Global.GAIT.keys()[$PlayerGameplayComponent.gait]
func get_stance() -> String:
return Global.STANCE.keys()[$PlayerGameplayComponent.stance]
func get_rotation_mode() -> String:
return Global.ROTATION_MODE.keys()[$PlayerGameplayComponent.rotation_mode]
func get_movement_state() -> String:
return Global.MOVEMENT_STATE.keys()[$PlayerGameplayComponent.movement_state]

View file

@ -6,7 +6,6 @@
[ext_resource type="Script" path="res://player/PlayerController.gd" id="6_nwle3"]
[ext_resource type="Script" path="res://player/PlayerNetworkingComponent.gd" id="6_uat01"]
[ext_resource type="Script" path="res://player/PlayerGameplayComponent.gd" id="7_bwjer"]
[ext_resource type="Script" path="res://player/LockSystem.gd" id="7_gldfq"]
[ext_resource type="Resource" uid="uid://cl10j5xgiv3nt" path="res://player/standing_movement_values.tres" id="8_2lh6g"]
[ext_resource type="Script" path="res://player/TargetingComponent.gd" id="8_mbdru"]
[ext_resource type="Resource" uid="uid://ci00blt7nkvkp" path="res://player/crouch_mouvements_valuestres.tres" id="9_1v6ud"]
@ -277,6 +276,7 @@ blend_shape_mode = 0
[sub_resource type="Animation" id="Animation_5w3q6"]
resource_name = "CrouchIdle"
length = 2.51667
loop_mode = 1
tracks/0/type = "position_3d"
tracks/0/imported = true
tracks/0/enabled = true
@ -652,6 +652,7 @@ tracks/52/keys = PackedFloat32Array(0, 1, 0.580893, -0.0268012, -0.0152882, 0.81
[sub_resource type="Animation" id="Animation_8e8gk"]
resource_name = "CrouchWalkingForward"
length = 1.05
loop_mode = 1
tracks/0/type = "position_3d"
tracks/0/imported = true
tracks/0/enabled = true
@ -1027,6 +1028,7 @@ tracks/52/keys = PackedFloat32Array(0, 1, 0.339601, -0.0167263, -0.00604042, 0.9
[sub_resource type="Animation" id="Animation_ndv3n"]
resource_name = "Falling"
length = 0.366667
loop_mode = 1
tracks/0/type = "position_3d"
tracks/0/imported = true
tracks/0/enabled = true
@ -3655,6 +3657,7 @@ tracks/52/keys = PackedFloat32Array(0, 1, 0.359152, -0.000236487, -0.0293793, 0.
[sub_resource type="Animation" id="Animation_tu1sn"]
resource_name = "JogForward"
length = 0.833333
loop_mode = 1
tracks/0/type = "position_3d"
tracks/0/imported = true
tracks/0/enabled = true
@ -4030,6 +4033,7 @@ tracks/52/keys = PackedFloat32Array(0, 1, 0.347456, -0.0167762, -0.00590023, 0.9
[sub_resource type="Animation" id="Animation_besle"]
resource_name = "Jogbackward"
length = 0.733333
loop_mode = 1
tracks/0/type = "position_3d"
tracks/0/imported = true
tracks/0/enabled = true
@ -4780,6 +4784,7 @@ tracks/52/keys = PackedFloat32Array(0, 1, 0.352065, -0.016805, -0.00581728, 0.93
[sub_resource type="Animation" id="Animation_j5sce"]
resource_name = "Run"
length = 0.733333
loop_mode = 1
tracks/0/type = "position_3d"
tracks/0/imported = true
tracks/0/enabled = true
@ -5905,6 +5910,7 @@ tracks/52/keys = PackedFloat32Array(0, 1, 0.339601, -0.0167263, -0.00604036, 0.9
[sub_resource type="Animation" id="Animation_x8jyy"]
resource_name = "TurnLeft"
length = 0.533333
loop_mode = 1
tracks/0/type = "position_3d"
tracks/0/imported = true
tracks/0/enabled = true
@ -6280,6 +6286,7 @@ tracks/52/keys = PackedFloat32Array(0, 1, 0.359108, -0.0002373, -0.0293815, 0.93
[sub_resource type="Animation" id="Animation_kr4pb"]
resource_name = "TurnRight"
length = 0.533333
loop_mode = 1
tracks/0/type = "position_3d"
tracks/0/imported = true
tracks/0/enabled = true
@ -6655,6 +6662,7 @@ tracks/52/keys = PackedFloat32Array(0, 1, 0.359108, -0.000237304, -0.0293813, 0.
[sub_resource type="Animation" id="Animation_6kwge"]
resource_name = "Walk"
length = 1.18333
loop_mode = 1
tracks/0/type = "position_3d"
tracks/0/imported = true
tracks/0/enabled = true
@ -7030,6 +7038,7 @@ tracks/52/keys = PackedFloat32Array(0, 1, 0.343156, -0.0157443, -0.00561167, 0.9
[sub_resource type="Animation" id="Animation_cgqvn"]
resource_name = "WalkingBackward"
length = 1.23333
loop_mode = 1
tracks/0/type = "position_3d"
tracks/0/imported = true
tracks/0/enabled = true
@ -7443,6 +7452,8 @@ animation = &"Falling"
[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_suon5"]
animation = &"Idle"
[sub_resource type="AnimationNodeBlend2" id="AnimationNodeBlend2_0jhs5"]
[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_a4444"]
animation = &"Jogbackward"
@ -7469,33 +7480,30 @@ input_1/reset = true
input_2/name = "AnimTurnRight"
input_2/auto_advance = false
input_2/reset = true
input_3/name = "FallAnimation"
input_3/name = "WalkForward"
input_3/auto_advance = false
input_3/reset = true
input_4/name = "WalkForward"
input_4/name = "WalkBackward"
input_4/auto_advance = false
input_4/reset = true
input_5/name = "WalkBackward"
input_5/name = "JogForward"
input_5/auto_advance = false
input_5/reset = true
input_6/name = "JogForward"
input_6/name = "JogBackward"
input_6/auto_advance = false
input_6/reset = true
input_7/name = "JogBackward"
input_7/name = "Run"
input_7/auto_advance = false
input_7/reset = true
input_8/name = "Run"
input_8/name = "Stop"
input_8/auto_advance = false
input_8/reset = true
input_9/name = "StopAnim"
input_9/name = "CrouchIdle"
input_9/auto_advance = false
input_9/reset = true
input_10/name = "CrouchIdle"
input_10/name = "CrouchWalkingForward"
input_10/auto_advance = false
input_10/reset = true
input_11/name = "CrouchWalkingForward"
input_11/auto_advance = false
input_11/reset = true
