26 Commits

Author SHA1 Message Date
richard 02aec4249f Make the Controls options menu device-aware
CI / Decide whether to run (push) Has been cancelled
CI / Lint & headless tests (push) Has been cancelled
Showing both a keyboard key and a gamepad button on every ability row
(and WASD movement rows that never had a gamepad equivalent anyway)
cluttered the list once a controller is in play. The rebind list now
shows only the relevant set for whichever device the player is
actually holding: on a gamepad, movement rows disappear entirely
(the D-pad/stick isn't individually remapped, so there's nothing to
show) and each ability shows only its gamepad button; on keyboard,
the reverse. Uses the same Controls.using_gamepad() last-input
heuristic as the HUD's ability keycaps, not mere connection presence,
so a controller left plugged in but unused doesn't hide keyboard
binds from a mouse-and-keyboard player. The list (and its hint text)
also swaps live if the player switches device while the panel is
open, skipped while a rebind capture is in progress so it can't be
torn out from under them.

Verified headlessly: keyboard mode shows all 8 rows, gamepad mode
shows only the 4 ability rows, and the hint text swaps between them —
confirmed with a real screenshot of both states.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MXBNaEBmrYDSMcv4NgUWtV
2026-09-10 19:42:59 +03:00
richard 431ee295ae Full Xbox/PlayStation controller support: glyphs, remapping, vibration toggle
Extends the earlier Xbox-only ability glyphs into full brand-aware
controller support, following standard practice (position-based
button mapping, safe defaults for unrecognised pads, no per-device
special-casing):

- Controls detects PlayStation pads (DualShock/DualSense) from
  Input.get_joy_name() via a name-substring heuristic, checking for
  "xbox" first so a Bluetooth-connected Xbox pad (reports as "Xbox
  Wireless Controller") can't be misread as PlayStation through the
  generic "wireless controller" hint. Unrecognised/generic pads read
  as Xbox-style, matching the browser's Standard Gamepad Mapping.
- Ability-bar keycaps and the options menu now show ✕/○/□/△ for a
  detected PlayStation pad instead of A/B/X/Y — no index remapping
  needed, since PlayStation's face buttons sit in the exact same
  four positions as Xbox's.
- The options menu's Controls section gains a gamepad rebind button
  next to each ability's keyboard one (movement stays on the D-pad/
  stick, not individually remapped, matching convention). Clicking it
  captures the next joypad button press, mirroring the existing
  keyboard-rebind flow exactly (Esc cancels either). Gamepad rebinds
  persist to controls.cfg alongside keyboard ones and survive a
  reload.
- Added a player-facing "Controller Vibration" toggle (Settings...
  Gameplay section) — Controls.vibrate() now checks it alongside the
  existing DP debug flag, so either can silence rumble.

Verified headlessly end-to-end: default bindings show correct
brand-agnostic glyphs (kick=X, dash=A, ...), rebinding kick to a
different button through the real options-menu flow changes only
that action's glyph, leaves its keyboard binding and other abilities'
gamepad bindings untouched, and survives a reload from disk. Sanity-
checked the PlayStation name heuristic against realistic controller
name strings from Xbox, PlayStation (Windows/macOS/Bluetooth
variants), and other brands.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MXBNaEBmrYDSMcv4NgUWtV
2026-09-10 19:33:02 +03:00
richard a34989c49e Show Xbox-style A/B/X/Y glyphs on the ability bar for a gamepad
Controls now tracks whether the player's last deliberate press was a
gamepad button/stick or a keyboard key/mouse click (ignoring plain
mouse motion, since the mouse still drives the camera regardless of
which device moves the bull). The HUD's ability-bar keycaps read from
that: keyboard letters normally, Xbox-style face-button glyphs while
a gamepad is in use, swapping live the moment the player switches
devices.

Godot's joypad button indices are already Xbox-position-normalized
(by SDL natively, by the browser's Standard Gamepad Mapping on web),
so the glyph mapping (button 0/1/2/3 -> A/B/X/Y) reads correctly for
any controller brand with no per-device special-casing.

Verified headlessly: labels start as the bound keyboard letters
(F/G/H/J), switch to X/A/B/Y on a synthetic joypad button press
(matching project.godot's kick/dash/slam/roll bindings), and switch
back on a keyboard press.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MXBNaEBmrYDSMcv4NgUWtV
2026-09-10 19:20:54 +03:00
richard e810d2e75b Fix vibration going dead for the rest of the session after the gate
Siim reported controller vibration stops working entirely after the
first playthrough. The gate's pulsed rumble (vibrate_for) fired a new
~0.3s vibration every 0.4s for 7 seconds — about 17 back-to-back start
calls. On at least one setup that appears to leave the gamepad's
rumble motor stuck reporting "busy", so every later vibrate() call
(hits included) silently does nothing for the rest of that session.

Space pulses out more (fewer, longer gaps: 0.25s on / 0.6s off instead
of 0.3s on / 0.1s off) and explicitly stop_joy_vibration() between
them on native instead of relying on each pulse's own duration to
time out, so a new effect never starts before the last one has
cleanly ended.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MXBNaEBmrYDSMcv4NgUWtV
2026-09-10 19:17:47 +03:00
richard d2a59f695e Bind only joypad button 0 for ui_accept confirm
Simplify the confirm binding to just the standard button 0 (Xbox-style
"A" / bottom face button) instead of also covering the Nintendo-layout
right-hand position.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MXBNaEBmrYDSMcv4NgUWtV
2026-09-10 19:08:12 +03:00
richard d5c6b749d0 Bind a gamepad confirm button — ui_accept had none by default
Siim reported gamepad menu navigation works but pressing a button
does nothing. Checked Godot's actual built-in ui_accept bindings
directly: only Enter/Kp Enter/Space — no joypad button at all. That's
why D-pad/stick focus movement (ui_left/right/up/down do default to
gamepad input) worked while "confirm" never could, on any controller.

Binds both the Xbox-style bottom face button (A, index 0) and the
right-hand one (B, index 1 — physically labelled "A" on a
Nintendo-layout pad, since gamepad mapping normalizes to Xbox
*position* rather than the printed label), so either common "confirm"
button activates the focused menu/end-screen button.

Verified headlessly end-to-end: a synthetic joypad button 0 or button
1 press on the focused end-screen button now reloads the run, matching
what a real gamepad press should do.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MXBNaEBmrYDSMcv4NgUWtV
2026-09-10 19:05:55 +03:00
richard 56a4965ff7 Fix bear gate re-opening after Play Again
Clearing the arena's last wave set the DP debug flag
"gate_unlocked_bear" to true as a side effect. That flag lives on the
DP autoload, which survives scene reloads and isn't touched by
Run.start_new_run() — so once cleared for real in a play session, it
stayed true forever, permanently overriding the per-run
Run.cleared-based gate check in lobby_underground.gd. Every later
lobby load (including after Play Again reset the real run state) kept
re-opening the gate.

The DP flag is meant to be a manual designer override for testing the
animation (per its own doc comment), not something gameplay code sets
persistently — Run.bear_gate_open() is already the real per-run source
of truth. Removed the stray set_value() call.

Verified in isolation: clearing the arena's last wave no longer
touches the DP flag (stays false), so the gate only opens through the
run-scoped Run.cleared state, which already resets correctly on Play
Again.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MXBNaEBmrYDSMcv4NgUWtV
2026-09-10 18:31:29 +03:00
richard d8d6b11508 Let a gamepad drive the end-screen buttons (Play Again / Main Menu)
Nothing had focus by default when the outcome screen appeared, so a
gamepad's ui_accept/ui_left/ui_right (bound to Godot's built-in ui_*
actions) had no control to act on — same reason main_menu.gd grabs
focus on its own default button per panel. Grab it on whichever
button is visible (Play Again/Continue on a win, Retry on a loss);
Godot's geometry-based focus neighbors then let ui_left/ui_right reach
Main Menu from there. Verified headlessly: a synthetic ui_accept on
the focused button reloads the run, same as a real gamepad A press
would.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MXBNaEBmrYDSMcv4NgUWtV
2026-09-10 17:56:24 +03:00
richard a9440c6a43 Fix gate-opening vibration by pulsing instead of one long effect
Siim reported the hit-vibration works but the lobby gate's rumble
doesn't. Godot's start_joy_vibration() docs call this out directly:
long single effects are unreliable on much gamepad hardware/drivers,
and recommend a short effect repeated instead. Added
Controls.vibrate_for() to do that and pointed the gate at it in place
of its single 7-second call.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MXBNaEBmrYDSMcv4NgUWtV
2026-09-10 17:56:17 +03:00
richard 1ea4171863 Polish the bear's thank-you ending screen; add a video debug command
CI / Decide whether to run (push) Has been cancelled
CI / Lint & headless tests (push) Has been cancelled
- The finish screen's continue button now reads "Play Again" and starts
  a fresh run instead of "Continue"-ing to a lobby gate that no longer
  exists past the run's last fight.
- The "Your Time" readout moves from the top (overlapping the bull in
  thankyou.ogv) to just under the clip's own baked title, restyled to
  match its flat dark-ink look instead of the gold HUD outline, and
  pulses on the same ~1.4s breathing cycle sampled off the source clip
  so it reads as part of the poster rather than a readout stamped on it.
- Added a `video <win|loss|finish>` debug console command to preview
  any outcome screen without playing through a fight, via a new
  hud.gd debug entry point (`debug_force_outcome`).
- Dropped the console's per-frame "focus stolen by ... — reclaiming"
  log line — its own comment flagged it as temporary diagnostic
  instrumentation, and it fired on every console open.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MXBNaEBmrYDSMcv4NgUWtV
2026-09-10 17:36:03 +03:00
richard cd54242de0 Make gamepad vibration work on web export
Input.start_joy_vibration() is a documented engine no-op on Godot's
HTML5 export (never wired to the browser side). Controls.vibrate()
wraps it: native platforms go straight through as before, web drives
the browser's Gamepad Haptic Actuator API directly via JavaScriptBridge.
Gamepad movement/ability input already worked on desktop browsers via
the standard Web Gamepad API, so only vibration needed a fix.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MXBNaEBmrYDSMcv4NgUWtV
2026-09-10 17:35:54 +03:00
richard 91d88cd5c7 Bump version to 0.5.0
CI / Decide whether to run (push) Has been cancelled
CI / Lint & headless tests (push) Has been cancelled
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MXBNaEBmrYDSMcv4NgUWtV
2026-09-10 16:44:04 +03:00
richard 6dff45c659 Add thank-you ending screen and a run timer
CI / Decide whether to run (push) Has been cancelled
CI / Lint & headless tests (push) Has been cancelled
Defeating the bear (the run's final boss) now plays a dedicated
"Thank You For Playing" clip on the completion screen instead of the
generic bull-win video, with the run's finish time shown in place of
the usual "Bull Won!" title.

A run clock also starts when the player enters the arena (the run's
first fight), shown top-left on desktop only, and freezes the instant
the bear falls. Re-entering the arena after finishing a run restarts
the clock instead of leaving it stuck on the previous run's time.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MXBNaEBmrYDSMcv4NgUWtV
2026-09-10 16:28:57 +03:00
siim 2fd41f4f69 bull follow light
CI / Decide whether to run (push) Has been cancelled
CI / Lint & headless tests (push) Has been cancelled
2026-09-08 19:15:14 +03:00
richard a147527e91 Remove dead code: the map system and editor cruft
CI / Decide whether to run (push) Has been cancelled
CI / Lint & headless tests (push) Has been cancelled
Delete the unused Slay-the-Spire map screen (superseded by the lobby hub),
leftover editor autosave *.tmp scenes, and a stray reference-link file.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CCyaJPTHCH9EDthpf4A5Sj
2026-09-08 14:56:22 +03:00
richard 09d4a60f43 Reorganize into role-based folders and consolidate art
Move every script and scene into role-based directories (actors/, systems/, ui/,
levels/, props/) and all raw art under art/ (grouped by role, snake_case,
Extract-Textures GLBs), dropping Blender version-suffix noise. Filenames are
snake_case (PascalCase reserved for class_name) to avoid case-insensitive
filesystem aliasing on the web/macOS targets. Routes the bull's hits through the
typed DamageEvent pipeline and wires the bull's abilities to the Fx library.
Updates CLAUDE.md's folder-layout overview to match.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CCyaJPTHCH9EDthpf4A5Sj
2026-09-08 14:56:22 +03:00
richard c0a022fed4 Add scene-authored FX library and bull ability effects
An Fx autoload + one_shot_effect base so every effect is an inspector-editable
.tscn (the systems/fx/ authoring dir): blood/slam/spark/flash primitives and the
bull's kick/dash/slam/roll + movement effects (bull_*.tscn), fired via
Fx.spawn() / Fx.attach(). Plus a preview gallery + smoke test, and
bull_impact_fx.gd for the coded, non-particle slam rings + kick flash-pop.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CCyaJPTHCH9EDthpf4A5Sj
2026-09-08 14:56:01 +03:00
richard 9458085abb Add typed DamageEvent hit pipeline
A typed DamageEvent contract (systems/combat/damage_event.gd) as a single
entry point for every attacker, plus a characterization test locking the bull's
damage reception. Attacker/receiver wiring rides along with the moved actor
scripts in the reorg commit.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CCyaJPTHCH9EDthpf4A5Sj
2026-09-08 14:55:46 +03:00
richard 565c132848 Add CI pipeline and reusable test harness
A Gitea Actions workflow (.gitea/workflows/ci.yml) running the headless test
suite on push, plus shared test scaffolding: seeded-RNG / approx / tally helpers
(test_helpers.gd), a harness self-test, and a resolution + pseudo-locale
UI-layout robustness guard.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CCyaJPTHCH9EDthpf4A5Sj
2026-09-08 14:55:38 +03:00
richard 400ae24f92 Remove the persistent blood-decal system
Strip only the floor/wall blood-splat decals added in 981ebf1, keeping the
older death-spray, spear-wound spurt, and "Blood & Gore" toggle:

