fixxed stuff again
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commit
de8777480b
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3D Input/Bein_Mensch2.blend
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3D Input/Bein_Mensch2.blend
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3D Input/Bein_Mensch2.blend1
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3D Input/Bein_Mensch2.blend1
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3D Input/Bein_Pferd.blend1
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3D Input/Bein_Pferd.blend1
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3D Input/Grundkörper Version 2.blend
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3D Input/Grundkörper Version 2.blend
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3D Input/Grundkörper Version 2.blend1
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3D Input/Grundkörper Version 2.blend1
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3D Input/Mensch_vogelarm_img.jpg
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3D Input/Mensch_vogelarm_img.jpg
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3D Input/Mensch_vogelarm_img.jpg.import
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3D Input/Mensch_vogelarm_img.jpg.import
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@ -0,0 +1,34 @@
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[remap]
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importer="texture"
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type="StreamTexture"
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path="res://.import/Mensch_vogelarm_img.jpg-5d39f9db9f9783e3ca3f442f40cfd4a4.stex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://3D Input/Mensch_vogelarm_img.jpg"
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dest_files=[ "res://.import/Mensch_vogelarm_img.jpg-5d39f9db9f9783e3ca3f442f40cfd4a4.stex" ]
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[params]
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compress/mode=0
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compress/lossy_quality=0.7
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compress/hdr_mode=0
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compress/bptc_ldr=0
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compress/normal_map=0
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flags/repeat=0
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flags/filter=true
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flags/mipmaps=false
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flags/anisotropic=false
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flags/srgb=2
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/HDR_as_SRGB=false
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process/invert_color=false
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stream=false
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size_limit=0
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detect_3d=true
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svg/scale=1.0
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@ -14,8 +14,8 @@ func action():
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func push(body):
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# TODO: Hardcoded values - maybe try to generalize
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base.apply_impulse(transform.basis.xform(Vector3(0.0, 0.0, -3.0)), base.transform.basis.y * 10.0)
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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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base.apply_impulse(transform.basis.xform(touch_area.global_transform.origin) * 0.1, base.transform.basis.y * 5.0)
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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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@ -4,7 +4,9 @@
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[ext_resource path="res://3D Input/untitled.glb" type="PackedScene" id=2]
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[ext_resource path="res://BodyParts/Arm.gd" type="Script" id=3]
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[sub_resource type="SphereShape" id=1]
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[sub_resource type="CapsuleShape" id=3]
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radius = 0.724339
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height = 5.27855
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[sub_resource type="SphereShape" id=2]
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radius = 0.591769
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@ -13,11 +15,14 @@ radius = 0.591769
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script = ExtResource( 3 )
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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, 0, -8 )
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shape = SubResource( 1 )
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -5.34203 )
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shape = SubResource( 3 )
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[node name="Mesh" parent="." index="1" instance=ExtResource( 2 )]
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[node name="Sphere" parent="Mesh" index="0"]
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visible = false
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[node name="BoneAttachment" type="BoneAttachment" parent="Mesh/Armature/Skeleton" index="1"]
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transform = Transform( 1, -1.98247e-23, -2.98292e-24, 6.50669e-24, -9.49949e-08, 1, -2.07684e-23, -1, -9.49949e-08, -2.23781e-16, -0.0078205, -5.05441 )
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bone_name = "bone_2"
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@ -1,9 +1,9 @@
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extends Spatial
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class_name BodyBase
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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export(int) var player_id
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# Called when the node enters the scene tree for the first time.
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func _ready():
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@ -8,12 +8,12 @@
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[sub_resource type="SphereMesh" id=3]
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[sub_resource type="GDScript" id=6]
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[sub_resource type="SphereShape" id=4]
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[sub_resource type="GDScript" id=4]
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[sub_resource type="SphereShape" id=5]
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[sub_resource type="SphereShape" id=6]
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[node name="Torso" type="RigidBody"]
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script = ExtResource( 1 )
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@ -26,7 +26,7 @@ transform = Transform( 0.8, 0, 0, 0, 0.8, 0, 0, 0, 0.8, 0, 0, 0 )
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shape = SubResource( 2 )
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[node name="FrontLeft" type="Spatial" parent="."]
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transform = Transform( 1.62921e-07, -5.30863e-14, -1, -3.25841e-07, -1, 0, -1, 3.25841e-07, -1.62921e-07, 0.6, 0, 1 )
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transform = Transform( 0.5, -1.62921e-07, -0.866025, -3.25841e-07, -1, 0, -0.866025, 2.82187e-07, -0.5, 0.6, 0, 1 )
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[node name="FrontLeftAttachMent" type="MeshInstance" parent="FrontLeft"]
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transform = Transform( 0.3, 0, 0, 0, 0.3, 0, 0, 0, 0.3, 0, 0, 0 )
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@ -34,14 +34,14 @@ mesh = SubResource( 3 )
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material/0 = null
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[node name="Area" type="Area" parent="FrontLeft"]
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script = SubResource( 6 )
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script = SubResource( 4 )
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[node name="CollisionShape" type="CollisionShape" parent="FrontLeft/Area"]
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transform = Transform( 0.5, 0, 0, 0, 0.5, 0, 0, 0, 0.5, 0, 0, 0 )
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shape = SubResource( 4 )
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shape = SubResource( 5 )
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[node name="FrontRight" type="Spatial" parent="."]