[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_vneb5"]
animation = &"WalkingBackward"
@ -7504,6 +7512,7 @@ animation = &"WalkingBackward"
animation = &"Walk"
[sub_resource type="AnimationNodeBlendTree" id="AnimationNodeBlendTree_vhngy"]
graph_offset = Vector2(-649.114, 875.502)
nodes/AnimTurnLeft/node = SubResource("AnimationNodeAnimation_1bw6h")
nodes/AnimTurnLeft/position = Vector2(-200, 1160)
nodes/AnimTurnRight/node = SubResource("AnimationNodeAnimation_w4s02")
@ -7513,9 +7522,11 @@ nodes/CrouchIdle/position = Vector2(-200, 2320)
nodes/CrouchWalkingForward/node = SubResource("AnimationNodeAnimation_mn3vl")
nodes/CrouchWalkingForward/position = Vector2(-200, 2440)
nodes/FallAnimation/node = SubResource("AnimationNodeAnimation_kkw8t")
nodes/FallAnimation/position = Vector2(-200, 1420)
nodes/FallAnimation/position = Vector2(600, 1940)
nodes/Idle/node = SubResource("AnimationNodeAnimation_suon5")
nodes/Idle/position = Vector2(-200, 1000)
nodes/InAir/node = SubResource("AnimationNodeBlend2_0jhs5")
nodes/InAir/position = Vector2(860, 1700)
nodes/JogBackward/node = SubResource("AnimationNodeAnimation_a4444")
nodes/JogBackward/position = Vector2(-200, 1960)
nodes/JogForward/node = SubResource("AnimationNodeAnimation_0ofmx")
@ -7524,16 +7535,16 @@ nodes/Run/node = SubResource("AnimationNodeAnimation_7e4cx")
nodes/Run/position = Vector2(-200, 2080)
nodes/StopAnim/node = SubResource("AnimationNodeAnimation_d8ckl")
nodes/StopAnim/position = Vector2(-460, 2180)
nodes/TimeSeek/node = SubResource("AnimationNodeTimeSeek_ktjog")
nodes/TimeSeek/position = Vector2(-200, 2200)
nodes/StopSeek/node = SubResource("AnimationNodeTimeSeek_ktjog")
nodes/StopSeek/position = Vector2(-200, 2200)
nodes/Transition/node = SubResource("AnimationNodeTransition_vpwll")
nodes/Transition/position = Vector2(180, 1740)
nodes/Transition/position = Vector2(340, 1500)
nodes/WalkBackward/node = SubResource("AnimationNodeAnimation_vneb5")
nodes/WalkBackward/position = Vector2(-200, 1720)
nodes/WalkForward/node = SubResource("AnimationNodeAnimation_o38l4")
nodes/WalkForward/position = Vector2(-200, 1540)
nodes/output/position = Vector2(480, 1740)
node_connections = [&"output", 0, &"Transition", &"TimeSeek", 0, &"StopAnim", &"Transition", 0, &"Idle", &"Transition", 1, &"AnimTurnLeft", &"Transition", 2, &"AnimTurnRight", &"Transition", 3, &"FallAnimation", &"Transition", 4, &"WalkForward", &"Transition", 5, &"WalkBackward", &"Transition", 6, &"JogForward", &"Transition", 7, &"JogBackward", &"Transition", 8, &"Run", &"Transition", 9, &"TimeSeek", &"Transition", 10, &"CrouchIdle", &"Transition", 11, &"CrouchWalkingForward"]
nodes/output/position = Vector2(1140, 1700)
node_connections = [&"output", 0, &"InAir", &"InAir", 0, &"Transition", &"InAir", 1, &"FallAnimation", &"StopSeek", 0, &"StopAnim", &"Transition", 0, &"Idle", &"Transition", 1, &"AnimTurnLeft", &"Transition", 2, &"AnimTurnRight", &"Transition", 3, &"WalkForward", &"Transition", 4, &"WalkBackward", &"Transition", 5, &"JogForward", &"Transition", 6, &"JogBackward", &"Transition", 7, &"Run", &"Transition", 8, &"StopSeek", &"Transition", 9, &"CrouchIdle", &"Transition", 10, &"CrouchWalkingForward"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_bfs86"]
radius = 0.339864
@ -7551,43 +7562,43 @@ bones/0/name = "Hips"
bones/0/parent = -1
bones/0/rest = Transform3D(0.544576, -0.0348814, -0.837986, 0.0102475, 0.999337, -0.0349382, 0.838649, 0.0104393, 0.544573, -0.000172998, 0.901879, -0.00179914)
bones/0/enabled = true
bones/0/position = Vector3(0.00283597, 0.931562, 0.00331031)
bones/0/rotation = Quaternion(-0.0403509, -0.372282, -0.0153027, 0.927116)
bones/0/position = Vector3(0.00568129, 0.928223, -0.00851084)
bones/0/rotation = Quaternion(-0.0380304, -0.369041, -0.0142976, 0.928524)
bones/0/scale = Vector3(1, 1, 1)
bones/1/name = "Spine"
bones/1/parent = 0
bones/1/rest = Transform3D(0.99963, -0.0129189, 0.0239171, 0.01122, 0.997494, 0.0698543, -0.0247596, -0.0695601, 0.99727, 4.88944e-09, 0.0992349, -0.0122733)
bones/1/enabled = true
bones/1/position = Vector3(4.88944e-09, 0.0992349, -0.0122733)
bones/1/rotation = Quaternion(-0.0136409, 0.0404221, -0.00533626, 0.999075)
bones/1/rotation = Quaternion(-0.0119361, 0.0402718, -0.00588803, 0.9991)
bones/1/scale = Vector3(1, 1, 1)
bones/2/name = "Spine1"
bones/2/parent = 1
bones/2/rest = Transform3D(0.99985, -0.015446, 0.00786788, 0.0155655, 0.999761, -0.0153596, -0.00762876, 0.0154798, 0.999851, -2.79397e-09, 0.11732, 1.86265e-09)
bones/2/enabled = true
bones/2/position = Vector3(-2.79397e-09, 0.11732, 1.86265e-09)
bones/2/rotation = Quaternion(0.0938403, 0.0820147, -0.00714181, 0.992178)
bones/2/rotation = Quaternion(0.0997416, 0.082021, -0.00858619, 0.99159)
bones/2/scale = Vector3(1, 1, 1)
bones/3/name = "Spine2"
bones/3/parent = 2
bones/3/rest = Transform3D(0.999844, -0.014346, 0.0103258, 0.0156141, 0.990645, -0.135571, -0.00828427, 0.135711, 0.990714, -2.79397e-09, 0.134588, -2.51457e-08)
bones/3/enabled = true
bones/3/position = Vector3(-2.79397e-09, 0.134588, -2.51457e-08)
bones/3/rotation = Quaternion(0.153535, 0.0814301, -0.0120967, 0.984708)
bones/3/rotation = Quaternion(0.158797, 0.0811451, -0.0133842, 0.98388)
bones/3/scale = Vector3(1, 1, 1)
bones/4/name = "Neck"
bones/4/parent = 3