- Delete blood_decals.gd + shader, the Gore autoload (gore.gd), and
  tests/blood_decals_test.gd
- Drop the Gore autoload and the Blood DP section
- Remove all Gore.splat() call sites (matador.gd, bear.gd, player.gd);
  the _blood_burst spray and _spawn_blood spurt stay
- game_shell no longer spawns a per-level decal pool
- Update level_switch test + run_tests.sh accordingly

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CmG3mQGVXZUPDVapmdbWZ1
2026-09-04 22:41:00 +03:00
richard 79ea5bb2be Bump version to 0.4.0
The in-game version banner (GameVersion.full) reads config/version from
project.godot; it had lagged at 0.2.0 behind the 0.3.0 tag.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EznnY8rH2dXhtono1kwsXg
2026-09-04 14:19:19 +03:00
richard 981ebf1910 Add blood decals, gore, mobile HUD, web start gate + touch/perf tests
Remove tools/fstest.html scratch page used to probe browser
fullscreen/orientation APIs.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EznnY8rH2dXhtono1kwsXg
2026-09-04 14:07:57 +03:00
siim 01d6ecf475 go to bear level fix and vibration of controller when gate is opening 2026-09-03 18:20:19 +03:00
siim 931ddf0eeb can turn "gamepad_vibration" on and off in debug mode 2026-09-03 18:04:58 +03:00
siim 50073b2574 controller vibrate when taking damage 2026-09-03 17:53:44 +03:00
siim 07f8a71f2c torches light animation 2026-09-03 07:53:55 +03:00
311 changed files with 4225 additions and 24362 deletions
+139
View File
@@ -0,0 +1,139 @@
name: CI
# Gitea Actions is GitHub-Actions-compatible: drop this in .gitea/workflows/, enable Actions on the
# repo ([actions] ENABLED=true in app.ini, Gitea >= 1.19) and register an act_runner — it then runs
# on every push / PR. Godot and gdtoolkit are installed with plain shell steps (not the chickensoft
# setup-godot action), because a self-hosted runner usually can't reach the GitHub action registry
# (unless DEFAULT_ACTIONS_URL is set to proxy github.com). Only actions/checkout and upload-artifact
# remain as external actions — both ship with Gitea's default proxy; if yours is offline, mirror them
# into your instance.
#
# It also runs once a day (schedule) as a safety net over main's tip. The `guard` job skips that daily
# run when the commit already passed — so an idle main isn't re-tested, but a commit whose push-time
# run was missed/skipped still gets verified. schedule needs Gitea >= 1.21; workflow_dispatch (the
# manual "Run workflow" button) needs >= 1.23; from 1.23 the cron is evaluated in UTC.
on:
push:
pull_request:
workflow_dispatch:
schedule:
- cron: "0 4 * * *" # 04:00 UTC daily
# statuses:write lets the test job stamp a `ci/headless` commit status the guard reads back.
permissions:
contents: read
statuses: write
env:
# The Godot build the team runs (godot --version -> 4.7.beta.custom_build.417cd33bf). Pin this to a
# PUBLISHED build from https://github.com/godotengine/godot-builds/releases. If you run a custom
# build with no public binary, host the linux headless zip where the runner can reach it and set
# GODOT_URL to that (it overrides the constructed URL below).
GODOT_VERSION: "4.7-beta1"
GODOT_URL: ""
jobs:
# On push/PR this passes straight through. On the daily schedule it asks the API whether main's tip
# already carries a successful `ci/headless` status (stamped by an earlier run) and, if so, tells the
# test job to skip — that's the "don't re-test a commit that already ran" rule.
guard:
name: Decide whether to run
runs-on: ubuntu-latest
outputs:
run: ${{ steps.decide.outputs.run }}
steps:
- name: Check for an existing pass on this commit
id: decide
env:
GITEA_TOKEN: ${{ secrets.GITEA_TOKEN }}
run: |
set -u
if [ "${{ github.event_name }}" != "schedule" ]; then
echo "event=${{ github.event_name }} -> run"
echo "run=true" >> "$GITHUB_OUTPUT"
exit 0
fi
api="${{ github.api_url }}"; [ -n "$api" ] || api="${{ github.server_url }}/api/v1"
curl -sfL -H "Authorization: token ${GITEA_TOKEN}" \
"$api/repos/${{ github.repository }}/commits/${{ github.sha }}/statuses?limit=100" \
-o /tmp/statuses.json || echo '[]' > /tmp/statuses.json
python3 - <<'PY'
import json, os
try:
data = json.load(open("/tmp/statuses.json"))
except Exception:
data = []
items = data.get("statuses", data) if isinstance(data, dict) else data
done = any(
s.get("context") == "ci/headless" and (s.get("state") or s.get("status")) == "success"
for s in (items or [])
)
with open(os.environ["GITHUB_OUTPUT"], "a") as f:
f.write("run=%s\n" % ("false" if done else "true"))
print("commit already passed ci/headless -> skip" if done else "no prior pass -> run")
PY
test:
name: Lint & headless tests
runs-on: ubuntu-latest # must match a label your act_runner registered with
needs: guard
if: ${{ needs.guard.outputs.run == 'true' }}
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Install Godot ${{ env.GODOT_VERSION }}
run: |
set -eux
url="${GODOT_URL:-https://github.com/godotengine/godot-builds/releases/download/${GODOT_VERSION}/Godot_v${GODOT_VERSION}_linux.x86_64.zip}"
curl -fL "$url" -o /tmp/godot.zip
unzip -o /tmp/godot.zip -d /tmp/godot
install -m 755 /tmp/godot/Godot_v*_linux.x86_64 /usr/local/bin/godot
godot --version
- name: Install gdlint (gdtoolkit)
# A venv sidesteps PEP-668 "externally managed" pip on recent runner images; putting its bin on
# GITHUB_PATH lets run_tests.sh call bare `gdlint` in later steps.
run: |
set -eux
python3 -m venv /tmp/venv
/tmp/venv/bin/pip install "gdtoolkit==4.*"
echo "/tmp/venv/bin" >> "$GITHUB_PATH"
# A cold .godot cache (CI always starts cold) needs two import passes: the first imports base
# assets, the second resolves scenes that depend on them (the .fbx/.glb -> .scn imports). One pass
# leaves those unresolved and the headless tests fail to load them. Warnings exit non-zero.
- name: Import resources
run: |
godot --headless --import || true
godot --headless --import || true
- name: gdlint
run: gdlint actors systems ui props levels tests
- name: Headless tests
env:
GODOT: godot
run: bash run_tests.sh --no-gameplay
# Stamp the commit so the daily guard recognizes it as already tested. Best-effort: a fork PR whose
# token can't write statuses just skips this (the build still passes).
- name: Mark commit as tested
if: success()
env:
GITEA_TOKEN: ${{ secrets.GITEA_TOKEN }}
run: |
api="${{ github.api_url }}"; [ -n "$api" ] || api="${{ github.server_url }}/api/v1"
curl -sfL -X POST -H "Authorization: token ${GITEA_TOKEN}" -H "Content-Type: application/json" \
"$api/repos/${{ github.repository }}/statuses/${{ github.sha }}" \
-d '{"context":"ci/headless","state":"success","description":"headless suite green"}' \
>/dev/null || echo "could not post commit status (token lacks statuses:write?)"
- name: Upload test output on failure
if: failure()
uses: actions/upload-artifact@v4
with:
name: test-output
path: tests/output/
if-no-files-found: ignore
+6 -2
View File
@@ -2,13 +2,17 @@
.godot/ .godot/
/android/ /android/
# Godot editor autosave scratch files (e.g. Bear.tscn12015901897.tmp)
*.tmp
# JetBrains IDE — contains absolute paths (Godot binary, SDK dirs), varies per user # JetBrains IDE — contains absolute paths (Godot binary, SDK dirs), varies per user
.idea/ .idea/
# Blender render previews (generated by render_anim_preview.py) # Blender render previews (generated by render_anim_preview.py)
Blender/preview/ art/blender/preview/
Blender/*.blend1 # Blender auto-save backups (.blend1, .blend2, … — Blender rewrites these on every save)
art/blender/*.blend[0-9]
# Test output (generated screenshots, frame strips) # Test output (generated screenshots, frame strips)
tests/output/ tests/output/
Binary file not shown.
File diff suppressed because it is too large Load Diff
-93
View File
@@ -1,93 +0,0 @@
[gd_resource type="Animation" format=3 uid="uid://bq71flatfddll"]
[resource]
resource_name = "Bear_fx_smash_hit"
length = 0.23333333
tracks/0/type = "position_3d"
tracks/0/imported = true
tracks/0/enabled = true
tracks/0/path = NodePath("Bear_fx_smash_hit")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = PackedFloat32Array(0, 1, 0, -0.51246816, 7.1560388, 0.033333335, 1, 0, -0.51246816, 7.1560388, 0.06666667, 1, 1.2735307, -1.4730668, 5.139501, 0.1, 1, 1.3610363, 0.27301335, 5.141279, 0.13333334, 1, 1.3735371, 2.1639488, 5.153728, 0.16666667, 1, 1.3573295, -0.04170864, 5.1945124, 0.2, 1, 1.3061407, -0.3338372, 5.1877995, 0.23333333, 1, 1.2735307, -0.37556988, 5.1810856)
tracks/1/type = "rotation_3d"
tracks/1/imported = true
tracks/1/enabled = true
tracks/1/path = NodePath("Bear_fx_smash_hit")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = PackedFloat32Array(0, 1, 0, 0, 0, 1, 0.033333335, 1, 0, 0, 0, 1, 0.06666667, 1, 0.045591418, -0.036703378, -0.0016762356, 0.9982843, 0.1, 1, 0.06741002, -0.02538766, 0.014408795, 0.99729824, 0.13333334, 1, 0.05603578, -0.017236687, 0.029419938, 0.99784636, 0.16666667, 1, -0.071329094, -0.014488678, 0.036211126, 0.9966901, 0.23333333, 1, -0.039237745, -0.015645763, 0.035726424, 0.99846846)
tracks/2/type = "scale_3d"
tracks/2/imported = true
tracks/2/enabled = true
tracks/2/path = NodePath("Bear_fx_smash_hit")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = PackedFloat32Array(0, 1, 0, 0, 0, 0.033333335, 1, 0, 0, 0, 0.06666667, 1, 0.55657715, 0.55657715, 0.5565772, 0.23333333, 1, 0.55657715, 0.55657715, 0.55657715)
tracks/3/type = "position_3d"
tracks/3/imported = true
tracks/3/enabled = true
tracks/3/path = NodePath("Bear_fx_jump_smash")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/keys = PackedFloat32Array(0, 1, 0, -0.51246816, 0)
tracks/4/type = "scale_3d"
tracks/4/imported = true
tracks/4/enabled = true
tracks/4/path = NodePath("Bear_fx_jump_smash")
tracks/4/interp = 1
tracks/4/loop_wrap = true
tracks/4/keys = PackedFloat32Array(0, 1, 0, 0, 0)
tracks/5/type = "position_3d"
tracks/5/imported = true
tracks/5/enabled = true
tracks/5/path = NodePath("Bear_fx_claw_attack_R")
tracks/5/interp = 1
tracks/5/loop_wrap = true
tracks/5/keys = PackedFloat32Array(0, 1, -3.188013, 1.0970955, 1.7545929)
tracks/6/type = "rotation_3d"
tracks/6/imported = true
tracks/6/enabled = true
tracks/6/path = NodePath("Bear_fx_claw_attack_R")
tracks/6/interp = 1
tracks/6/loop_wrap = true
tracks/6/keys = PackedFloat32Array(0, 1, 0, 0, 0, 1)
tracks/7/type = "scale_3d"
tracks/7/imported = true
tracks/7/enabled = true
tracks/7/path = NodePath("Bear_fx_claw_attack_R")
tracks/7/interp = 1
tracks/7/loop_wrap = true
tracks/7/keys = PackedFloat32Array(0, 1, 0, 0, 0)
tracks/8/type = "position_3d"
tracks/8/imported = true
tracks/8/enabled = true
tracks/8/path = NodePath("Bear_fx_claw_attack_L")
tracks/8/interp = 1
tracks/8/loop_wrap = true
tracks/8/keys = PackedFloat32Array(0, 1, -3.188013, 1.0970955, 1.7545929)
tracks/9/type = "rotation_3d"
tracks/9/imported = true
tracks/9/enabled = true
tracks/9/path = NodePath("Bear_fx_claw_attack_L")
tracks/9/interp = 1
tracks/9/loop_wrap = true
tracks/9/keys = PackedFloat32Array(0, 1, 0, 0, 0, 1)
tracks/10/type = "scale_3d"
tracks/10/imported = true
tracks/10/enabled = true
tracks/10/path = NodePath("Bear_fx_claw_attack_L")
tracks/10/interp = 1
tracks/10/loop_wrap = true
tracks/10/keys = PackedFloat32Array(0, 1, 0, 0, 0)
tracks/11/type = "method"
tracks/11/imported = false
tracks/11/enabled = true
tracks/11/path = NodePath("..")
tracks/11/interp = 1
tracks/11/loop_wrap = true
tracks/11/keys = {
"times": PackedFloat32Array(),
"transitions": PackedFloat32Array(),
"values": []
}
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
-8
View File
@@ -1,8 +0,0 @@
extends Node3D
func _ready() -> void:
add_to_group(&"public") # excluded from debug overlays — see publikum_controller.gd
var anim := get_node_or_null(^"AnimationPlayer") as AnimationPlayer
if anim:
anim.play(&"Juubeldab")
-1
View File
@@ -1 +0,0 @@
uid://wj6tgh8nb0ka
-5
View File
@@ -1,5 +0,0 @@
extends Node3D
func _ready() -> void:
$AnimationPlayer.play("ArmatureAction")
-1
View File
@@ -1 +0,0 @@
uid://gt3kfchac3m3
File diff suppressed because it is too large Load Diff
Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.3 MiB

-40
View File
@@ -1,40 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://ch1wqha62vhtb"
path="res://.godot/imported/IG_square.png-c38dd1a0a4601b6ff4ffec2910ed2ce0.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Assets/IG_square.png"
dest_files=["res://.godot/imported/IG_square.png-c38dd1a0a4601b6ff4ffec2910ed2ce0.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.
Binary file not shown.