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transform = Transform( 1.62921e-07, -5.30863e-14, 1, -3.25841e-07, -1, 0, 1, -3.25841e-07, -1.62921e-07, -0.6, 0, 1 )
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transform = Transform( 0.5, -1.62921e-07, 0.866025, -3.25841e-07, -1, 0, 0.866025, -2.82187e-07, -0.5, -0.6, 0, 1 )
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[node name="FrontRightAttachMent" type="MeshInstance" parent="FrontRight"]
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transform = Transform( 0.3, 0, 0, 0, 0.3, 0, 0, 0, 0.3, 0, 0, 0 )
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@ -52,4 +52,4 @@ material/0 = null
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[node name="CollisionShape" type="CollisionShape" parent="FrontRight/Area"]
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transform = Transform( 0.5, 0, 0, 0, 0.5, 0, 0, 0, 0.5, 0, 0, 0 )
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shape = SubResource( 5 )
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shape = SubResource( 6 )
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@ -22,12 +22,13 @@ func _ready() -> void:
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func _process(delta: float) -> void:
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# We do this here because we want the whole tree to really be done instancing
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if not setup_done:
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var translation = physics_shape.global_transform.basis * physics_shape.translation
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var translation = physics_shape.global_transform
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print(translation)
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remove_child(physics_shape)
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base.add_child(physics_shape)
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physics_shape.translation = translation
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physics_shape.global_transform = translation
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setup_done = true
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@ -3,6 +3,8 @@ class_name PushingBodyPart
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onready var touch_area = get_node("TouchArea")
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export(float) var damage = 10.0
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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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@ -11,7 +13,10 @@ func _ready() -> void:
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func _on_touch_area_entered(body):
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if body.name != base.name:
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if body.is_in_group("Terrain"):
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push(body)
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elif body.is_in_group("Player"):
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InGameState.subtract_player_health(body.player_id, damage)
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func push(body):
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@ -19,7 +19,9 @@ 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="StaticBody" type="StaticBody" parent="MeshInstance" groups=[
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"Terrain",
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]]
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[node name="CollisionShape" type="CollisionShape" parent="MeshInstance/StaticBody"]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0 )
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@ -37,10 +39,26 @@ transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 3.02111, 0 )
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[node name="Arm" parent="Torso/FrontLeft" index="1" instance=ExtResource( 1 )]
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key = 83
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damage = 10.0
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[node name="Arm" parent="Torso/FrontRight" index="1" instance=ExtResource( 1 )]
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key = 65
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damage = 10.0
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[node name="Torso2" parent="." instance=ExtResource( 3 )]
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transform = Transform( -0.866025, -0.353553, -0.353553, -6.18172e-08, -0.707107, 0.707107, -0.5, 0.612372, 0.612372, 0, 3.02111, -9 )
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player_id = 1
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[node name="Arm" parent="Torso2/FrontLeft" index="1" instance=ExtResource( 1 )]
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key = 81
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damage = 10.0
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[node name="Arm" parent="Torso2/FrontRight" index="1" instance=ExtResource( 1 )]
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key = 87
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damage = 10.0
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[node name="UI" parent="." instance=ExtResource( 2 )]
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[editable path="Torso"]
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[editable path="Torso2"]
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@ -55,6 +55,7 @@ script = ExtResource( 1 )
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__meta__ = {
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"_edit_use_anchors_": false
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}
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player_id = 1
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[node name="HSplitContainer2" type="HSplitContainer" parent="MarginContainer/PlayerHealthController/VSplitContainer"]
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visible = false
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37
UI/WinScreen.tscn
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UI/WinScreen.tscn
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://UI/WinScreenScript.gd" type="Script" id=1]
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[node name="Spatial" type="Control"]
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anchor_right = 1.0
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anchor_bottom = 1.0
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script = ExtResource( 1 )
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__meta__ = {
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"_edit_use_anchors_": false
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}
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labelPath = NodePath("MarginContainer/VBoxContainer/PlayerWon")
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[node name="MarginContainer" type="MarginContainer" parent="."]
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anchor_right = 1.0
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anchor_bottom = 1.0
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[node name="VBoxContainer" type="VBoxContainer" parent="MarginContainer"]
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margin_right = 1024.0
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margin_bottom = 600.0
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[node name="Congratz" type="Label" parent="MarginContainer/VBoxContainer"]
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margin_top = -1.0
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margin_right = 1024.0
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margin_bottom = 249.0
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rect_min_size = Vector2( 0, 250 )
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text = "CONGRATULATIONS!"
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align = 1
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valign = 2
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[node name="PlayerWon" type="Label" parent="MarginContainer/VBoxContainer"]
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margin_top = 254.0
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margin_right = 1024.0
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margin_bottom = 404.0
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rect_min_size = Vector2( 0, 150 )
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align = 1
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valign = 1
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22
UI/WinScreenScript.gd
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UI/WinScreenScript.gd
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extends Control
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export(NodePath) var labelPath
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#signal player_win(player_id)
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var _playerWonLabel
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# Called when the node enters the scene tree for the first time.
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func _ready():
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_playerWonLabel = get_node(labelPath) as Label
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#connect("player_win", self, "_win_message")
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#emit_signal("player_win", 1)
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func _win_message(player_id):
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_playerWonLabel.text = "test"
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#print("game won!")
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#print(player_id)
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@ -38,6 +38,7 @@ config/icon="res://icon.png"
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[autoload]
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BodyPartLoader="*res://Global/BodyPartLoader.gd"
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InGameState="*res://Global/InGameState.gd"
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[rendering]
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