bones/4/rest = Transform3D(0.968778, 0.12654, 0.213204, -0.00181599, 0.863542, -0.504273, -0.247921, 0.488142, 0.836811, 2.48197e-07, 0.150325, 0.00792907)
bones/4/enabled = true
bones/4/position = Vector3(2.48197e-07, 0.150325, 0.00792907)
bones/4/rotation = Quaternion(0.132742, -0.0096362, 0.00324981, 0.991099)
bones/4/rotation = Quaternion(0.116529, -0.010733, 0.00307788, 0.993125)
bones/4/scale = Vector3(1, 1, 1)
bones/5/name = "Head"
bones/5/parent = 4
bones/5/rest = Transform3D(0.840773, 0.330252, 0.428993, -0.33245, 0.940342, -0.0723432, -0.427291, -0.0817944, 0.900406, 5.58794e-09, 0.107895, 5.21541e-08)
bones/5/enabled = true
bones/5/position = Vector3(5.58794e-09, 0.107895, 5.21541e-08)
bones/5/rotation = Quaternion(-0.0458908, 0.170505, -0.0565952, 0.982659)
bones/5/rotation = Quaternion(-0.0214122, 0.164158, -0.0656016, 0.984017)
bones/5/scale = Vector3(1, 1, 1)
bones/6/name = "HeadTop_End"
bones/6/parent = 5
@ -7615,42 +7626,42 @@ bones/9/parent = 3
bones/9/rest = Transform3D(-0.250988, 0.959361, -0.128958, 0.025503, -0.126623, -0.991623, -0.967654, -0.252174, 0.0073142, 0.0610582, 0.0911044, 0.00705553)
bones/9/enabled = true
bones/9/position = Vector3(0.0610582, 0.0911044, 0.00705553)
bones/9/rotation = Quaternion(-0.470188, -0.538757, 0.56958, -0.405268)
bones/9/rotation = Quaternion(-0.493435, -0.517291, 0.572693, -0.401192)
bones/9/scale = Vector3(1, 1, 1)
bones/10/name = "LeftArm"
bones/10/parent = 9
bones/10/rest = Transform3D(0.845869, -0.51692, -0.131522, 0.093338, 0.386222, -0.917671, 0.52516, 0.763954, 0.374941, 7.45058e-09, 0.129223, 3.95812e-08)
bones/10/enabled = true
bones/10/position = Vector3(7.45058e-09, 0.129223, 3.95812e-08)
bones/10/rotation = Quaternion(0.533032, -0.0735466, 0.145765, 0.830193)
bones/10/rotation = Quaternion(0.520818, -0.0848315, 0.142397, 0.837422)
bones/10/scale = Vector3(1, 1, 1)
bones/11/name = "LeftForeArm"
bones/11/parent = 10
bones/11/rest = Transform3D(0.138967, -0.989426, 0.0415226, 0.989436, 0.140472, 0.0358277, -0.0412816, 0.0361051, 0.998495, -4.47035e-08, 0.274229, -7.45058e-09)
bones/11/enabled = true
bones/11/position = Vector3(-4.47035e-08, 0.274229, -7.45058e-09)
bones/11/rotation = Quaternion(-0.00663084, 0.10084, 0.45349, 0.885514)
bones/11/rotation = Quaternion(-0.0130679, 0.0912165, 0.440925, 0.892801)
bones/11/scale = Vector3(1, 1, 1)
bones/12/name = "LeftHand"
bones/12/parent = 11
bones/12/rest = Transform3D(0.746359, -0.304314, 0.591895, 0.184003, 0.949028, 0.255908, -0.639601, -0.0820888, 0.764311, 6.0536e-09, 0.276326, -1.49012e-08)
bones/12/enabled = true
bones/12/position = Vector3(6.0536e-09, 0.276326, -1.49012e-08)
bones/12/rotation = Quaternion(-0.152616, 0.122807, -0.00625228, 0.980606)
bones/12/rotation = Quaternion(-0.158749, 0.124717, -0.00609249, 0.979391)
bones/12/scale = Vector3(1, 1, 1)
bones/13/name = "LeftHandMiddle1"
bones/13/parent = 12
bones/13/rest = Transform3D(0.98654, 0.118644, -0.112532, -0.118809, 0.0472127, -0.991794, -0.112357, 0.991814, 0.0606732, -3.12924e-07, 0.127755, -7.63685e-08)
bones/13/enabled = true
bones/13/position = Vector3(-3.12924e-07, 0.127755, -7.63685e-08)
bones/13/rotation = Quaternion(0.137686, 0.00255728, -0.0680427, 0.988133)
bones/13/rotation = Quaternion(0.12676, 0.00562846, -0.0833771, 0.988407)
bones/13/scale = Vector3(1, 1, 1)
bones/14/name = "LeftHandMiddle2"
bones/14/parent = 13
bones/14/rest = Transform3D(0.980685, 0.110739, -0.161229, -0.112737, -0.353585, -0.928584, -0.159838, 0.928824, -0.334271, -7.45058e-09, 0.0361397, -5.21541e-08)
bones/14/enabled = true
bones/14/position = Vector3(-7.45058e-09, 0.0361397, -5.21541e-08)
bones/14/rotation = Quaternion(0.2025, -0.00140622, 0.0157577, 0.979154)
bones/14/rotation = Quaternion(0.19154, -0.0013185, 0.0145333, 0.981376)
bones/14/scale = Vector3(1, 1, 1)
bones/15/name = "LeftHandMiddle3"
bones/15/parent = 14
@ -7671,14 +7682,14 @@ bones/17/parent = 12
bones/17/rest = Transform3D(0.922249, -0.296379, 0.248225, 0.374682, 0.843413, -0.385056, -0.0952333, 0.448123, 0.888885, -0.0300309, 0.0378879, 0.0216701)
bones/17/enabled = true
bones/17/position = Vector3(-0.0300309, 0.0378879, 0.0216701)
bones/17/rotation = Quaternion(0.284303, 0.116152, 0.179992, 0.934496)
bones/17/rotation = Quaternion(0.287054, 0.113951, 0.18725, 0.932498)
bones/17/scale = Vector3(1, 1, 1)
bones/18/name = "LeftHandThumb2"
bones/18/parent = 17
bones/18/rest = Transform3D(0.793061, 0.491162, -0.360297, -0.562049, 0.818065, -0.121947, 0.234851, 0.299216, 0.924832, 1.19209e-07, 0.0474499, -2.44938e-07)
bones/18/enabled = true
bones/18/position = Vector3(1.19209e-07, 0.0474499, -2.44938e-07)
bones/18/rotation = Quaternion(-0.00754959, 0.000821922, -0.000678718, 0.999971)
bones/18/rotation = Quaternion(-0.00730394, 0.00107365, -0.000654198, 0.999973)
bones/18/scale = Vector3(1, 1, 1)
bones/19/name = "LeftHandThumb3"
bones/19/parent = 18
@ -7699,14 +7710,14 @@ bones/21/parent = 12
bones/21/rest = Transform3D(0.983723, 0.142189, -0.109869, -0.119058, 0.0577917, -0.991204, -0.134589, 0.988151, 0.0737798, -0.0282207, 0.122666, 0.00231682)
bones/21/enabled = true
bones/21/position = Vector3(-0.0282207, 0.122666, 0.00231682)
bones/21/rotation = Quaternion(0.0394915, -0.00499261, 0.0619782, 0.997283)
bones/21/rotation = Quaternion(0.0363674, -0.00617189, 0.0608838, 0.997463)
bones/21/scale = Vector3(1, 1, 1)