Before

Width:  |  Height:  |  Size: 598 KiB

-45
View File
@@ -1,45 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://xtv6u00w4nmy"
path.s3tc="res://.godot/imported/Lobby_level_sand.png-bb70b0169c6b5159e020ce143afe9786.s3tc.ctex"
path.etc2="res://.godot/imported/Lobby_level_sand.png-bb70b0169c6b5159e020ce143afe9786.etc2.ctex"
metadata={
"imported_formats": ["s3tc_bptc", "etc2_astc"],
"vram_texture": true
}
generator_parameters={
"md5": "c8b9b7d6205ce80dfcfaa38152b996fe"
}
[deps]
source_file="res://Assets/Lobby_level_sand.png"
dest_files=["res://.godot/imported/Lobby_level_sand.png-bb70b0169c6b5159e020ce143afe9786.s3tc.ctex", "res://.godot/imported/Lobby_level_sand.png-bb70b0169c6b5159e020ce143afe9786.etc2.ctex"]
[params]
compress/mode=2
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=0
Binary file not shown.

Before

Width:  |  Height:  |  Size: 412 KiB

-45
View File
@@ -1,45 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://csy5f3l5lufp5"
path.s3tc="res://.godot/imported/Lobby_level_wall.png-39243638bfc6ea5742b6e2fdc927ae2c.s3tc.ctex"
path.etc2="res://.godot/imported/Lobby_level_wall.png-39243638bfc6ea5742b6e2fdc927ae2c.etc2.ctex"
metadata={
"imported_formats": ["s3tc_bptc", "etc2_astc"],
"vram_texture": true
}
generator_parameters={
"md5": "0e7ed34c3c812d96732bd32f9dca0c93"
}
[deps]
source_file="res://Assets/Lobby_level_wall.png"
dest_files=["res://.godot/imported/Lobby_level_wall.png-39243638bfc6ea5742b6e2fdc927ae2c.s3tc.ctex", "res://.godot/imported/Lobby_level_wall.png-39243638bfc6ea5742b6e2fdc927ae2c.etc2.ctex"]
[params]
compress/mode=2
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=0
Binary file not shown.

Before

Width:  |  Height:  |  Size: 180 KiB

-45
View File
@@ -1,45 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://ym5273astq46"
path.s3tc="res://.godot/imported/Lobby_level_wood.png-4817792c09af3fd5e04ad29e0f9bd0ce.s3tc.ctex"
path.etc2="res://.godot/imported/Lobby_level_wood.png-4817792c09af3fd5e04ad29e0f9bd0ce.etc2.ctex"
metadata={
"imported_formats": ["s3tc_bptc", "etc2_astc"],
"vram_texture": true
}
generator_parameters={
"md5": "23a7a951553ffe271c47693fd71314ca"
}
[deps]
source_file="res://Assets/Lobby_level_wood.png"
dest_files=["res://.godot/imported/Lobby_level_wood.png-4817792c09af3fd5e04ad29e0f9bd0ce.s3tc.ctex", "res://.godot/imported/Lobby_level_wood.png-4817792c09af3fd5e04ad29e0f9bd0ce.etc2.ctex"]
[params]
compress/mode=2
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=0
Binary file not shown.

Before

Width:  |  Height:  |  Size: 47 KiB

@@ -1,45 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://v0hdo12xule3"
path.s3tc="res://.godot/imported/Lobby_underground_rock_B.jpg-c5e86461201f99688c8146fff239a62b.s3tc.ctex"
path.etc2="res://.godot/imported/Lobby_underground_rock_B.jpg-c5e86461201f99688c8146fff239a62b.etc2.ctex"
metadata={
"imported_formats": ["s3tc_bptc", "etc2_astc"],
"vram_texture": true
}
generator_parameters={
"md5": "335b739e743244a64c47e2564a9a3652"
}
[deps]
source_file="res://Assets/Lobby_underground_rock_B.jpg"
dest_files=["res://.godot/imported/Lobby_underground_rock_B.jpg-c5e86461201f99688c8146fff239a62b.s3tc.ctex", "res://.godot/imported/Lobby_underground_rock_B.jpg-c5e86461201f99688c8146fff239a62b.etc2.ctex"]
[params]
compress/mode=2
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=0
-42
View File
@@ -1,42 +0,0 @@
[gd_scene format=3 uid="uid://by4ifsgxlv0gj"]
[ext_resource type="PackedScene" uid="uid://bm6rmt3xprhjs" path="res://Assets/bear_level_arena.glb" id="1_beararena"]
[sub_resource type="BoxShape3D" id="BoxShape3D_floor"]
[node name="bear_level" type="Node3D" unique_id=2020009824]
[node name="Node3D" type="Node3D" parent="." unique_id=1366355859]
[node name="StaticBody3D" type="StaticBody3D" parent="Node3D" unique_id=721553462]
[node name="CollisionShape3D" type="CollisionShape3D" parent="Node3D/StaticBody3D" unique_id=474515358]
transform = Transform3D(30, 0, 0, 0, 1, 0, 0, 0, 30, 0, -0.5, 0)
shape = SubResource("BoxShape3D_floor")
[node name="bear_level_arena" parent="." unique_id=948414670 instance=ExtResource("1_beararena")]
transform = Transform3D(2.875, 0, 0, 0, 2.875, 0, 0, 0, 2.875, 0, 0, 0)
[node name="MatadorSpawner" type="Node3D" parent="." unique_id=1869467620]
[node name="Lights" type="Node3D" parent="." unique_id=1435665429]
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="Lights" unique_id=1814200565]
transform = Transform3D(0.01535992, 0.56825536, -0.82270896, 0.16280846, 0.8104039, 0.56279576, 0.9865382, -0.14258848, -0.08006904, -4.08134, 9.197985, 0.97087634)
light_energy = 0.4
light_indirect_energy = 0.767
shadow_blur = 0.47
[node name="SpotLight3D2" type="SpotLight3D" parent="Lights" unique_id=2071037822]
transform = Transform3D(0.904133, 0.30962402, -0.2944087, 0.3084627, 0.0037425472, 0.9512291, 0.2956252, -0.95085174, -0.0921237, -3.629381, 10.86347, -2.0124264)
light_energy = 16.0
light_indirect_energy = 26.095
distance_fade_enabled = true
spot_range = 32.90586
spot_angle = 73.93
[node name="SUN_DirectionalLight3D2" type="DirectionalLight3D" parent="Lights" unique_id=1003843933]
transform = Transform3D(0.45811793, 0.34843865, -0.81775206, 0.5316611, 0.62986195, 0.56622505, 0.7123655, -0.69416475, 0.10329977, 0, 8.980043, 0)
light_energy = 0.106
shadow_enabled = true
shadow_blur = 10.0
Binary file not shown.
File diff suppressed because it is too large Load Diff
-38
View File
@@ -1,38 +0,0 @@
[gd_scene format=3 uid="uid://bl6jlbq1dpkc"]
[ext_resource type="PackedScene" uid="uid://eu2lqjhowj4t" path="res://Assets/Matador.glb" id="1_m7x6l"]
[ext_resource type="Script" uid="uid://dpoq87w5pvqa" path="res://matador_2.gd" id="2_mftd2"]
[node name="matador2" unique_id=1179710042 instance=ExtResource("1_m7x6l")]
script = ExtResource("2_mftd2")
[node name="Skeleton3D" parent="Armature" parent_id_path=PackedInt32Array(1269629432) index="0" unique_id=978366810]
bones/0/position = Vector3(0.056660548, 0.6424767, -0.0167365)
bones/0/rotation = Quaternion(0.080643006, 0, 0, 0.996743)
bones/1/rotation = Quaternion(0.083861314, 0, 0, 0.9964774)
bones/3/rotation = Quaternion(0.04833339, 0.5302496, -0.71466804, 0.4535955)
bones/4/rotation = Quaternion(0.031473875, -0.17018215, -0.15981929, 0.97185665)
bones/5/rotation = Quaternion(0.6747468, -0.021427644, -0.06245957, 0.7350895)
bones/6/rotation = Quaternion(3.1828083e-08, -9.5969504e-08, -0.0587008, 0.99827564)
bones/7/rotation = Quaternion(0.1907551, 0.20328633, 0.7258648, 0.6288143)
bones/8/rotation = Quaternion(0.16639966, -0.05474137, 0.010937729, 0.984477)
bones/9/rotation = Quaternion(0.5914298, 0.005839911, -0.041949864, 0.8052435)
bones/10/rotation = Quaternion(2.3105285e-08, 1.0152064e-07, 0.05870079, 0.99827564)
bones/11/rotation = Quaternion(0.39202613, 0.47060952, 0.5799399, 0.53713316)
bones/12/rotation = Quaternion(0.62021786, 0.40894383, 0.44191495, 0.5027981)
bones/13/rotation = Quaternion(-0.11584477, 0.0021730124, 0.6343679, 0.7642989)
bones/14/rotation = Quaternion(0.1454883, 0.14013468, -0.7254941, 0.65791625)
bones/15/rotation = Quaternion(0.71668345, 0.065085255, -0.6923973, -0.05210323)
bones/16/rotation = Quaternion(-0.10161893, -0.0019664483, -0.65947086, 0.7448275)
bones/17/rotation = Quaternion(0.06964938, -0.042099692, 0.74388325, 0.6633358)
bones/18/rotation = Quaternion(0.5305965, -0.28927496, 0.76720744, -0.21489602)
bones/19/position = Vector3(0.16341288, 0.31487355, 0.3966543)
bones/20/position = Vector3(0.22012731, 0.38421977, 0.95168185)
bones/21/position = Vector3(-0.09492579, 0.40446192, -0.46390092)
bones/21/rotation = Quaternion(0.7216726, 0.064735115, -0.6891729, 0.0062273443)
bones/22/position = Vector3(-0.22012731, 0.38421977, 0.95168185)
bones/23/position = Vector3(-0.0382514, 1.7423625, 0.0026792884)
bones/23/rotation = Quaternion(0.8626007, 0.0068245474, -0.099159576, -0.49602506)
bones/23/scale = Vector3(0.6647317, 1.001677, 1.0066445)
bones/24/rotation = Quaternion(-0.007878712, 8.3020435e-09, -0.0023950166, 0.9999661)
bones/25/rotation = Quaternion(5.5870206e-09, 5.5879354e-09, -2.0518176e-09, 1)
-12
View File
@@ -1,12 +0,0 @@
extends Node3D
@onready var animation_player: AnimationPlayer = $AnimationPlayer
func _ready():
animation_player.play("Taunt")
animation_player.animation_finished.connect(_on_animation_finished)
func _on_animation_finished(anim_name):
if anim_name == "Taunt":
animation_player.play("Taunt")
-1
View File
@@ -1 +0,0 @@
uid://dycnoiadljbb1
Binary file not shown.

