Merge branch 'master' of https://gitlab.hexaquo.at/ggjg20/bodypartfighter
This commit is contained in:
commit
2ededa4069
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3D Input/Fertige GLBs/Kopf_Mensch.glb
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3D Input/Fertige GLBs/Kopf_Mensch.glb
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3D Input/Kopftextur.png
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3D Input/Kopftextur.png
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After Width: | Height: | Size: 42 KiB |
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@ -2,33 +2,35 @@
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importer="texture"
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importer="texture"
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type="StreamTexture"
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type="StreamTexture"
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path="res://.import/beinimage.png-a7e3863a81de772333653d8998415984.stex"
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path.s3tc="res://.import/beinimage.png-a7e3863a81de772333653d8998415984.s3tc.stex"
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path.etc2="res://.import/beinimage.png-a7e3863a81de772333653d8998415984.etc2.stex"
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metadata={
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metadata={
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"vram_texture": false
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"imported_formats": [ "s3tc", "etc2" ],
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"vram_texture": true
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}
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}
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[deps]
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[deps]
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source_file="res://3D Input/beinimage.png"
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source_file="res://3D Input/beinimage.png"
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dest_files=[ "res://.import/beinimage.png-a7e3863a81de772333653d8998415984.stex" ]
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dest_files=[ "res://.import/beinimage.png-a7e3863a81de772333653d8998415984.s3tc.stex", "res://.import/beinimage.png-a7e3863a81de772333653d8998415984.etc2.stex" ]
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[params]
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[params]
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compress/mode=0
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compress/mode=2
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compress/lossy_quality=0.7
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compress/lossy_quality=0.7
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compress/hdr_mode=0
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compress/hdr_mode=0
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compress/bptc_ldr=0
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compress/bptc_ldr=0
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compress/normal_map=0
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compress/normal_map=0
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flags/repeat=0
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flags/repeat=true
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flags/filter=true
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flags/filter=true
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flags/mipmaps=false
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flags/mipmaps=true
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flags/anisotropic=false
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flags/anisotropic=false
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flags/srgb=2
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flags/srgb=1
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process/fix_alpha_border=true
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/premult_alpha=false
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process/HDR_as_SRGB=false
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process/HDR_as_SRGB=false
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process/invert_color=false
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process/invert_color=false
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stream=false
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stream=false
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size_limit=0
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size_limit=0
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detect_3d=true
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detect_3d=false
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svg/scale=1.0
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svg/scale=1.0
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3D Input/gorilla hand unwrapped.blend
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3D Input/gorilla hand unwrapped.blend
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3D Input/gorilla hand unwrapped.blend1
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3D Input/gorilla hand unwrapped.blend1
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25
BodyParts/HumanLeg.gd
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BodyParts/HumanLeg.gd
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extends PushingBodyPart
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onready var anim = get_node("Mesh/AnimationPlayer")
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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func action():
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anim.play("ArmatureAction")
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func push(body):
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# We multiply by 0.1 because we only want it to spin slightly, it should mostly go up
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var offset = transform.basis.xform(Vector3.ZERO)
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var direction = (base.transform.basis.y - base.transform.basis.z).normalized() * 5.0
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base.apply_impulse(offset, direction)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta: float) -> void:
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# pass
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48
BodyParts/HumanLeg.tscn
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BodyParts/HumanLeg.tscn
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[gd_scene load_steps=8 format=2]
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[ext_resource path="res://BodyParts/PushingBodyPart.tscn" type="PackedScene" id=1]
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[ext_resource path="res://BodyParts/HumanLeg.gd" type="Script" id=2]
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[ext_resource path="res://3D Input/Fertige GLBs/Bein_Mensch.glb" type="PackedScene" id=3]
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[ext_resource path="res://3D Input/beinimage.png" type="Texture" id=4]
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[sub_resource type="BoxShape" id=2]
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extents = Vector3( 0.312908, 1.16904, 0.82381 )
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[sub_resource type="SphereShape" id=3]
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radius = 0.108468
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[sub_resource type="SpatialMaterial" id=1]
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albedo_texture = ExtResource( 4 )
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[node name="HumanLeg" instance=ExtResource( 1 )]
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transform = Transform( 1, 8.74228e-08, -3.82137e-15, 0, -4.37114e-08, -1, -8.74228e-08, 1, -4.37114e-08, 0, 0, 0 )
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script = ExtResource( 2 )
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[node name="PartCollider" parent="." index="0"]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1.77838, 0.0523456 )
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shape = SubResource( 2 )
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[node name="TouchArea" parent="." index="1"]
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transform = Transform( 1.97878, 4.49418e-13, -2.27374e-13, -6.82121e-13, -0.277472, -1.95923, 7.89663e-14, 1.95923, -0.277471, -6.25278e-13, -2.74829, -0.692869 )
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[node name="CollisionShape" type="CollisionShape" parent="TouchArea" index="0"]
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shape = SubResource( 3 )
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[node name="Mesh" parent="." index="2" instance=ExtResource( 3 )]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, -1.42109e-14, -2.28512, -0.0490953 )
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[node name="Skeleton" parent="Mesh/Armature" index="0"]
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bones/2/bound_children = [ NodePath("BoneAttachment") ]
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[node name="Cube" parent="Mesh/Armature/Skeleton" index="0"]
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transform = Transform( 1, 0, 0, 0, 1, -3.72529e-09, 0, 3.72529e-09, 1, 0, 0, 0 )
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material/0 = SubResource( 1 )
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[node name="BoneAttachment" type="BoneAttachment" parent="Mesh/Armature/Skeleton" index="1"]
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transform = Transform( 1, 2.27374e-13, -1.13687e-13, 3.41061e-13, 0.0910855, 0.995843, -5.68434e-14, -0.995843, 0.0910852, -3.3393e-13, 1.43368, 0.260799 )
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bone_name = "bone_2"
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[node name="RemoteTransform" type="RemoteTransform" parent="Mesh/Armature/Skeleton/BoneAttachment" index="0"]
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remote_path = NodePath("../../../../../TouchArea")
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[editable path="Mesh"]
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@ -43,4 +43,5 @@ InGameState="*res://Global/InGameState.gd"
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[rendering]
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[rendering]
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quality/shadows/filter_mode=2
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environment/default_environment="res://default_env.tres"
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environment/default_environment="res://default_env.tres"
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