bones/22/name = "LeftHandIndex2"
bones/22/parent = 21
bones/22/rest = Transform3D(0.978949, 0.10384, -0.175717, -0.111366, -0.44972, -0.8862, -0.171047, 0.887113, -0.428688, 1.11759e-07, 0.0389198, -5.96046e-08)
bones/22/enabled = true
bones/22/position = Vector3(1.11759e-07, 0.0389198, -5.96046e-08)
bones/22/rotation = Quaternion(0.153716, -0.000982702, -0.00552012, 0.988099)
bones/22/rotation = Quaternion(0.146303, -0.000814461, -0.0064394, 0.989219)
bones/22/scale = Vector3(1, 1, 1)
bones/23/name = "LeftHandIndex3"
bones/23/parent = 22
@ -7727,14 +7738,14 @@ bones/25/parent = 12
bones/25/rest = Transform3D(0.991492, 0.0540781, -0.118406, -0.118263, -0.00584495, -0.992965, -0.0543897, 0.99852, 0.000600219, 0.0221662, 0.12147, -9.90927e-05)
bones/25/enabled = true
bones/25/position = Vector3(0.0221662, 0.12147, -9.90927e-05)
bones/25/rotation = Quaternion(0.277906, -0.0198568, -0.113505, 0.953672)
bones/25/rotation = Quaternion(0.268357, -0.0141495, -0.128229, 0.954642)
bones/25/scale = Vector3(1, 1, 1)
bones/26/name = "LeftHandRing2"
bones/26/parent = 25
bones/26/rest = Transform3D(0.981497, 0.113181, -0.154445, -0.116659, -0.286137, -0.951061, -0.151835, 0.951481, -0.267639, -3.72529e-08, 0.036012, -1.11759e-07)
bones/26/enabled = true
bones/26/position = Vector3(-3.72529e-08, 0.036012, -1.11759e-07)
bones/26/rotation = Quaternion(0.289165, 0.00178166, 0.0251886, 0.956946)
bones/26/rotation = Quaternion(0.277406, 0.00169659, 0.0244819, 0.960439)
bones/26/scale = Vector3(1, 1, 1)
bones/27/name = "LeftHandRing3"
bones/27/parent = 26
@ -7755,14 +7766,14 @@ bones/29/parent = 12
bones/29/rest = Transform3D(0.991785, 0.0101279, -0.127516, -0.126197, -0.0855001, -0.988314, -0.0209122, 0.996287, -0.0835196, 0.0472581, 0.109082, 0.00226384)
bones/29/enabled = true
bones/29/position = Vector3(0.0472581, 0.109082, 0.00226384)
bones/29/rotation = Quaternion(0.303528, -0.0212722, -0.147611, 0.941079)
bones/29/rotation = Quaternion(0.292807, -0.0150013, -0.160961, 0.942407)
bones/29/scale = Vector3(1, 1, 1)
bones/30/name = "LeftHandPinky2"
bones/30/parent = 29
bones/30/rest = Transform3D(0.989305, 0.129006, -0.068066, -0.049097, -0.144898, -0.988228, -0.13735, 0.981001, -0.137015, -5.96046e-08, 0.0413669, -1.49012e-08)
bones/30/enabled = true
bones/30/position = Vector3(-5.96046e-08, 0.0413669, -1.49012e-08)
bones/30/rotation = Quaternion(0.349955, 0.0118476, 0.050039, 0.935354)
bones/30/rotation = Quaternion(0.337869, 0.011273, 0.0499161, 0.939801)
bones/30/scale = Vector3(1, 1, 1)
bones/31/name = "LeftHandPinky3"
bones/31/parent = 30
@ -7783,42 +7794,42 @@ bones/33/parent = 3
bones/33/rest = Transform3D(-0.214833, -0.949432, 0.228968, -0.0511495, -0.223182, -0.973434, 0.975311, -0.220837, -0.000616074, -0.061057, 0.0911053, 0.00705566)
bones/33/enabled = true
bones/33/position = Vector3(-0.061057, 0.0911053, 0.00705566)
bones/33/rotation = Quaternion(0.52132, -0.499581, 0.538164, 0.434769)
bones/33/rotation = Quaternion(0.543087, -0.479528, 0.539733, 0.428718)
bones/33/scale = Vector3(1, 1, 1)
bones/34/name = "RightArm"
bones/34/parent = 33
bones/34/rest = Transform3D(0.555382, 0.714901, -0.424814, -0.786414, 0.285417, -0.547804, -0.270377, 0.63832, 0.720724, -2.23517e-08, 0.129223, 9.12696e-08)
bones/34/enabled = true
bones/34/position = Vector3(-2.23517e-08, 0.129223, 9.12696e-08)
bones/34/rotation = Quaternion(0.515463, 0.0816633, 0.0766891, 0.849557)
bones/34/rotation = Quaternion(0.507388, 0.0925246, 0.0783521, 0.853145)
bones/34/scale = Vector3(1, 1, 1)
bones/35/name = "RightForeArm"
bones/35/parent = 34
bones/35/rest = Transform3D(-0.491194, 0.870247, -0.0374029, -0.870282, -0.488505, 0.0630281, 0.0365786, 0.0635101, 0.997311, 7.45058e-09, 0.274776, -3.72529e-08)
bones/35/enabled = true
bones/35/position = Vector3(7.45058e-09, 0.274776, -3.72529e-08)
bones/35/rotation = Quaternion(0.0638918, -0.0637895, -0.432987, 0.896868)
bones/35/rotation = Quaternion(0.0537691, -0.0473773, -0.427371, 0.901232)
bones/35/scale = Vector3(1, 1, 1)
bones/36/name = "RightHand"
bones/36/parent = 35
bones/36/rest = Transform3D(0.953663, 0.121098, 0.275431, -0.18063, 0.962538, 0.202223, -0.240624, -0.242603, 0.939811, 7.45058e-09, 0.276868, 5.96046e-08)
bones/36/enabled = true
bones/36/position = Vector3(7.45058e-09, 0.276868, 5.96046e-08)
bones/36/rotation = Quaternion(0.109362, -0.0028724, -0.0446916, 0.992993)
bones/36/rotation = Quaternion(0.0963163, -0.0188782, -0.0578338, 0.99349)
bones/36/scale = Vector3(1, 1, 1)
bones/37/name = "RightHandMiddle1"
bones/37/parent = 36
bones/37/rest = Transform3D(0.986308, -0.119644, 0.1135, 0.119813, 0.0469439, -0.991686, 0.113321, 0.991706, 0.060636, 3.50177e-07, 0.127755, -8.9407e-08)
bones/37/enabled = true
bones/37/position = Vector3(3.50177e-07, 0.127755, -8.9407e-08)
bones/37/rotation = Quaternion(0.111089, 0.00854235, 0.024559, 0.99347)
bones/37/rotation = Quaternion(0.11078, 0.00841764, 0.0251424, 0.993491)
bones/37/scale = Vector3(1, 1, 1)
bones/38/name = "RightHandMiddle2"
bones/38/parent = 37
bones/38/rest = Transform3D(0.980361, -0.111685, 0.162538, 0.114835, -0.346749, -0.930902, 0.160328, 0.931285, -0.327114, 6.70552e-08, 0.0361398, -1.02445e-07)
bones/38/enabled = true
bones/38/position = Vector3(6.70552e-08, 0.0361398, -1.02445e-07)