Before

Width:  |  Height:  |  Size: 296 KiB

-40
View File
@@ -1,40 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bxv1uuymonrp6"
path="res://.godot/imported/menu_bg.png-3906063022fa3c81090e3c663f8866b0.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Assets/menu_bg.png"
dest_files=["res://.godot/imported/menu_bg.png-3906063022fa3c81090e3c663f8866b0.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
-319
View File
@@ -1,319 +0,0 @@
[gd_scene format=3 uid="uid://o8ocjfprxa7u"]
[ext_resource type="Script" uid="uid://cn7fhjkro7637" path="res://bear.gd" id="1_beargd"]
[ext_resource type="PackedScene" uid="uid://cofv5dbavesis" path="res://Assets/Bear.glb" id="2_bearglb"]
[ext_resource type="Script" uid="uid://bsbed05ifr18s" path="res://bear_test_cube.gd" id="3_rog1v"]
[ext_resource type="PackedScene" uid="uid://bdbx0wwa73rhp" path="res://Assets/fx/Bear_FX.glb" id="4_rog1v"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_body"]
radius = 1.0
height = 2.4
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_hit"]
radius = 1.3
height = 2.7
[sub_resource type="BoxShape3D" id="BoxShape3D_bfebr"]
size = Vector3(6.2019043, 8.561401, 7.0739746)
[sub_resource type="BoxShape3D" id="BoxShape3D_rog1v"]
size = Vector3(14.399288, 51.902206, 5.741211)
[node name="Bear" type="CharacterBody3D" unique_id=1573237287]
script = ExtResource("1_beargd")
[node name="CollisionShape3D" type="CollisionShape3D" parent="." unique_id=830443382]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.2, 0)
shape = SubResource("CapsuleShape3D_body")
[node name="HitArea" type="Area3D" parent="." unique_id=365327397]
monitorable = false
[node name="CollisionShape3D" type="CollisionShape3D" parent="HitArea" unique_id=2111867348]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.35, 0)
shape = SubResource("CapsuleShape3D_hit")
[node name="bear_model" parent="." unique_id=359217823 instance=ExtResource("2_bearglb")]
[node name="test_cube" type="Node3D" parent="bear_model" unique_id=646988893]
script = ExtResource("3_rog1v")
[node name="Bear_FX" parent="bear_model/test_cube" unique_id=1183391245 instance=ExtResource("4_rog1v")]
[node name="Bear_fx_jump_smash" parent="bear_model/test_cube/Bear_FX" index="0" unique_id=750478984]
visible = false
[node name="Bear_fx_claw_attack_R" parent="bear_model/test_cube/Bear_FX" index="1" unique_id=88064381]
visible = false
[node name="Bear_fx_claw_attack_L" parent="bear_model/test_cube/Bear_FX" index="2" unique_id=1378755061]
visible = false
[node name="Bear_fx_smash_hit" parent="bear_model/test_cube/Bear_FX" index="3" unique_id=1711579105]
transform = Transform3D(0.55488384, -0.039024748, -0.018949924, 0.041069064, 0.55086076, 0.06814586, 0.013977209, -0.06933683, 0.5520644, 1.327292, -0.21312934, 5.190573)
[node name="RigidBody3D" type="AnimatableBody3D" parent="bear_model/test_cube/Bear_FX/Bear_fx_smash_hit" index="0" unique_id=1764208051]
transform = Transform3D(1.0000001, -1.21071935e-08, -1.8626451e-08, -9.313226e-10, 0.99999994, 7.450581e-09, 3.7252903e-09, -1.4901161e-08, 0.99999994, 0, 0, 0)
collision_layer = 8
collision_mask = 2
[node name="CollisionShape3D2" type="CollisionShape3D" parent="bear_model/test_cube/Bear_FX/Bear_fx_smash_hit/RigidBody3D" unique_id=1779197150]
transform = Transform3D(0.99993557, -0.00749125, -0.010078691, 0.0077760145, 0.999569, 0.028562747, 0.009858355, -0.028639637, 0.9995405, -1.5136471, 0.9093375, 35.591957)
shape = SubResource("BoxShape3D_bfebr")
disabled = true
[node name="CollisionShape3D" type="CollisionShape3D" parent="bear_model/test_cube/Bear_FX/Bear_fx_smash_hit/RigidBody3D" unique_id=1276552823]
transform = Transform3D(0.9935104, -0.040698394, -0.10621016, -0.108634494, -0.06290151, -0.9920882, 0.03369555, 0.99719334, -0.06691426, -1.6357545, -0.5093044, 12.68803)
shape = SubResource("BoxShape3D_rog1v")
[node name="Skeleton3D" parent="bear_model/bear-rig" parent_id_path=PackedInt32Array(359217823, 1017999212) index="0" unique_id=1624609914]
bones/1/position = Vector3(0.00851878, 0.24701798, 1.2888045)
bones/1/rotation = Quaternion(0.29791054, -0.060797628, -0.056875575, 0.9509564)
bones/2/rotation = Quaternion(0.084239505, -0.026013458, 0.009274505, 0.9960628)
bones/2/scale = Vector3(0.9999999, 1.0000008, 0.99999934)
bones/3/rotation = Quaternion(-0.14812404, -0.039577905, 0.049865585, 0.98691756)
bones/4/rotation = Quaternion(-0.40577498, -0.03082885, 0.05040324, 0.9120612)
bones/5/rotation = Quaternion(0.27801633, 0.0014148077, 0.015671793, 0.96044755)
bones/6/rotation = Quaternion(0.50370073, 0.13519946, -0.093789615, 0.8480627)
bones/7/rotation = Quaternion(0.75079185, 0.54212743, -0.37154716, 0.06604591)
bones/8/rotation = Quaternion(0.22344273, -0.32689556, 0.65874565, -0.63973963)
bones/9/rotation = Quaternion(0.026405705, -0.27415153, -0.3226086, 0.9055757)
bones/10/rotation = Quaternion(0.030285481, -0.31167626, -0.037417818, 0.94896823)
bones/11/rotation = Quaternion(0.751943, -0.5788067, 0.30500817, 0.080837056)
bones/12/rotation = Quaternion(0.28422552, 0.2936944, -0.68526876, -0.6027987)
bones/13/rotation = Quaternion(0.020711409, 0.24585825, 0.3386082, 0.9080029)
bones/14/rotation = Quaternion(0.098969, 0.19860524, -0.007872087, 0.97503805)
bones/15/rotation = Quaternion(0.6979166, 0.16086513, -0.15598965, 0.680222)
bones/16/rotation = Quaternion(0.89734674, 0.09874082, -0.25790086, 0.34424722)
bones/17/rotation = Quaternion(-0.13802421, 0.26758972, 0.081159085, 0.9501359)
bones/17/scale = Vector3(0.9999998, 1.0000002, 1)
bones/19/rotation = Quaternion(-4.514978e-15, 1, 7.4505806e-08, -5.523351e-07)
bones/20/rotation = Quaternion(-0.49266306, -0.27058616, 0.262383, 0.7843606)
bones/21/rotation = Quaternion(0.0016915401, 0.70246154, -0.001669446, 0.7117178)
bones/22/rotation = Quaternion(-0.5496364, -0.3220462, -0.22350304, 0.73772115)
bones/22/scale = Vector3(0.9999997, 0.9999998, 0.9999999)
bones/23/rotation = Quaternion(-0.00015351747, 0.902104, -0.4315187, 0.00032039074)
bones/24/rotation = Quaternion(6.628114e-12, 0.99999994, 5.2154085e-08, -0.00035543842)
bones/25/position = Vector3(1.0191536, 3.5353048, 3.5049686)
bones/25/rotation = Quaternion(-0.087474234, 0.16733547, 0.98056763, 0.053239316)
bones/25/scale = Vector3(1, 17.518272, 1.0000001)
bones/26/position = Vector3(-1.0831825, 3.749937, 2.5891113)
bones/26/rotation = Quaternion(0.016340872, 0.19671263, 0.9801456, 0.01875816)
bones/26/scale = Vector3(1.0000001, 18.765795, 1)
bones/27/position = Vector3(1.0193456, -0.43209565, 2.5343885)
bones/27/rotation = Quaternion(0.61800283, -0.11976056, 0.11976072, 0.7677157)
bones/27/scale = Vector3(0.99999994, 16.85072, 1)
bones/28/position = Vector3(-0.8340287, 1.0348616, 1.282705)
bones/28/rotation = Quaternion(0.82860446, -0.029359974, 0.02935981, 0.5582926)
bones/28/scale = Vector3(0.99999994, 32.068844, 1)
bones/30/position = Vector3(0.032563455, -0.8335703, -0.9236449)
bones/30/rotation = Quaternion(-0.8670657, 0.042821795, -0.07139772, 0.4911883)
bones/31/position = Vector3(2.3450447e-08, -1.4631646, 0.23291242)
bones/31/rotation = Quaternion(-6.0737464e-09, 4.8699293e-09, -1.4618977e-09, 1)
bones/31/scale = Vector3(0.99999994, 0.9999999, 0.99999994)
bones/32/position = Vector3(-0.04394375, -1.087056, 0.096768975)
bones/32/rotation = Quaternion(-0.8343034, 0.119118, -0.061490715, 0.5347595)
bones/32/scale = Vector3(0.9999999, 0.99999976, 0.99999964)
bones/33/position = Vector3(3.977649e-08, -1.4631644, 0.23291251)
bones/33/rotation = Quaternion(-8.833673e-08, -2.419923e-08, -6.733043e-09, 1)
bones/33/scale = Vector3(0.9999998, 0.9999998, 0.99999994)
bones/35/position = Vector3(1.0184407e-08, -1.0594703, -5.9146995e-08)
bones/35/rotation = Quaternion(0.99971783, 1.3593646e-07, 5.3695976e-06, -0.023754615)
bones/35/scale = Vector3(0.99999976, 0.9999998, 1.0000012)
bones/39/position = Vector3(0.8199172, 0.25251278, 0.47214246)
bones/39/rotation = Quaternion(0.71402234, 0.34199142, 0.043267474, 0.60937834)
bones/39/scale = Vector3(1.0000004, 0.9999996, 0.9999991)
bones/40/rotation = Quaternion(0.9336719, 1.2799235e-07, 3.7337827e-08, 0.3581296)
bones/40/scale = Vector3(1.0000004, 1.0000001, 1.0000001)
bones/41/rotation = Quaternion(-0.13802455, 0.26758966, 0.08115916, 0.9501359)
bones/41/scale = Vector3(0.99999946, 0.99999976, 0.9999996)
bones/42/position = Vector3(-1.9729964e-07, 0.56145483, 7.283501e-08)
bones/46/scale = Vector3(0.99999946, 0.99999964, 0.9999999)
bones/48/rotation = Quaternion(-2.9741386e-07, 0.13593404, 1.01778824e-07, 0.9907179)
bones/48/scale = Vector3(0.9999993, 0.9999996, 0.9999999)
bones/50/scale = Vector3(0.99999994, 0.99999994, 0.9999998)
bones/51/rotation = Quaternion(-2.5567479e-08, -0.20499781, -2.3086146e-08, 0.9787625)
bones/51/scale = Vector3(0.9999999, 0.99999964, 0.99999964)
bones/53/position = Vector3(-0.8199191, 0.25251284, 0.47213903)
bones/53/rotation = Quaternion(-0.5351706, 0.35860845, -0.15898216, 0.74814254)
bones/53/scale = Vector3(1, 0.99999875, 0.99999946)
bones/54/rotation = Quaternion(0.0023762286, -4.7362324e-08, -6.475868e-08, 0.9999972)
bones/55/rotation = Quaternion(-0.54963607, -0.322046, -0.22350314, 0.73772144)
bones/55/scale = Vector3(1.0000002, 1, 1.0000002)
bones/56/position = Vector3(0.0013532753, 0.57868266, 0.05537574)
bones/56/rotation = Quaternion(-0.00015348212, 0.90210384, -0.43151882, 0.0003204293)
bones/57/rotation = Quaternion(0.70073944, -0.70073956, -0.094679825, -0.09467953)
bones/60/scale = Vector3(1.0000004, 1.0000004, 1.0000002)
bones/62/rotation = Quaternion(-1.7092354e-08, -0.18223058, 2.6700846e-08, 0.98325586)
bones/62/scale = Vector3(1.0000002, 1.0000002, 1.0000001)
bones/64/scale = Vector3(1.0000004, 1.0000004, 1)
bones/65/rotation = Quaternion(-1.0345744e-08, -0.3796584, -4.0675246e-08, 0.9251268)
bones/65/scale = Vector3(1.0000002, 1.0000004, 1.0000004)
bones/67/rotation = Quaternion(0.7179022, -7.671307e-07, 7.885642e-07, 0.696144)
bones/67/scale = Vector3(1.0000004, 0.9999986, 0.99999994)
bones/68/rotation = Quaternion(0.9776482, 2.0029378e-07, 1.0460874e-06, -0.2102479)
bones/68/scale = Vector3(1.0000004, 1.0000004, 0.9999982)
bones/69/position = Vector3(-2.4645832e-08, -6.861796e-09, 7.455772e-08)
bones/69/rotation = Quaternion(-0.8315212, 2.5276703e-08, -9.3330055e-09, 0.5554931)
bones/69/scale = Vector3(1, 1.0000001, 1.0000002)
bones/70/rotation = Quaternion(0.67750055, 8.820757e-08, 7.575834e-08, 0.7355223)
bones/70/scale = Vector3(1, 1, 1)
bones/71/scale = Vector3(0.9999999, 1, 0.9999999)
bones/72/rotation = Quaternion(-2.1641608e-07, -4.6565607e-10, -4.6576065e-10, 1)
bones/75/rotation = Quaternion(-0.34314692, -0.20321459, -0.2785586, 0.8737043)
bones/76/position = Vector3(1.01587794e-07, -1.5306958e-07, -4.3554866e-07)
bones/76/rotation = Quaternion(-0.51764834, -7.167482e-08, 1.7163823e-07, 0.85559356)
