Some collision testing
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3D Input/untitled.glb.import
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1062
3D Input/untitled.glb.import
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15
Ingame/BodyParts/Arm.gd
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Ingame/BodyParts/Arm.gd
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extends RigidBody
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onready var anim = get_node("AnimationPlayer")
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onready var skeleton = get_node("Armature/Skeleton")
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func _unhandled_input(event):
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if event is InputEventKey:
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if event.pressed and event.scancode == KEY_A:
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play()
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func play():
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anim.play("ArmatureAction001")
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143
Ingame/BodyParts/Arm.tscn
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Ingame/BodyParts/Arm.tscn
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Ingame/Testing.tscn
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Ingame/Testing.tscn
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[gd_scene load_steps=4 format=2]
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[ext_resource path="res://Ingame/BodyParts/Arm.tscn" type="PackedScene" id=1]
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[sub_resource type="PlaneMesh" id=1]
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size = Vector2( 10, 10 )
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[sub_resource type="ConcavePolygonShape" id=2]
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data = PoolVector3Array( 5, 0, 5, -5, 0, 5, 5, 0, -5, -5, 0, 5, -5, 0, -5, 5, 0, -5 )
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[node name="Spatial" type="Spatial"]
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[node name="MeshInstance" type="MeshInstance" parent="."]
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transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0 )
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mesh = SubResource( 1 )
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material/0 = null
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[node name="StaticBody" type="StaticBody" parent="MeshInstance"]
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[node name="CollisionShape" type="CollisionShape" parent="MeshInstance/StaticBody"]
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shape = SubResource( 2 )
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[node name="Camera" type="Camera" parent="."]
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transform = Transform( 1, 0, 0, 0, 0.866025, 0.5, 0, -0.5, 0.866025, 0, 6, 8 )
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[node name="Arm" parent="." instance=ExtResource( 1 )]
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transform = Transform( 3.87553e-08, -0.0559087, -0.998436, -8.97299e-08, -0.998436, 0.0559087, -1, 8.74228e-08, -4.37114e-08, 0, 4, 0 )
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[node name="DirectionalLight" type="DirectionalLight" parent="."]
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transform = Transform( 0.999532, 0.0126075, 0.027872, -0.0305909, 0.411942, 0.910697, 0, -0.911123, 0.412135, 0, 0, 0 )
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shadow_enabled = true
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@ -1,5 +1,7 @@
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[gd_resource type="Environment" load_steps=2 format=2]
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[sub_resource type="ProceduralSky" id=1]
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[resource]
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background_mode = 2
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background_sky = SubResource( 1 )
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