bones/38/rotation = Quaternion(0.312804, 0.00174462, -0.0215883, 0.949571)
bones/38/rotation = Quaternion(0.261216, 0.00138701, -0.0168361, 0.965132)
bones/38/scale = Vector3(1, 1, 1)
bones/39/name = "RightHandMiddle3"
bones/39/parent = 38
@ -7839,14 +7850,14 @@ bones/41/parent = 36
bones/41/rest = Transform3D(0.940404, 0.29207, -0.174168, -0.340048, 0.811489, -0.475239, 0.00253238, 0.506143, 0.862446, 0.0300309, 0.037888, 0.0216703)
bones/41/enabled = true
bones/41/position = Vector3(0.0300309, 0.037888, 0.0216703)
bones/41/rotation = Quaternion(0.202641, 0.0250613, -0.228236, 0.951954)
bones/41/rotation = Quaternion(0.201819, 0.0252891, -0.223257, 0.953303)
bones/41/scale = Vector3(1, 1, 1)
bones/42/name = "RightHandThumb2"
bones/42/parent = 41
bones/42/rest = Transform3D(0.793791, -0.608189, -0.00159446, 0.595053, 0.777184, -0.204689, 0.125729, 0.161531, 0.978826, -1.2666e-07, 0.0474498, -2.68221e-07)
bones/42/enabled = true
bones/42/position = Vector3(-1.2666e-07, 0.0474498, -2.68221e-07)
bones/42/rotation = Quaternion(0.00623671, 0.00160337, 0.181413, 0.983386)
bones/42/rotation = Quaternion(0.00695255, 0.00144822, 0.186603, 0.98241)
bones/42/scale = Vector3(1, 1, 1)
bones/43/name = "RightHandThumb3"
bones/43/parent = 42
@ -7867,14 +7878,14 @@ bones/45/parent = 36
bones/45/rest = Transform3D(0.978763, -0.172845, 0.110213, 0.120904, 0.0525683, -0.991271, 0.165542, 0.983545, 0.0723496, 0.0282207, 0.122666, 0.00231693)
bones/45/enabled = true
bones/45/position = Vector3(0.0282207, 0.122666, 0.00231693)
bones/45/rotation = Quaternion(0.0382943, 0.009724, 0.010592, 0.999163)
bones/45/rotation = Quaternion(0.0402283, 0.0101502, 0.0086425, 0.999102)
bones/45/scale = Vector3(1, 1, 1)
bones/46/name = "RightHandIndex2"
bones/46/parent = 45
bones/46/rest = Transform3D(0.978593, -0.104714, 0.177172, 0.106914, -0.476935, -0.872412, 0.175853, 0.872679, -0.45553, 1.49012e-07, 0.0389196, -8.75443e-08)
bones/46/enabled = true
bones/46/position = Vector3(1.49012e-07, 0.0389196, -8.75443e-08)
bones/46/rotation = Quaternion(0.146455, 0.000136748, 0.0097476, 0.989169)
bones/46/rotation = Quaternion(0.146494, 0.000141189, 0.00974489, 0.989164)
bones/46/scale = Vector3(1, 1, 1)
bones/47/name = "RightHandIndex3"
bones/47/parent = 46
@ -7895,14 +7906,14 @@ bones/49/parent = 36
bones/49/rest = Transform3D(0.991829, -0.0281871, 0.124419, 0.122843, -0.0520322, -0.991061, 0.0344089, 0.998247, -0.0481446, -0.0221661, 0.12147, -9.89214e-05)
bones/49/enabled = true
bones/49/position = Vector3(-0.0221661, 0.12147, -9.89214e-05)
bones/49/rotation = Quaternion(0.21164, -0.0064362, 0.0648184, 0.975175)
bones/49/rotation = Quaternion(0.185929, -0.00865894, 0.0675539, 0.9802)
bones/49/scale = Vector3(1, 1, 1)
bones/50/name = "RightHandRing2"
bones/50/parent = 49
bones/50/rest = Transform3D(0.982662, -0.117406, 0.143498, 0.122607, -0.169092, -0.977944, 0.139081, 0.978583, -0.151765, -7.45058e-09, 0.036012, 0)
bones/50/enabled = true
bones/50/position = Vector3(-7.45058e-09, 0.036012, 0)
bones/50/rotation = Quaternion(0.344364, -0.00251827, -0.0362247, 0.938134)
bones/50/rotation = Quaternion(0.319023, -0.00234929, -0.0340794, 0.947131)
bones/50/scale = Vector3(1, 1, 1)
bones/51/name = "RightHandRing3"
bones/51/parent = 50
@ -7923,14 +7934,14 @@ bones/53/parent = 36
bones/53/rest = Transform3D(0.989897, 0.0602255, 0.128364, 0.133612, -0.0931972, -0.986642, -0.0474579, 0.993824, -0.100302, -0.047258, 0.109082, 0.00226358)
bones/53/enabled = true
bones/53/position = Vector3(-0.047258, 0.109082, 0.00226358)
bones/53/rotation = Quaternion(0.207032, -0.0111325, 0.0919299, 0.973942)
bones/53/rotation = Quaternion(0.207886, -0.0111429, 0.0918245, 0.97377)
bones/53/scale = Vector3(1, 1, 1)
bones/54/name = "RightHandPinky2"
bones/54/parent = 53
bones/54/rest = Transform3D(0.983236, -0.118306, 0.138749, 0.122507, -0.134994, -0.983244, 0.135054, 0.983758, -0.118237, -2.98023e-08, 0.0413665, 4.24334e-08)
bones/54/enabled = true
bones/54/position = Vector3(-2.98023e-08, 0.0413665, 4.24334e-08)
bones/54/rotation = Quaternion(0.372737, -0.0132658, -0.0705749, 0.925154)
bones/54/rotation = Quaternion(0.347849, -0.0121362, -0.0689791, 0.934931)
bones/54/scale = Vector3(1, 1, 1)
bones/55/name = "RightHandPinky3"
bones/55/parent = 54
@ -7951,28 +7962,28 @@ bones/57/parent = 0
bones/57/rest = Transform3D(-0.919821, -0.336213, -0.202214, 0.264978, -0.912457, 0.311783, -0.289337, 0.233202, 0.928386, -0.0912445, -0.0665637, -0.000553781)
bones/57/enabled = true
bones/57/position = Vector3(-0.0912445, -0.0665637, -0.000553781)
bones/57/rotation = Quaternion(-0.12548, 0.00578503, 0.983219, 0.132295)
bones/57/rotation = Quaternion(-0.124341, 0.0264339, 0.983422, 0.12931)
bones/57/scale = Vector3(1, 1, 1)
bones/58/name = "RightLeg"
bones/58/parent = 57
bones/58/rest = Transform3D(0.997811, 0.0392429, -0.0532304, 0.00932048, 0.713425, 0.70067, 0.0654722, -0.699632, 0.711497, 4.84288e-08, 0.405994, 2.6077e-08)
bones/58/enabled = true
bones/58/position = Vector3(4.84288e-08, 0.405994, 2.6077e-08)
bones/58/rotation = Quaternion(-0.282558, 0.0687973, -0.0171965, 0.956626)
bones/58/rotation = Quaternion(-0.30856, 0.0711031, -0.0192402, 0.948348)
bones/58/scale = Vector3(1, 1, 1)
bones/59/name = "RightFoot"
bones/59/parent = 58