bones/77/rotation = Quaternion(0.93367195, 1.2110854e-07, 3.8556042e-08, 0.35812962)
bones/78/position = Vector3(0.8199172, 0.25251257, 0.47214243)
bones/78/rotation = Quaternion(0.6979164, 0.16086517, -0.15598962, 0.6802223)
bones/78/scale = Vector3(1.0000004, 0.9999997, 0.99999905)
bones/80/rotation = Quaternion(0.7179022, -7.6713064e-07, 7.885641e-07, 0.696144)
bones/80/scale = Vector3(1.0000004, 0.9999986, 0.99999994)
bones/81/rotation = Quaternion(0.97764814, 1.9846473e-07, 1.0426893e-06, -0.21024783)
bones/81/scale = Vector3(1.0000004, 1.0000002, 0.9999982)
bones/82/position = Vector3(6.103571e-08, 8.8816435e-08, -3.6955274e-09)
bones/82/rotation = Quaternion(-0.8315211, 2.3407136e-08, -1.2821512e-08, 0.5554932)
bones/82/scale = Vector3(0.99999994, 0.99999994, 1)
bones/83/rotation = Quaternion(0.6775009, -8.600083e-08, -8.977273e-08, 0.735522)
bones/83/scale = Vector3(1, 1.0000001, 1)
bones/84/scale = Vector3(0.99999994, 1.0000001, 0.9999999)
bones/85/rotation = Quaternion(2.6833732e-07, -9.313788e-10, -2.5612494e-09, 1)
bones/85/scale = Vector3(1.0000001, 1, 1.0000001)
bones/87/rotation = Quaternion(-0.5230753, 0.20132942, 0.026226493, 0.8277505)
bones/88/rotation = Quaternion(0.61967987, 0.23118778, 0.3169036, 0.679795)
bones/89/position = Vector3(2.953037e-07, 4.9207458e-08, -4.3015167e-08)
bones/89/rotation = Quaternion(-0.001144886, -2.973514e-08, 2.817069e-08, 0.9999994)
bones/90/rotation = Quaternion(0.0023764072, -4.0769752e-08, -7.0690255e-08, 0.99999726)
bones/91/position = Vector3(-0.8199192, 0.2525128, 0.47213912)
bones/91/rotation = Quaternion(-0.49266297, -0.27058598, 0.2623832, 0.78436047)
bones/91/scale = Vector3(1.0000002, 0.999999, 0.99999964)
bones/96/position = Vector3(-0.021971898, -1.2751104, 0.16484088)
bones/96/rotation = Quaternion(-0.47603267, 0.067788206, -0.035077166, 0.8761091)
bones/96/scale = Vector3(0.9999999, 0.9999999, 0.99999976)
bones/97/rotation = Quaternion(0.997074, -1.2813135e-07, 1.666339e-06, -0.07644201)
bones/98/position = Vector3(0.01993539, 0.08757691, 0.045667563)
bones/98/rotation = Quaternion(0.1475291, 0.03397043, -0.019923227, 0.9882734)
bones/98/scale = Vector3(1, 1.0000011, 1.0000023)
bones/101/position = Vector3(-0.021972047, 0.8282039, 0.0959422)
bones/101/rotation = Quaternion(0.8371564, 0.04015539, 0.06490996, 0.5416119)
bones/101/scale = Vector3(1, 1.0000066, 0.99998474)
bones/102/rotation = Quaternion(0.95545256, -6.924111e-08, 2.2887033e-07, -0.29514462)
bones/103/position = Vector3(0.17285576, 0.72785676, 1.0822707)
bones/103/rotation = Quaternion(0.27801546, 0.0014157619, 0.015671493, 0.9604477)
bones/103/scale = Vector3(1.0000002, 1.000013, 1.0000246)
bones/104/rotation = Quaternion(0.5037003, 0.13519715, -0.093790196, 0.84806323)
bones/104/scale = Vector3(1.0000721, 1.0000457, 0.99993384)
bones/105/rotation = Quaternion(0.97757924, -0.053521663, -0.054415643, -0.19624804)
bones/105/scale = Vector3(1.0000001, 1.0000083, 1.0000036)
bones/106/position = Vector3(0.023142539, -0.54231995, -0.9607401)
bones/106/rotation = Quaternion(0.99272084, -0.08158898, -0.03307842, -0.08218607)
bones/107/rotation = Quaternion(0.903578, -0.12777254, -0.05477002, -0.4052421)
bones/107/scale = Vector3(0.9999992, 0.9999624, 1.0000123)
bones/108/position = Vector3(-1.1340098e-08, 7.923448e-07, 9.0939814e-08)
bones/108/rotation = Quaternion(0.98967296, 0.0031370325, 0.10343237, -0.09919364)
bones/110/rotation = Quaternion(9.815354e-07, 7.072085e-10, -9.586452e-08, 1)
bones/110/scale = Vector3(0.99999994, 0.99999976, 1.0000001)
bones/113/position = Vector3(0.07716276, 0.6410925, 0.71644557)
bones/113/rotation = Quaternion(0.75079244, 0.54212654, -0.3715475, 0.0660462)
bones/114/position = Vector3(-0.031743176, 0.60466695, -0.39704067)
bones/114/rotation = Quaternion(0.4176498, -0.11118397, 0.55639553, -0.70966953)
bones/114/scale = Vector3(1.0000015, 1.0000038, 1.0000079)
bones/115/rotation = Quaternion(-0.07547326, 0.02173067, -0.31477332, 0.945912)
bones/115/scale = Vector3(0.9999974, 1.0000036, 0.99999976)
bones/116/rotation = Quaternion(0.03028559, -0.3116764, -0.037417784, 0.9489682)
bones/116/scale = Vector3(1.0000005, 0.9999972, 1.0000013)
bones/119/scale = Vector3(1.0000043, 0.9999975, 0.99999744)
bones/121/rotation = Quaternion(-4.820391e-08, -0.1579088, -2.0880496e-08, 0.98745376)
bones/121/scale = Vector3(1.0000037, 0.99999774, 0.9999977)
bones/123/scale = Vector3(1.000003, 0.9999977, 0.99999917)
bones/124/rotation = Quaternion(-3.1036683e-07, 0.17317644, 6.989145e-08, 0.9848908)
bones/124/scale = Vector3(1.0000037, 0.9999978, 0.99999875)
bones/126/rotation = Quaternion(-0.5163543, -0.16816929, 0.6340875, 0.550482)
bones/126/scale = Vector3(1.0000015, 1.000007, 1.000004)
bones/127/rotation = Quaternion(-0.24332331, 0.12663932, 0.6612194, 0.6982444)
bones/127/scale = Vector3(1.0000017, 1.0000014, 1.0000097)
bones/128/position = Vector3(-0.008928956, 0.128764, -0.06877987)
bones/128/rotation = Quaternion(0.025037244, 0.39930493, -0.88358396, 0.24332726)
bones/129/rotation = Quaternion(-0.07547334, 0.021730714, -0.31477335, 0.94591194)
bones/131/rotation = Quaternion(-0.41802245, -0.28161782, 0.08442414, 0.85954714)
bones/132/rotation = Quaternion(-0.5281791, -0.34319904, -0.62196887, -0.46518382)
bones/133/rotation = Quaternion(-0.012777329, 0.011854946, 0.00015161165, 0.9998482)
bones/133/scale = Vector3(1.0423008, 1.0423008, 1.0423006)
bones/134/rotation = Quaternion(0.02152103, -3.688601e-08, -1.5255387e-07, 0.99976844)
bones/134/scale = Vector3(0.9882629, 0.9882634, 0.98826265)
bones/135/position = Vector3(-0.0317431, 0.60466677, -0.39704087)
bones/135/rotation = Quaternion(0.22344373, -0.32689255, 0.658746, -0.6397405)
bones/135/scale = Vector3(1.0000048, 1.0000036, 1.0000046)
bones/137/position = Vector3(-0.33244255, 0.70370555, 0.67530614)
bones/137/rotation = Quaternion(0.7519437, -0.5788053, 0.30500948, 0.08083551)
bones/138/position = Vector3(-0.19594865, 0.65740275, -0.22511396)
bones/138/rotation = Quaternion(0.36201134, 0.22157827, -0.6475769, -0.63284683)
bones/138/scale = Vector3(1.0000019, 1.0000045, 1.0000057)
bones/139/rotation = Quaternion(-0.018797327, 0.13857716, 0.33871746, 0.9304373)
bones/139/scale = Vector3(0.9999983, 1.0000024, 0.9999992)
bones/140/rotation = Quaternion(0.09896898, 0.1986053, -0.00787212, 0.975038)
bones/140/scale = Vector3(1.0000031, 0.9999977, 0.9999988)
bones/143/scale = Vector3(1.000005, 0.99999815, 0.9999967)
bones/145/rotation = Quaternion(-1.7910523e-07, 0.10005118, -9.714451e-08, 0.9949823)
bones/145/scale = Vector3(1.0000045, 0.99999803, 0.9999968)
bones/147/scale = Vector3(1.0000035, 0.99999845, 0.9999981)
bones/148/rotation = Quaternion(2.0844507e-07, 0.011625211, 4.5709146e-07, 0.9999325)
bones/148/scale = Vector3(1.000004, 0.9999991, 0.999998)
bones/150/rotation = Quaternion(-0.51635444, 0.16816957, -0.63408744, 0.55048186)
bones/150/scale = Vector3(1.000001, 1.0000067, 1.000004)
bones/151/rotation = Quaternion(-0.24332346, -0.12663896, -0.6612195, 0.6982443)
bones/151/scale = Vector3(1.0000011, 1.0000017, 1.0000095)
bones/152/position = Vector3(0.027921734, -0.124764316, 0.07102555)
bones/152/rotation = Quaternion(-0.12973516, 0.47151387, -0.86254627, -0.12983702)
bones/153/rotation = Quaternion(-0.018797398, 0.13857722, 0.33871746, 0.9304373)
bones/155/rotation = Quaternion(-0.36541468, 0.16190512, -0.07102372, 0.91390073)
bones/155/scale = Vector3(0.99999994, 1, 0.9999998)
bones/156/rotation = Quaternion(0.68045896, -0.19169958, -0.3896983, 0.59022206)
bones/157/rotation = Quaternion(-0.01277751, -0.011854968, -0.0001513001, 0.9998481)
bones/157/scale = Vector3(1.0423003, 1.0422994, 1.0423005)
bones/158/rotation = Quaternion(0.021521209, -2.5687226e-07, -2.570953e-07, 0.9997684)
bones/158/scale = Vector3(0.9882631, 0.98826426, 0.9882618)
bones/159/position = Vector3(-0.19594839, 0.65740275, -0.2251139)
bones/159/rotation = Quaternion(0.28422734, 0.29369113, -0.68527013, -0.60279787)
bones/159/scale = Vector3(1.0000027, 1.0000043, 1.0000049)
bones/161/position = Vector3(0.07716276, 0.6410925, 0.71644557)
bones/161/rotation = Quaternion(0.75079244, 0.54212654, -0.3715475, 0.0660462)
bones/162/position = Vector3(-0.33244255, 0.70370555, 0.67530614)
bones/162/rotation = Quaternion(0.7519437, -0.5788053, 0.30500948, 0.08083551)
bones/165/position = Vector3(-1.5017577e-08, 0.26895812, -1.6243575e-08)
bones/165/rotation = Quaternion(-0.019247467, -0.20323175, 0.97894067, -0.0012537595)
bones/166/position = Vector3(0.0034187725, -3.131728, 0.9674823)
bones/167/position = Vector3(0.209171, 5.0901713, -2.6670303)
bones/167/rotation = Quaternion(0.16656846, 0.015223213, 0.18356222, 0.9686734)
bones/167/scale = Vector3(0.9999988, 0.9999987, 1.0000023)
bones/168/position = Vector3(0.18381567, -0.9622623, 0.9894084)
bones/168/rotation = Quaternion(0.9362244, -6.2652596e-08, -0.34127164, -0.083770975)
bones/168/scale = Vector3(1.0000011, 1.0000015, 1.0000101)
bones/170/position = Vector3(0.748137, 0.69556385, 3.7252903e-09)
bones/170/rotation = Quaternion(0.019250846, -0.20323181, 0.9789406, 0.001253055)
bones/171/position = Vector3(0.6322718, -2.6572587, 0.6064028)
bones/172/position = Vector3(-1.5122895, 4.4686184, -2.7014794)
bones/172/rotation = Quaternion(0.21553025, -0.03620148, 0.11066054, 0.9695311)
bones/172/scale = Vector3(0.99999887, 0.9999985, 1.0000024)
bones/173/position = Vector3(0.18381546, -0.96226203, 0.9894083)
bones/173/rotation = Quaternion(0.93622434, -2.9748788e-08, 0.34127158, -0.083771475)
bones/173/scale = Vector3(0.999999, 1.0000014, 0.99999464)
bones/175/position = Vector3(0.2542465, -2.2077389, 0.9589075)
bones/175/rotation = Quaternion(-0.008919476, -0.00021326332, -0.000697989, 0.99996)
bones/183/position = Vector3(-1.982537e-07, 5.9604563e-08, -1.517833e-08)
bones/185/rotation = Quaternion(5.4077844e-07, -0.20349081, 0.97907686, -1.12395135e-07)
bones/186/position = Vector3(0.57634556, 3.7607954, 0.15364014)
bones/186/rotation = Quaternion(-0.9604305, -0.020206233, -0.08076539, -0.26578543)
bones/186/scale = Vector3(0.9999997, 0.99999994, 1)
bones/187/rotation = Quaternion(0.15451065, -2.0305349e-09, -2.0850066e-09, 0.9879911)
bones/187/scale = Vector3(1.0000002, 0.99999994, 0.9999999)
bones/197/position = Vector3(-0.0011225368, -0.015787723, -0.051779967)
bones/199/rotation = Quaternion(0.00034800146, -0.20349097, 0.9790768, -7.2328476e-05)
bones/200/position = Vector3(-1.0407574, 3.6267605, -0.083099455)
bones/200/rotation = Quaternion(-0.9604305, -0.020206233, -0.08076539, -0.26578543)
bones/200/scale = Vector3(0.9999997, 0.99999994, 1)
bones/201/rotation = Quaternion(0.15451066, -1.9585848e-09, -2.5450761e-09, 0.9879911)
bones/201/scale = Vector3(1.0000002, 0.99999994, 0.99999994)
[editable path="bear_model"]
[editable path="bear_model/test_cube/Bear_FX"]
-319
View File
@@ -1,319 +0,0 @@
[gd_scene format=3 uid="uid://o8ocjfprxa7u"]