bones/59/rest = Transform3D(0.96994, -0.122934, 0.210008, 0.229929, 0.180407, -0.95634, 0.0796801, 0.975879, 0.20325, -1.02445e-08, 0.42099, 9.31323e-09)
bones/59/enabled = true
bones/59/position = Vector3(-1.02445e-08, 0.42099, 9.31323e-09)
bones/59/rotation = Quaternion(0.590601, 0.061974, 0.114623, 0.796373)
bones/59/rotation = Quaternion(0.598057, 0.0607321, 0.11183, 0.791286)
bones/59/scale = Vector3(1, 1, 1)
bones/60/name = "RightToeBase"
bones/60/parent = 59
bones/60/rest = Transform3D(0.999367, 6.43255e-05, 0.0355612, 0.0227211, 0.768109, -0.639916, -0.027356, 0.640319, 0.767622, -5.51563e-09, 0.16432, -1.09159e-07)
bones/60/enabled = true
bones/60/position = Vector3(-5.51563e-09, 0.16432, -1.09159e-07)
bones/60/rotation = Quaternion(0.353617, 0.0202494, 0.00409101, 0.935162)
bones/60/rotation = Quaternion(0.354093, 0.0200057, 0.00419447, 0.934987)
bones/60/scale = Vector3(1, 1, 1)
bones/61/name = "RightToe_End"
bones/61/parent = 60
@ -7986,28 +7997,28 @@ bones/62/parent = 0
bones/62/rest = Transform3D(-0.893651, 0.403296, 0.196826, -0.227377, -0.785047, 0.576195, 0.386895, 0.470164, 0.793258, 0.0912445, -0.0665636, -0.000553777)
bones/62/enabled = true
bones/62/position = Vector3(0.0912445, -0.0665636, -0.000553777)
bones/62/rotation = Quaternion(0.079535, 0.206395, 0.969743, -0.103314)
bones/62/rotation = Quaternion(0.078004, 0.217307, 0.967221, -0.105715)
bones/62/scale = Vector3(1, 1, 1)
bones/63/name = "LeftLeg"
bones/63/parent = 62
bones/63/rest = Transform3D(0.99576, 0.0029921, 0.0919402, -0.056273, 0.810456, 0.583091, -0.0727688, -0.585792, 0.807188, 5.12227e-08, 0.405994, -2.04891e-08)
bones/63/enabled = true
bones/63/position = Vector3(5.12227e-08, 0.405994, -2.04891e-08)
bones/63/rotation = Quaternion(-0.310927, 0.116805, -0.0370301, 0.942502)
bones/63/rotation = Quaternion(-0.310851, 0.119773, -0.038572, 0.942093)
bones/63/scale = Vector3(1, 1, 1)
bones/64/name = "LeftFoot"
bones/64/parent = 63
bones/64/rest = Transform3D(0.977802, 0.128039, -0.165856, -0.209522, 0.59104, -0.778956, -0.00170929, 0.796415, 0.604748, -2.04891e-08, 0.42099, 6.98492e-09)
bones/64/enabled = true
bones/64/position = Vector3(-2.04891e-08, 0.42099, 6.98492e-09)
bones/64/rotation = Quaternion(0.492167, -0.0208314, -0.037477, 0.869444)
bones/64/rotation = Quaternion(0.485644, -0.0222073, -0.0402602, 0.872947)
bones/64/scale = Vector3(1, 1, 1)
bones/65/name = "LeftToeBase"
bones/65/parent = 64
bones/65/rest = Transform3D(0.999367, -0.000945242, -0.0355486, -0.0227206, 0.752033, -0.658734, 0.0273564, 0.659125, 0.751536, 3.66616e-08, 0.16432, -1.10293e-07)
bones/65/enabled = true
bones/65/position = Vector3(3.66616e-08, 0.16432, -1.10293e-07)
bones/65/rotation = Quaternion(0.360041, -0.000812983, -0.0304091, 0.93244)
bones/65/rotation = Quaternion(0.357758, 0.0018001, -0.028847, 0.933367)
bones/65/scale = Vector3(1, 1, 1)
bones/66/name = "LeftToe_End"
bones/66/parent = 65
@ -8026,7 +8037,7 @@ mesh = SubResource("ArrayMesh_ludfp")
skin = SubResource("Skin_0b2ap")
[node name="BoneAttachment3D" type="BoneAttachment3D" parent="Armature/Skeleton3D"]
transform = Transform3D(0.996372, -0.083364, 0.017149, 0.0798887, 0.846582, -0.526229, 0.0293506, 0.525689, 0.85017, -0.016959, 1.50103, 0.114791)
transform = Transform3D(0.997534, -0.0685353, 0.0151077, 0.0649211, 0.819374, -0.569571, 0.0266569, 0.569148, 0.821803, -0.0169638, 1.49564, 0.110585)
bone_name = "Head"
bone_idx = 5
@ -8035,15 +8046,17 @@ libraries = {
"": SubResource("AnimationLibrary_ovx1j")
}
[node name="AnimationTree" type="AnimationTree" parent="."]
[node name="AnimationTree" type="AnimationTree" parent="." node_paths=PackedStringArray("movement_script")]
tree_root = SubResource("AnimationNodeBlendTree_vhngy")
anim_player = NodePath("../AnimationPlayer")
active = true
parameters/TimeSeek/seek_request = -1.0
parameters/InAir/blend_amount = 0.0
parameters/StopSeek/seek_request = -1.0
parameters/Transition/current_state = "Idle"
parameters/Transition/transition_request = ""
parameters/Transition/current_index = 0
script = ExtResource("2_b8w6u")
movement_script = NodePath("../PlayerGameplayComponent")
[node name="CameraComponent" type="Node" parent="." node_paths=PackedStringArray("networking", "SpringArm", "Camera", "PlayerRef", "first_person_camera_bone")]
script = ExtResource("3_lou0l")
@ -8068,16 +8081,12 @@ target_position = Vector3(0, 0, -10)
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.912079, 0)
shape = SubResource("CapsuleShape3D_bfs86")
[node name="PlayerController" type="Node" parent="." node_paths=PackedStringArray("character_component", "networking", "lock_system")]
[node name="PlayerController" type="Node" parent="." node_paths=PackedStringArray("character_component", "networking")]
script = ExtResource("6_nwle3")
OnePressJump = true
UsingCrouchToggle = true
character_component = NodePath("../PlayerGameplayComponent")
networking = NodePath("../PlayerNetworkingComponent")
lock_system = NodePath("../LockSystem")
[node name="LockSystem" type="Node" parent="."]
script = ExtResource("7_gldfq")
[node name="PlayerNetworkingComponent" type="Node" parent="."]
script = ExtResource("6_uat01")
@ -8130,6 +8139,7 @@ cooldown_unfill_exaust_color = Color(0.705882, 0, 0, 0.478431)
attribute_name = "stamina"
[node name="Status" type="Control" parent="."]
visible = false
layout_mode = 3
anchors_preset = 0
offset_right = 40.0