[ext_resource type="Script" uid="uid://cn7fhjkro7637" path="res://bear.gd" id="1_beargd"]
[ext_resource type="PackedScene" uid="uid://cofv5dbavesis" path="res://Assets/Bear.glb" id="2_bearglb"]
[ext_resource type="Script" uid="uid://bsbed05ifr18s" path="res://bear_test_cube.gd" id="3_rog1v"]
[ext_resource type="PackedScene" uid="uid://bdbx0wwa73rhp" path="res://Assets/fx/Bear_FX.glb" id="4_rog1v"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_body"]
radius = 1.0
height = 2.4
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_hit"]
radius = 1.3
height = 2.7
[sub_resource type="BoxShape3D" id="BoxShape3D_bfebr"]
size = Vector3(6.2019043, 8.561401, 7.0739746)
[sub_resource type="BoxShape3D" id="BoxShape3D_rog1v"]
size = Vector3(14.399288, 51.902206, 5.741211)
[node name="Bear" type="CharacterBody3D" unique_id=1573237287]
script = ExtResource("1_beargd")
[node name="CollisionShape3D" type="CollisionShape3D" parent="." unique_id=830443382]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.2, 0)
shape = SubResource("CapsuleShape3D_body")
[node name="HitArea" type="Area3D" parent="." unique_id=365327397]
monitorable = false
[node name="CollisionShape3D" type="CollisionShape3D" parent="HitArea" unique_id=2111867348]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.35, 0)
shape = SubResource("CapsuleShape3D_hit")
[node name="bear_model" parent="." unique_id=359217823 instance=ExtResource("2_bearglb")]
[node name="test_cube" type="Node3D" parent="bear_model" unique_id=646988893]
script = ExtResource("3_rog1v")
[node name="Bear_FX" parent="bear_model/test_cube" unique_id=1183391245 instance=ExtResource("4_rog1v")]
[node name="Bear_fx_jump_smash" parent="bear_model/test_cube/Bear_FX" index="0" unique_id=750478984]
visible = false
[node name="Bear_fx_claw_attack_R" parent="bear_model/test_cube/Bear_FX" index="1" unique_id=88064381]
visible = false
[node name="Bear_fx_claw_attack_L" parent="bear_model/test_cube/Bear_FX" index="2" unique_id=1378755061]
visible = false
[node name="Bear_fx_smash_hit" parent="bear_model/test_cube/Bear_FX" index="3" unique_id=1711579105]
transform = Transform3D(0.55488384, -0.039024748, -0.018949924, 0.041069064, 0.55086076, 0.06814586, 0.013977209, -0.06933683, 0.5520644, 1.327292, -0.21312934, 5.190573)
[node name="RigidBody3D" type="AnimatableBody3D" parent="bear_model/test_cube/Bear_FX/Bear_fx_smash_hit" index="0" unique_id=1764208051]
transform = Transform3D(1.0000001, -1.21071935e-08, -1.8626451e-08, -9.313226e-10, 0.99999994, 7.450581e-09, 3.7252903e-09, -1.4901161e-08, 0.99999994, 0, 0, 0)
collision_layer = 8
collision_mask = 2
[node name="CollisionShape3D2" type="CollisionShape3D" parent="bear_model/test_cube/Bear_FX/Bear_fx_smash_hit/RigidBody3D" unique_id=1779197150]
transform = Transform3D(0.99993557, -0.00749125, -0.010078691, 0.0077760145, 0.999569, 0.028562747, 0.009858355, -0.028639637, 0.9995405, -1.5136471, 0.9093375, 35.591957)
shape = SubResource("BoxShape3D_bfebr")
disabled = true
[node name="CollisionShape3D" type="CollisionShape3D" parent="bear_model/test_cube/Bear_FX/Bear_fx_smash_hit/RigidBody3D" unique_id=1276552823]
transform = Transform3D(0.9935104, -0.040698394, -0.10621016, -0.108634494, -0.06290151, -0.9920882, 0.03369555, 0.99719334, -0.06691426, -1.6357545, -0.5093044, 12.68803)
shape = SubResource("BoxShape3D_rog1v")
[node name="Skeleton3D" parent="bear_model/bear-rig" parent_id_path=PackedInt32Array(359217823, 1017999212) index="0" unique_id=1624609914]
bones/1/position = Vector3(0.00851878, 0.24701798, 1.2888045)
bones/1/rotation = Quaternion(0.29791054, -0.060797628, -0.056875575, 0.9509564)
bones/2/rotation = Quaternion(0.084239505, -0.026013458, 0.009274505, 0.9960628)
bones/2/scale = Vector3(0.9999999, 1.0000008, 0.99999934)
bones/3/rotation = Quaternion(-0.14812404, -0.039577905, 0.049865585, 0.98691756)
bones/4/rotation = Quaternion(-0.40577498, -0.03082885, 0.05040324, 0.9120612)
bones/5/rotation = Quaternion(0.27801633, 0.0014148077, 0.015671793, 0.96044755)
bones/6/rotation = Quaternion(0.50370073, 0.13519946, -0.093789615, 0.8480627)
bones/7/rotation = Quaternion(0.75079185, 0.54212743, -0.37154716, 0.06604591)
bones/8/rotation = Quaternion(0.22344273, -0.32689556, 0.65874565, -0.63973963)
bones/9/rotation = Quaternion(0.026405705, -0.27415153, -0.3226086, 0.9055757)
bones/10/rotation = Quaternion(0.030285481, -0.31167626, -0.037417818, 0.94896823)
bones/11/rotation = Quaternion(0.751943, -0.5788067, 0.30500817, 0.080837056)
bones/12/rotation = Quaternion(0.28422552, 0.2936944, -0.68526876, -0.6027987)
bones/13/rotation = Quaternion(0.020711409, 0.24585825, 0.3386082, 0.9080029)
bones/14/rotation = Quaternion(0.098969, 0.19860524, -0.007872087, 0.97503805)
bones/15/rotation = Quaternion(0.6979166, 0.16086513, -0.15598965, 0.680222)
bones/16/rotation = Quaternion(0.89734674, 0.09874082, -0.25790086, 0.34424722)
bones/17/rotation = Quaternion(-0.13802421, 0.26758972, 0.081159085, 0.9501359)
bones/17/scale = Vector3(0.9999998, 1.0000002, 1)
bones/19/rotation = Quaternion(-4.514978e-15, 1, 7.4505806e-08, -5.523351e-07)
bones/20/rotation = Quaternion(-0.49266306, -0.27058616, 0.262383, 0.7843606)
bones/21/rotation = Quaternion(0.0016915401, 0.70246154, -0.001669446, 0.7117178)
bones/22/rotation = Quaternion(-0.5496364, -0.3220462, -0.22350304, 0.73772115)
bones/22/scale = Vector3(0.9999997, 0.9999998, 0.9999999)
bones/23/rotation = Quaternion(-0.00015351747, 0.902104, -0.4315187, 0.00032039074)
bones/24/rotation = Quaternion(6.628114e-12, 0.99999994, 5.2154085e-08, -0.00035543842)
bones/25/position = Vector3(1.0191536, 3.5353048, 3.5049686)
bones/25/rotation = Quaternion(-0.087474234, 0.16733547, 0.98056763, 0.053239316)
bones/25/scale = Vector3(1, 17.518272, 1.0000001)
bones/26/position = Vector3(-1.0831825, 3.749937, 2.5891113)
bones/26/rotation = Quaternion(0.016340872, 0.19671263, 0.9801456, 0.01875816)
bones/26/scale = Vector3(1.0000001, 18.765795, 1)
bones/27/position = Vector3(1.0193456, -0.43209565, 2.5343885)
bones/27/rotation = Quaternion(0.61800283, -0.11976056, 0.11976072, 0.7677157)
bones/27/scale = Vector3(0.99999994, 16.85072, 1)
bones/28/position = Vector3(-0.8340287, 1.0348616, 1.282705)
bones/28/rotation = Quaternion(0.82860446, -0.029359974, 0.02935981, 0.5582926)
bones/28/scale = Vector3(0.99999994, 32.068844, 1)
bones/30/position = Vector3(0.032563455, -0.8335703, -0.9236449)
bones/30/rotation = Quaternion(-0.8670657, 0.042821795, -0.07139772, 0.4911883)
bones/31/position = Vector3(2.3450447e-08, -1.4631646, 0.23291242)
bones/31/rotation = Quaternion(-6.0737464e-09, 4.8699293e-09, -1.4618977e-09, 1)
bones/31/scale = Vector3(0.99999994, 0.9999999, 0.99999994)
bones/32/position = Vector3(-0.04394375, -1.087056, 0.096768975)
bones/32/rotation = Quaternion(-0.8343034, 0.119118, -0.061490715, 0.5347595)
bones/32/scale = Vector3(0.9999999, 0.99999976, 0.99999964)
bones/33/position = Vector3(3.977649e-08, -1.4631644, 0.23291251)
bones/33/rotation = Quaternion(-8.833673e-08, -2.419923e-08, -6.733043e-09, 1)
bones/33/scale = Vector3(0.9999998, 0.9999998, 0.99999994)
bones/35/position = Vector3(1.0184407e-08, -1.0594703, -5.9146995e-08)
bones/35/rotation = Quaternion(0.99971783, 1.3593646e-07, 5.3695976e-06, -0.023754615)
bones/35/scale = Vector3(0.99999976, 0.9999998, 1.0000012)
bones/39/position = Vector3(0.8199172, 0.25251278, 0.47214246)
bones/39/rotation = Quaternion(0.71402234, 0.34199142, 0.043267474, 0.60937834)
bones/39/scale = Vector3(1.0000004, 0.9999996, 0.9999991)
bones/40/rotation = Quaternion(0.9336719, 1.2799235e-07, 3.7337827e-08, 0.3581296)
bones/40/scale = Vector3(1.0000004, 1.0000001, 1.0000001)
bones/41/rotation = Quaternion(-0.13802455, 0.26758966, 0.08115916, 0.9501359)
bones/41/scale = Vector3(0.99999946, 0.99999976, 0.9999996)
bones/42/position = Vector3(-1.9729964e-07, 0.56145483, 7.283501e-08)
bones/46/scale = Vector3(0.99999946, 0.99999964, 0.9999999)
bones/48/rotation = Quaternion(-2.9741386e-07, 0.13593404, 1.01778824e-07, 0.9907179)
bones/48/scale = Vector3(0.9999993, 0.9999996, 0.9999999)
bones/50/scale = Vector3(0.99999994, 0.99999994, 0.9999998)
bones/51/rotation = Quaternion(-2.5567479e-08, -0.20499781, -2.3086146e-08, 0.9787625)
bones/51/scale = Vector3(0.9999999, 0.99999964, 0.99999964)
bones/53/position = Vector3(-0.8199191, 0.25251284, 0.47213903)
bones/53/rotation = Quaternion(-0.5351706, 0.35860845, -0.15898216, 0.74814254)
bones/53/scale = Vector3(1, 0.99999875, 0.99999946)
bones/54/rotation = Quaternion(0.0023762286, -4.7362324e-08, -6.475868e-08, 0.9999972)
bones/55/rotation = Quaternion(-0.54963607, -0.322046, -0.22350314, 0.73772144)
bones/55/scale = Vector3(1.0000002, 1, 1.0000002)
bones/56/position = Vector3(0.0013532753, 0.57868266, 0.05537574)
bones/56/rotation = Quaternion(-0.00015348212, 0.90210384, -0.43151882, 0.0003204293)
bones/57/rotation = Quaternion(0.70073944, -0.70073956, -0.094679825, -0.09467953)
bones/60/scale = Vector3(1.0000004, 1.0000004, 1.0000002)
bones/62/rotation = Quaternion(-1.7092354e-08, -0.18223058, 2.6700846e-08, 0.98325586)
bones/62/scale = Vector3(1.0000002, 1.0000002, 1.0000001)
bones/64/scale = Vector3(1.0000004, 1.0000004, 1)
bones/65/rotation = Quaternion(-1.0345744e-08, -0.3796584, -4.0675246e-08, 0.9251268)
bones/65/scale = Vector3(1.0000002, 1.0000004, 1.0000004)
bones/67/rotation = Quaternion(0.7179022, -7.671307e-07, 7.885642e-07, 0.696144)
bones/67/scale = Vector3(1.0000004, 0.9999986, 0.99999994)
bones/68/rotation = Quaternion(0.9776482, 2.0029378e-07, 1.0460874e-06, -0.2102479)
bones/68/scale = Vector3(1.0000004, 1.0000004, 0.9999982)
bones/69/position = Vector3(-2.4645832e-08, -6.861796e-09, 7.455772e-08)
bones/69/rotation = Quaternion(-0.8315212, 2.5276703e-08, -9.3330055e-09, 0.5554931)
bones/69/scale = Vector3(1, 1.0000001, 1.0000002)
bones/70/rotation = Quaternion(0.67750055, 8.820757e-08, 7.575834e-08, 0.7355223)
bones/70/scale = Vector3(1, 1, 1)
bones/71/scale = Vector3(0.9999999, 1, 0.9999999)
bones/72/rotation = Quaternion(-2.1641608e-07, -4.6565607e-10, -4.6576065e-10, 1)
bones/75/rotation = Quaternion(-0.34314692, -0.20321459, -0.2785586, 0.8737043)
bones/76/position = Vector3(1.01587794e-07, -1.5306958e-07, -4.3554866e-07)
bones/76/rotation = Quaternion(-0.51764834, -7.167482e-08, 1.7163823e-07, 0.85559356)
bones/77/rotation = Quaternion(0.93367195, 1.2110854e-07, 3.8556042e-08, 0.35812962)
bones/78/position = Vector3(0.8199172, 0.25251257, 0.47214243)
bones/78/rotation = Quaternion(0.6979164, 0.16086517, -0.15598962, 0.6802223)
bones/78/scale = Vector3(1.0000004, 0.9999997, 0.99999905)
bones/80/rotation = Quaternion(0.7179022, -7.6713064e-07, 7.885641e-07, 0.696144)
bones/80/scale = Vector3(1.0000004, 0.9999986, 0.99999994)
bones/81/rotation = Quaternion(0.97764814, 1.9846473e-07, 1.0426893e-06, -0.21024783)