View file

@ -20,6 +20,10 @@ config/icon="res://icon.svg"
Multi="*res://scenes/multi.gd"
Global="*res://player/Global.gd"
[display]
window/subwindows/embed_subwindows=false
[input]
ui_left={
@ -69,7 +73,8 @@ ui_sprint={
}
ui_jump={
"deadzone": 0.5,
"events": []
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":32,"physical_keycode":0,"key_label":0,"unicode":32,"echo":false,"script":null)
]
}
ui_interaction={
"deadzone": 0.5,
@ -81,7 +86,8 @@ ui_crouch={
}
ui_switch_camera_view={
"deadzone": 0.5,
"events": []
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":86,"physical_keycode":0,"key_label":0,"unicode":118,"echo":false,"script":null)
]
}
ui_ragdoll={
"deadzone": 0.5,
@ -104,6 +110,11 @@ ui_quit={
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194305,"key_label":0,"unicode":0,"echo":false,"script":null)
]
}
ui_debug={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194343,"key_label":0,"unicode":0,"echo":false,"script":null)
]
}
[rendering]

View file

@ -1,11 +1,39 @@
extends Window
@export var node_players : Node = null:
set(value):
node_players = value
@export var node_me : Node = null:
set(value):
node_me = value
# 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
func _process(_delta):
if node_players:
$TabContainer/Perso/VBoxContainer/HBoxContainer/Count.set_text(str(node_players.get_child_count()))
$TabContainer/Perso/VBoxContainer/HBoxContainer2/Id.set_text(str(Multi.get_id()))
if node_players.get_child_count() > 0:
$TabContainer/Network/VBoxContainer/players/player0.set_text(str(node_players.get_child(0).get_global_position()))
print(str(node_players.get_child(0).get_global_position()))
if node_me:
$TabContainer/Network/VBoxContainer/me/me.set_text(str(node_me.get_child(0).get_global_position()))
var tmp:String = ""
tmp += "Anim: " + str(node_me.get_child(0).get_animation())
tmp += "\nGait: " + node_me.get_child(0).get_gait()
tmp += "\nStance: " + node_me.get_child(0).get_stance()
tmp += "\nRotation: " + node_me.get_child(0).get_rotation_mode()
tmp += "\nMovement: " + node_me.get_child(0).get_movement_state()
$TabContainer/Network/VBoxContainer/state/state.set_text(tmp)
func _on_close_requested():
hide()

View file

@ -17,6 +17,7 @@ grow_horizontal = 2
grow_vertical = 2
[node name="Perso" type="TabBar" parent="TabContainer"]
visible = false
layout_mode = 2
[node name="VBoxContainer" type="VBoxContainer" parent="TabContainer/Perso"]
@ -38,7 +39,7 @@ text = "Count"
[node name="Count" type="Label" parent="TabContainer/Perso/VBoxContainer/HBoxContainer"]
layout_mode = 2
size_flags_horizontal = 3
text = "0"
text = "-"
[node name="HBoxContainer2" type="HBoxContainer" parent="TabContainer/Perso/VBoxContainer"]
layout_mode = 2
@ -54,7 +55,6 @@ size_flags_horizontal = 3
text = "0"
[node name="Network" type="TabBar" parent="TabContainer"]
visible = false
layout_mode = 2
[node name="VBoxContainer" type="VBoxContainer" parent="TabContainer/Network"]
@ -64,3 +64,43 @@ anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="players" type="HBoxContainer" parent="TabContainer/Network/VBoxContainer"]
layout_mode = 2
[node name="Label" type="Label" parent="TabContainer/Network/VBoxContainer/players"]
layout_mode = 2
text = "2nd player:"
[node name="player0" type="Label" parent="TabContainer/Network/VBoxContainer/players"]
layout_mode = 2
size_flags_vertical = 1
[node name="me" type="HBoxContainer" parent="TabContainer/Network/VBoxContainer"]
layout_mode = 2
[node name="Label" type="Label" parent="TabContainer/Network/VBoxContainer/me"]
layout_mode = 2
text = "me:"
[node name="me" type="Label" parent="TabContainer/Network/VBoxContainer/me"]
layout_mode = 2
size_flags_vertical = 1
text = "me"
[node name="state" type="HBoxContainer" parent="TabContainer/Network/VBoxContainer"]
layout_mode = 2
[node name="Label" type="Label" parent="TabContainer/Network/VBoxContainer/state"]
layout_mode = 2
text = "state:"
[node name="state" type="Label" parent="TabContainer/Network/VBoxContainer/state"]
layout_mode = 2
text = "anim"
[node name="HBoxContainer" type="HBoxContainer" parent="TabContainer/Network/VBoxContainer"]
layout_mode = 2
size_flags_vertical = 3
[connection signal="close_requested" from="." to="." method="_on_close_requested"]

View file

@ -50,12 +50,12 @@ func _on_focus_exited():
func _on_mouse_entered():
focus_ok = true
self.get_parent().CharacterBody3D.disabled = true
#self.get_parent().CharacterBody3D.disabled = true
func _on_mouse_exited():
focus_ok = false
self.get_parent().CharacterBody3D.disabled = false
#self.get_parent().CharacterBody3D.disabled = false
func open_windows():
focus_ok = false

View file

@ -16,9 +16,9 @@ var player_name: String
#const PLAYER = preload("res://player/character.tscn")
const player_path:String = "res://player/character.tscn"
@export var PlayerCharacter = preload(player_path)
#@export var debug_window: PackedScene
@export var debug_window: PackedScene
@onready var _MainWindow: Window = get_window()
#@onready var _MainWindow: Window = get_window()
func _ready():
_on_connexion_updated(Multi.Connexion.NONE)
@ -29,13 +29,13 @@ func _ready():
$PlayerSpawnLocation.add_child(p)
$PlayerSpawnLocation.set_visible(false)
p.set_otherplayer(false)
Multi.set_player_position($PlayerSpawnLocation.get_child(0))
#Multi.set_player_position($PlayerSpawnLocation.get_child(0))
Multi.set_player_position($PlayerSpawnLocation)
Multi.connexion_updated.connect(_on_connexion_updated)
Multi.update_my_position.connect(_on_update_me)
Multi.update_player_position.connect(_on_update_player)
Multi.remove_player.connect(_on_remove_player)
#_MainWindow.gui_embed_subwindows = false # Make subwindows actual system windows <- VERY IMPORTANT
#$Window.world_2d = _MainWindow.world_2d
func create_view_window():
pass
@ -71,10 +71,10 @@ func _on_connexion_updated(new_state:Multi.Connexion):
$Panel.show()
elif new_state == Multi.Connexion.CONNECTED:
$Panel.hide()
$PlayerSpawnLocation.set_visible(true)
$PlayerSpawnLocation.get_child(0).set_current_camera()
$PlayerSpawnLocation.get_child(0).set_name(str(Multi.get_id()))
$PlayerSpawnLocation.get_child(0).set_id(Multi.get_id())
$PlayerSpawnLocation.set_visible(true)
$CameraStarting.set_current(false)
else:
$CameraStarting.set_current(true)
@ -107,6 +107,8 @@ func _on_update_player(id:int, pos:Vector3):
child2.set_global_position(pos)
else:
print("Update player : ", id, " ", pos)
print(pos)
#pos.y += 10.0
child.set_global_position(pos)
#child.set_visible(true)
@ -136,16 +138,21 @@ func _on_remove_player(id:int):
# print("==========================")
func _process(delta):
# if $PlayerSpawnLocation:
# print(">", $PlayerSpawnLocation.get_global_position())
pass
#func _process(delta):
## if $PlayerSpawnLocation:
## print(">", $PlayerSpawnLocation.get_global_position())
# pass
func _input(event):
if event is InputEventKey:
if event.is_action_pressed("ui_quit"):
get_tree().quit()
elif event.is_action_pressed("ui_debug"):
var new_window: Window = debug_window.instantiate()
add_child(new_window)
new_window.node_players = $Players
new_window.node_me = $PlayerSpawnLocation
func set_player_position(pos: Vector3):

View file

@ -1,11 +1,13 @@
[gd_scene load_steps=10 format=3 uid="uid://bemavktwweaog"]
[gd_scene load_steps=11 format=3 uid="uid://bemavktwweaog"]
[ext_resource type="Shader" path="res://scenes/main.gdshader" id="1_caff6"]
[ext_resource type="Script" path="res://scenes/main.gd" id="1_ts8of"]
[ext_resource type="PackedScene" uid="uid://ddymq82ef22l2" path="res://scenes/DebugWindow.tscn" id="2_6hoce"]
[ext_resource type="Script" path="res://scenes/Window.gd" id="3_uwnj8"]
[sub_resource type="BoxShape3D" id="BoxShape3D_5dcgs"]
size = Vector3(1000, 1, 1000)
margin = 1.0
size = Vector3(1000, 0, 1000)
[sub_resource type="ShaderMaterial" id="ShaderMaterial_gypq5"]
render_priority = 0
@ -13,7 +15,7 @@ shader = ExtResource("1_caff6")
[sub_resource type="BoxMesh" id="BoxMesh_fm2j6"]
material = SubResource("ShaderMaterial_gypq5")
size = Vector3(1000, 1, 1000)
size = Vector3(1000, 0, 1000)
[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_0qg6h"]
@ -29,9 +31,9 @@ reflected_light_source = 2
[node name="main" type="Node3D"]
script = ExtResource("1_ts8of")
debug_window = ExtResource("2_6hoce")
[node name="ground" type="StaticBody3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0)
[node name="CollisionShape3D" type="CollisionShape3D" parent="ground"]
shape = SubResource("BoxShape3D_5dcgs")
@ -53,6 +55,7 @@ environment = SubResource("Environment_12j7q")
title = "Connexion"
initial_position = 1
size = Vector2i(300, 200)
always_on_top = true
script = ExtResource("3_uwnj8")
[node name="VBoxContainer" type="VBoxContainer" parent="Window"]

View file

@ -7,7 +7,7 @@ declare FORCE=0
declare IMPORT=0
declare ERASEIMPORT=0
declare WORKDIR="$(dirname $(readlink -f $0))"
declare GODOT_SRC="https://downloads.tuxfamily.org/godotengine/4.1.2/Godot_v4.1.2-stable_linux.x86_64.zip"
declare GODOT_SRC="https://downloads.tuxfamily.org/godotengine/4.1.3/Godot_v4.1.3-stable_linux.x86_64.zip"
declare OUTZIP="$WORKDIR/$(basename $GODOT_SRC)"
declare CLIENTDIR="$WORKDIR/client"
declare OPTION=""