bones/81/scale = Vector3(1.0000004, 1.0000002, 0.9999982)
bones/82/position = Vector3(6.103571e-08, 8.8816435e-08, -3.6955274e-09)
bones/82/rotation = Quaternion(-0.8315211, 2.3407136e-08, -1.2821512e-08, 0.5554932)
bones/82/scale = Vector3(0.99999994, 0.99999994, 1)
bones/83/rotation = Quaternion(0.6775009, -8.600083e-08, -8.977273e-08, 0.735522)
bones/83/scale = Vector3(1, 1.0000001, 1)
bones/84/scale = Vector3(0.99999994, 1.0000001, 0.9999999)
bones/85/rotation = Quaternion(2.6833732e-07, -9.313788e-10, -2.5612494e-09, 1)
bones/85/scale = Vector3(1.0000001, 1, 1.0000001)
bones/87/rotation = Quaternion(-0.5230753, 0.20132942, 0.026226493, 0.8277505)
bones/88/rotation = Quaternion(0.61967987, 0.23118778, 0.3169036, 0.679795)
bones/89/position = Vector3(2.953037e-07, 4.9207458e-08, -4.3015167e-08)
bones/89/rotation = Quaternion(-0.001144886, -2.973514e-08, 2.817069e-08, 0.9999994)
bones/90/rotation = Quaternion(0.0023764072, -4.0769752e-08, -7.0690255e-08, 0.99999726)
bones/91/position = Vector3(-0.8199192, 0.2525128, 0.47213912)
bones/91/rotation = Quaternion(-0.49266297, -0.27058598, 0.2623832, 0.78436047)
bones/91/scale = Vector3(1.0000002, 0.999999, 0.99999964)
bones/96/position = Vector3(-0.021971898, -1.2751104, 0.16484088)
bones/96/rotation = Quaternion(-0.47603267, 0.067788206, -0.035077166, 0.8761091)
bones/96/scale = Vector3(0.9999999, 0.9999999, 0.99999976)
bones/97/rotation = Quaternion(0.997074, -1.2813135e-07, 1.666339e-06, -0.07644201)
bones/98/position = Vector3(0.01993539, 0.08757691, 0.045667563)
bones/98/rotation = Quaternion(0.1475291, 0.03397043, -0.019923227, 0.9882734)
bones/98/scale = Vector3(1, 1.0000011, 1.0000023)
bones/101/position = Vector3(-0.021972047, 0.8282039, 0.0959422)
bones/101/rotation = Quaternion(0.8371564, 0.04015539, 0.06490996, 0.5416119)
bones/101/scale = Vector3(1, 1.0000066, 0.99998474)
bones/102/rotation = Quaternion(0.95545256, -6.924111e-08, 2.2887033e-07, -0.29514462)
bones/103/position = Vector3(0.17285576, 0.72785676, 1.0822707)
bones/103/rotation = Quaternion(0.27801546, 0.0014157619, 0.015671493, 0.9604477)
bones/103/scale = Vector3(1.0000002, 1.000013, 1.0000246)
bones/104/rotation = Quaternion(0.5037003, 0.13519715, -0.093790196, 0.84806323)
bones/104/scale = Vector3(1.0000721, 1.0000457, 0.99993384)
bones/105/rotation = Quaternion(0.97757924, -0.053521663, -0.054415643, -0.19624804)
bones/105/scale = Vector3(1.0000001, 1.0000083, 1.0000036)
bones/106/position = Vector3(0.023142539, -0.54231995, -0.9607401)
bones/106/rotation = Quaternion(0.99272084, -0.08158898, -0.03307842, -0.08218607)
bones/107/rotation = Quaternion(0.903578, -0.12777254, -0.05477002, -0.4052421)
bones/107/scale = Vector3(0.9999992, 0.9999624, 1.0000123)
bones/108/position = Vector3(-1.1340098e-08, 7.923448e-07, 9.0939814e-08)
bones/108/rotation = Quaternion(0.98967296, 0.0031370325, 0.10343237, -0.09919364)
bones/110/rotation = Quaternion(9.815354e-07, 7.072085e-10, -9.586452e-08, 1)
bones/110/scale = Vector3(0.99999994, 0.99999976, 1.0000001)
bones/113/position = Vector3(0.07716276, 0.6410925, 0.71644557)
bones/113/rotation = Quaternion(0.75079244, 0.54212654, -0.3715475, 0.0660462)
bones/114/position = Vector3(-0.031743176, 0.60466695, -0.39704067)
bones/114/rotation = Quaternion(0.4176498, -0.11118397, 0.55639553, -0.70966953)
bones/114/scale = Vector3(1.0000015, 1.0000038, 1.0000079)
bones/115/rotation = Quaternion(-0.07547326, 0.02173067, -0.31477332, 0.945912)
bones/115/scale = Vector3(0.9999974, 1.0000036, 0.99999976)
bones/116/rotation = Quaternion(0.03028559, -0.3116764, -0.037417784, 0.9489682)
bones/116/scale = Vector3(1.0000005, 0.9999972, 1.0000013)
bones/119/scale = Vector3(1.0000043, 0.9999975, 0.99999744)
bones/121/rotation = Quaternion(-4.820391e-08, -0.1579088, -2.0880496e-08, 0.98745376)
bones/121/scale = Vector3(1.0000037, 0.99999774, 0.9999977)
bones/123/scale = Vector3(1.000003, 0.9999977, 0.99999917)
bones/124/rotation = Quaternion(-3.1036683e-07, 0.17317644, 6.989145e-08, 0.9848908)
bones/124/scale = Vector3(1.0000037, 0.9999978, 0.99999875)
bones/126/rotation = Quaternion(-0.5163543, -0.16816929, 0.6340875, 0.550482)
bones/126/scale = Vector3(1.0000015, 1.000007, 1.000004)
bones/127/rotation = Quaternion(-0.24332331, 0.12663932, 0.6612194, 0.6982444)
bones/127/scale = Vector3(1.0000017, 1.0000014, 1.0000097)
bones/128/position = Vector3(-0.008928956, 0.128764, -0.06877987)
bones/128/rotation = Quaternion(0.025037244, 0.39930493, -0.88358396, 0.24332726)
bones/129/rotation = Quaternion(-0.07547334, 0.021730714, -0.31477335, 0.94591194)
bones/131/rotation = Quaternion(-0.41802245, -0.28161782, 0.08442414, 0.85954714)
bones/132/rotation = Quaternion(-0.5281791, -0.34319904, -0.62196887, -0.46518382)
bones/133/rotation = Quaternion(-0.012777329, 0.011854946, 0.00015161165, 0.9998482)
bones/133/scale = Vector3(1.0423008, 1.0423008, 1.0423006)
bones/134/rotation = Quaternion(0.02152103, -3.688601e-08, -1.5255387e-07, 0.99976844)
bones/134/scale = Vector3(0.9882629, 0.9882634, 0.98826265)
bones/135/position = Vector3(-0.0317431, 0.60466677, -0.39704087)
bones/135/rotation = Quaternion(0.22344373, -0.32689255, 0.658746, -0.6397405)
bones/135/scale = Vector3(1.0000048, 1.0000036, 1.0000046)
bones/137/position = Vector3(-0.33244255, 0.70370555, 0.67530614)
bones/137/rotation = Quaternion(0.7519437, -0.5788053, 0.30500948, 0.08083551)
bones/138/position = Vector3(-0.19594865, 0.65740275, -0.22511396)
bones/138/rotation = Quaternion(0.36201134, 0.22157827, -0.6475769, -0.63284683)
bones/138/scale = Vector3(1.0000019, 1.0000045, 1.0000057)
bones/139/rotation = Quaternion(-0.018797327, 0.13857716, 0.33871746, 0.9304373)
bones/139/scale = Vector3(0.9999983, 1.0000024, 0.9999992)
bones/140/rotation = Quaternion(0.09896898, 0.1986053, -0.00787212, 0.975038)
bones/140/scale = Vector3(1.0000031, 0.9999977, 0.9999988)
bones/143/scale = Vector3(1.000005, 0.99999815, 0.9999967)
bones/145/rotation = Quaternion(-1.7910523e-07, 0.10005118, -9.714451e-08, 0.9949823)
bones/145/scale = Vector3(1.0000045, 0.99999803, 0.9999968)
bones/147/scale = Vector3(1.0000035, 0.99999845, 0.9999981)
bones/148/rotation = Quaternion(2.0844507e-07, 0.011625211, 4.5709146e-07, 0.9999325)
bones/148/scale = Vector3(1.000004, 0.9999991, 0.999998)
bones/150/rotation = Quaternion(-0.51635444, 0.16816957, -0.63408744, 0.55048186)
bones/150/scale = Vector3(1.000001, 1.0000067, 1.000004)
bones/151/rotation = Quaternion(-0.24332346, -0.12663896, -0.6612195, 0.6982443)
bones/151/scale = Vector3(1.0000011, 1.0000017, 1.0000095)
bones/152/position = Vector3(0.027921734, -0.124764316, 0.07102555)
bones/152/rotation = Quaternion(-0.12973516, 0.47151387, -0.86254627, -0.12983702)
bones/153/rotation = Quaternion(-0.018797398, 0.13857722, 0.33871746, 0.9304373)
bones/155/rotation = Quaternion(-0.36541468, 0.16190512, -0.07102372, 0.91390073)
bones/155/scale = Vector3(0.99999994, 1, 0.9999998)
bones/156/rotation = Quaternion(0.68045896, -0.19169958, -0.3896983, 0.59022206)
bones/157/rotation = Quaternion(-0.01277751, -0.011854968, -0.0001513001, 0.9998481)
bones/157/scale = Vector3(1.0423003, 1.0422994, 1.0423005)
bones/158/rotation = Quaternion(0.021521209, -2.5687226e-07, -2.570953e-07, 0.9997684)
bones/158/scale = Vector3(0.9882631, 0.98826426, 0.9882618)
bones/159/position = Vector3(-0.19594839, 0.65740275, -0.2251139)
bones/159/rotation = Quaternion(0.28422734, 0.29369113, -0.68527013, -0.60279787)
bones/159/scale = Vector3(1.0000027, 1.0000043, 1.0000049)
bones/161/position = Vector3(0.07716276, 0.6410925, 0.71644557)
bones/161/rotation = Quaternion(0.75079244, 0.54212654, -0.3715475, 0.0660462)
bones/162/position = Vector3(-0.33244255, 0.70370555, 0.67530614)
bones/162/rotation = Quaternion(0.7519437, -0.5788053, 0.30500948, 0.08083551)
bones/165/position = Vector3(-1.5017577e-08, 0.26895812, -1.6243575e-08)
bones/165/rotation = Quaternion(-0.019247467, -0.20323175, 0.97894067, -0.0012537595)
bones/166/position = Vector3(0.0034187725, -3.131728, 0.9674823)
bones/167/position = Vector3(0.209171, 5.0901713, -2.6670303)
bones/167/rotation = Quaternion(0.16656846, 0.015223213, 0.18356222, 0.9686734)
bones/167/scale = Vector3(0.9999988, 0.9999987, 1.0000023)
bones/168/position = Vector3(0.18381567, -0.9622623, 0.9894084)
bones/168/rotation = Quaternion(0.9362244, -6.2652596e-08, -0.34127164, -0.083770975)
bones/168/scale = Vector3(1.0000011, 1.0000015, 1.0000101)
bones/170/position = Vector3(0.748137, 0.69556385, 3.7252903e-09)
bones/170/rotation = Quaternion(0.019250846, -0.20323181, 0.9789406, 0.001253055)
bones/171/position = Vector3(0.6322718, -2.6572587, 0.6064028)
bones/172/position = Vector3(-1.5122895, 4.4686184, -2.7014794)
bones/172/rotation = Quaternion(0.21553025, -0.03620148, 0.11066054, 0.9695311)
bones/172/scale = Vector3(0.99999887, 0.9999985, 1.0000024)
bones/173/position = Vector3(0.18381546, -0.96226203, 0.9894083)
bones/173/rotation = Quaternion(0.93622434, -2.9748788e-08, 0.34127158, -0.083771475)
bones/173/scale = Vector3(0.999999, 1.0000014, 0.99999464)
bones/175/position = Vector3(0.2542465, -2.2077389, 0.9589075)
bones/175/rotation = Quaternion(-0.008919476, -0.00021326332, -0.000697989, 0.99996)
bones/183/position = Vector3(-1.982537e-07, 5.9604563e-08, -1.517833e-08)
bones/185/rotation = Quaternion(5.4077844e-07, -0.20349081, 0.97907686, -1.12395135e-07)
bones/186/position = Vector3(0.57634556, 3.7607954, 0.15364014)
bones/186/rotation = Quaternion(-0.9604305, -0.020206233, -0.08076539, -0.26578543)
bones/186/scale = Vector3(0.9999997, 0.99999994, 1)
bones/187/rotation = Quaternion(0.15451065, -2.0305349e-09, -2.0850066e-09, 0.9879911)
bones/187/scale = Vector3(1.0000002, 0.99999994, 0.9999999)
bones/197/position = Vector3(-0.0011225368, -0.015787723, -0.051779967)
bones/199/rotation = Quaternion(0.00034800146, -0.20349097, 0.9790768, -7.2328476e-05)
bones/200/position = Vector3(-1.0407574, 3.6267605, -0.083099455)
bones/200/rotation = Quaternion(-0.9604305, -0.020206233, -0.08076539, -0.26578543)
bones/200/scale = Vector3(0.9999997, 0.99999994, 1)
bones/201/rotation = Quaternion(0.15451066, -1.9585848e-09, -2.5450761e-09, 0.9879911)
bones/201/scale = Vector3(1.0000002, 0.99999994, 0.99999994)
[editable path="bear_model"]
[editable path="bear_model/test_cube/Bear_FX"]
-319
View File
@@ -1,319 +0,0 @@
[gd_scene format=3 uid="uid://o8ocjfprxa7u"]
[ext_resource type="Script" uid="uid://cn7fhjkro7637" path="res://bear.gd" id="1_beargd"]
[ext_resource type="PackedScene" uid="uid://cofv5dbavesis" path="res://Assets/Bear.glb" id="2_bearglb"]
[ext_resource type="Script" uid="uid://bsbed05ifr18s" path="res://bear_test_cube.gd" id="3_rog1v"]
[ext_resource type="PackedScene" uid="uid://bdbx0wwa73rhp" path="res://Assets/fx/Bear_FX.glb" id="4_rog1v"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_body"]
radius = 1.0
height = 2.4
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_hit"]
radius = 1.3
height = 2.7
[sub_resource type="BoxShape3D" id="BoxShape3D_bfebr"]
size = Vector3(6.2019043, 8.561401, 7.0739746)
[sub_resource type="BoxShape3D" id="BoxShape3D_rog1v"]
size = Vector3(14.399288, 51.902206, 5.741211)
[node name="Bear" type="CharacterBody3D" unique_id=1573237287]
script = ExtResource("1_beargd")
[node name="CollisionShape3D" type="CollisionShape3D" parent="." unique_id=830443382]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.2, 0)
shape = SubResource("CapsuleShape3D_body")
[node name="HitArea" type="Area3D" parent="." unique_id=365327397]
monitorable = false
[node name="CollisionShape3D" type="CollisionShape3D" parent="HitArea" unique_id=2111867348]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.35, 0)
shape = SubResource("CapsuleShape3D_hit")
[node name="bear_model" parent="." unique_id=359217823 instance=ExtResource("2_bearglb")]
[node name="test_cube" type="Node3D" parent="bear_model" unique_id=646988893]
script = ExtResource("3_rog1v")
[node name="Bear_FX" parent="bear_model/test_cube" unique_id=1183391245 instance=ExtResource("4_rog1v")]
[node name="Bear_fx_jump_smash" parent="bear_model/test_cube/Bear_FX" index="0" unique_id=750478984]
visible = false
[node name="Bear_fx_claw_attack_R" parent="bear_model/test_cube/Bear_FX" index="1" unique_id=88064381]
visible = false
[node name="Bear_fx_claw_attack_L" parent="bear_model/test_cube/Bear_FX" index="2" unique_id=1378755061]
visible = false
[node name="Bear_fx_smash_hit" parent="bear_model/test_cube/Bear_FX" index="3" unique_id=1711579105]
transform = Transform3D(0.55488384, -0.039024748, -0.018949924, 0.041069064, 0.55086076, 0.06814586, 0.013977209, -0.06933683, 0.5520644, 1.327292, -0.21312934, 5.190573)
[node name="RigidBody3D" type="AnimatableBody3D" parent="bear_model/test_cube/Bear_FX/Bear_fx_smash_hit" index="0" unique_id=1764208051]
transform = Transform3D(1.0000001, -1.21071935e-08, -1.8626451e-08, -9.313226e-10, 0.99999994, 7.450581e-09, 3.7252903e-09, -1.4901161e-08, 0.99999994, 0, 0, 0)
collision_layer = 8
collision_mask = 2
[node name="CollisionShape3D2" type="CollisionShape3D" parent="bear_model/test_cube/Bear_FX/Bear_fx_smash_hit/RigidBody3D" unique_id=1779197150]
transform = Transform3D(0.99993557, -0.00749125, -0.010078691, 0.0077760145, 0.999569, 0.028562747, 0.009858355, -0.028639637, 0.9995405, -1.5136471, 0.9093375, 35.591957)
shape = SubResource("BoxShape3D_bfebr")
disabled = true
[node name="CollisionShape3D" type="CollisionShape3D" parent="bear_model/test_cube/Bear_FX/Bear_fx_smash_hit/RigidBody3D" unique_id=1276552823]
transform = Transform3D(0.9935104, -0.040698394, -0.10621016, -0.108634494, -0.06290151, -0.9920882, 0.03369555, 0.99719334, -0.06691426, -1.6357545, -0.5093044, 12.68803)
shape = SubResource("BoxShape3D_rog1v")
[node name="Skeleton3D" parent="bear_model/bear-rig" parent_id_path=PackedInt32Array(359217823, 1017999212) index="0" unique_id=1624609914]
bones/1/position = Vector3(0.00851878, 0.24701798, 1.2888045)
bones/1/rotation = Quaternion(0.29791054, -0.060797628, -0.056875575, 0.9509564)
bones/2/rotation = Quaternion(0.084239505, -0.026013458, 0.009274505, 0.9960628)
bones/2/scale = Vector3(0.9999999, 1.0000008, 0.99999934)
bones/3/rotation = Quaternion(-0.14812404, -0.039577905, 0.049865585, 0.98691756)
bones/4/rotation = Quaternion(-0.40577498, -0.03082885, 0.05040324, 0.9120612)
bones/5/rotation = Quaternion(0.27801633, 0.0014148077, 0.015671793, 0.96044755)
bones/6/rotation = Quaternion(0.50370073, 0.13519946, -0.093789615, 0.8480627)
bones/7/rotation = Quaternion(0.75079185, 0.54212743, -0.37154716, 0.06604591)
bones/8/rotation = Quaternion(0.22344273, -0.32689556, 0.65874565, -0.63973963)
bones/9/rotation = Quaternion(0.026405705, -0.27415153, -0.3226086, 0.9055757)
bones/10/rotation = Quaternion(0.030285481, -0.31167626, -0.037417818, 0.94896823)
bones/11/rotation = Quaternion(0.751943, -0.5788067, 0.30500817, 0.080837056)
bones/12/rotation = Quaternion(0.28422552, 0.2936944, -0.68526876, -0.6027987)
bones/13/rotation = Quaternion(0.020711409, 0.24585825, 0.3386082, 0.9080029)
bones/14/rotation = Quaternion(0.098969, 0.19860524, -0.007872087, 0.97503805)
bones/15/rotation = Quaternion(0.6979166, 0.16086513, -0.15598965, 0.680222)
bones/16/rotation = Quaternion(0.89734674, 0.09874082, -0.25790086, 0.34424722)
bones/17/rotation = Quaternion(-0.13802421, 0.26758972, 0.081159085, 0.9501359)
bones/17/scale = Vector3(0.9999998, 1.0000002, 1)
bones/19/rotation = Quaternion(-4.514978e-15, 1, 7.4505806e-08, -5.523351e-07)
bones/20/rotation = Quaternion(-0.49266306, -0.27058616, 0.262383, 0.7843606)
bones/21/rotation = Quaternion(0.0016915401, 0.70246154, -0.001669446, 0.7117178)
bones/22/rotation = Quaternion(-0.5496364, -0.3220462, -0.22350304, 0.73772115)
bones/22/scale = Vector3(0.9999997, 0.9999998, 0.9999999)
bones/23/rotation = Quaternion(-0.00015351747, 0.902104, -0.4315187, 0.00032039074)
bones/24/rotation = Quaternion(6.628114e-12, 0.99999994, 5.2154085e-08, -0.00035543842)
bones/25/position = Vector3(1.0191536, 3.5353048, 3.5049686)
bones/25/rotation = Quaternion(-0.087474234, 0.16733547, 0.98056763, 0.053239316)
bones/25/scale = Vector3(1, 17.518272, 1.0000001)
bones/26/position = Vector3(-1.0831825, 3.749937, 2.5891113)
bones/26/rotation = Quaternion(0.016340872, 0.19671263, 0.9801456, 0.01875816)
bones/26/scale = Vector3(1.0000001, 18.765795, 1)
bones/27/position = Vector3(1.0193456, -0.43209565, 2.5343885)
bones/27/rotation = Quaternion(0.61800283, -0.11976056, 0.11976072, 0.7677157)
bones/27/scale = Vector3(0.99999994, 16.85072, 1)
bones/28/position = Vector3(-0.8340287, 1.0348616, 1.282705)
bones/28/rotation = Quaternion(0.82860446, -0.029359974, 0.02935981, 0.5582926)
bones/28/scale = Vector3(0.99999994, 32.068844, 1)
bones/30/position = Vector3(0.032563455, -0.8335703, -0.9236449)
bones/30/rotation = Quaternion(-0.8670657, 0.042821795, -0.07139772, 0.4911883)
bones/31/position = Vector3(2.3450447e-08, -1.4631646, 0.23291242)
bones/31/rotation = Quaternion(-6.0737464e-09, 4.8699293e-09, -1.4618977e-09, 1)
bones/31/scale = Vector3(0.99999994, 0.9999999, 0.99999994)
bones/32/position = Vector3(-0.04394375, -1.087056, 0.096768975)
bones/32/rotation = Quaternion(-0.8343034, 0.119118, -0.061490715, 0.5347595)
bones/32/scale = Vector3(0.9999999, 0.99999976, 0.99999964)
bones/33/position = Vector3(3.977649e-08, -1.4631644, 0.23291251)
bones/33/rotation = Quaternion(-8.833673e-08, -2.419923e-08, -6.733043e-09, 1)
bones/33/scale = Vector3(0.9999998, 0.9999998, 0.99999994)
bones/35/position = Vector3(1.0184407e-08, -1.0594703, -5.9146995e-08)
bones/35/rotation = Quaternion(0.99971783, 1.3593646e-07, 5.3695976e-06, -0.023754615)
bones/35/scale = Vector3(0.99999976, 0.9999998, 1.0000012)
bones/39/position = Vector3(0.8199172, 0.25251278, 0.47214246)
bones/39/rotation = Quaternion(0.71402234, 0.34199142, 0.043267474, 0.60937834)
bones/39/scale = Vector3(1.0000004, 0.9999996, 0.9999991)
bones/40/rotation = Quaternion(0.9336719, 1.2799235e-07, 3.7337827e-08, 0.3581296)
bones/40/scale = Vector3(1.0000004, 1.0000001, 1.0000001)
bones/41/rotation = Quaternion(-0.13802455, 0.26758966, 0.08115916, 0.9501359)
bones/41/scale = Vector3(0.99999946, 0.99999976, 0.9999996)
bones/42/position = Vector3(-1.9729964e-07, 0.56145483, 7.283501e-08)
bones/46/scale = Vector3(0.99999946, 0.99999964, 0.9999999)
bones/48/rotation = Quaternion(-2.9741386e-07, 0.13593404, 1.01778824e-07, 0.9907179)
bones/48/scale = Vector3(0.9999993, 0.9999996, 0.9999999)
bones/50/scale = Vector3(0.99999994, 0.99999994, 0.9999998)
bones/51/rotation = Quaternion(-2.5567479e-08, -0.20499781, -2.3086146e-08, 0.9787625)
bones/51/scale = Vector3(0.9999999, 0.99999964, 0.99999964)
bones/53/position = Vector3(-0.8199191, 0.25251284, 0.47213903)
bones/53/rotation = Quaternion(-0.5351706, 0.35860845, -0.15898216, 0.74814254)
bones/53/scale = Vector3(1, 0.99999875, 0.99999946)
bones/54/rotation = Quaternion(0.0023762286, -4.7362324e-08, -6.475868e-08, 0.9999972)
bones/55/rotation = Quaternion(-0.54963607, -0.322046, -0.22350314, 0.73772144)
bones/55/scale = Vector3(1.0000002, 1, 1.0000002)
bones/56/position = Vector3(0.0013532753, 0.57868266, 0.05537574)
bones/56/rotation = Quaternion(-0.00015348212, 0.90210384, -0.43151882, 0.0003204293)
bones/57/rotation = Quaternion(0.70073944, -0.70073956, -0.094679825, -0.09467953)
bones/60/scale = Vector3(1.0000004, 1.0000004, 1.0000002)
bones/62/rotation = Quaternion(-1.7092354e-08, -0.18223058, 2.6700846e-08, 0.98325586)
bones/62/scale = Vector3(1.0000002, 1.0000002, 1.0000001)
bones/64/scale = Vector3(1.0000004, 1.0000004, 1)
bones/65/rotation = Quaternion(-1.0345744e-08, -0.3796584, -4.0675246e-08, 0.9251268)
bones/65/scale = Vector3(1.0000002, 1.0000004, 1.0000004)
bones/67/rotation = Quaternion(0.7179022, -7.671307e-07, 7.885642e-07, 0.696144)
bones/67/scale = Vector3(1.0000004, 0.9999986, 0.99999994)
bones/68/rotation = Quaternion(0.9776482, 2.0029378e-07, 1.0460874e-06, -0.2102479)
bones/68/scale = Vector3(1.0000004, 1.0000004, 0.9999982)
bones/69/position = Vector3(-2.4645832e-08, -6.861796e-09, 7.455772e-08)
bones/69/rotation = Quaternion(-0.8315212, 2.5276703e-08, -9.3330055e-09, 0.5554931)
bones/69/scale = Vector3(1, 1.0000001, 1.0000002)
bones/70/rotation = Quaternion(0.67750055, 8.820757e-08, 7.575834e-08, 0.7355223)
bones/70/scale = Vector3(1, 1, 1)
bones/71/scale = Vector3(0.9999999, 1, 0.9999999)
bones/72/rotation = Quaternion(-2.1641608e-07, -4.6565607e-10, -4.6576065e-10, 1)
bones/75/rotation = Quaternion(-0.34314692, -0.20321459, -0.2785586, 0.8737043)
bones/76/position = Vector3(1.01587794e-07, -1.5306958e-07, -4.3554866e-07)
bones/76/rotation = Quaternion(-0.51764834, -7.167482e-08, 1.7163823e-07, 0.85559356)
bones/77/rotation = Quaternion(0.93367195, 1.2110854e-07, 3.8556042e-08, 0.35812962)
bones/78/position = Vector3(0.8199172, 0.25251257, 0.47214243)
bones/78/rotation = Quaternion(0.6979164, 0.16086517, -0.15598962, 0.6802223)
bones/78/scale = Vector3(1.0000004, 0.9999997, 0.99999905)
bones/80/rotation = Quaternion(0.7179022, -7.6713064e-07, 7.885641e-07, 0.696144)
bones/80/scale = Vector3(1.0000004, 0.9999986, 0.99999994)
bones/81/rotation = Quaternion(0.97764814, 1.9846473e-07, 1.0426893e-06, -0.21024783)
bones/81/scale = Vector3(1.0000004, 1.0000002, 0.9999982)
bones/82/position = Vector3(6.103571e-08, 8.8816435e-08, -3.6955274e-09)
bones/82/rotation = Quaternion(-0.8315211, 2.3407136e-08, -1.2821512e-08, 0.5554932)
bones/82/scale = Vector3(0.99999994, 0.99999994, 1)
bones/83/rotation = Quaternion(0.6775009, -8.600083e-08, -8.977273e-08, 0.735522)
bones/83/scale = Vector3(1, 1.0000001, 1)
bones/84/scale = Vector3(0.99999994, 1.0000001, 0.9999999)
bones/85/rotation = Quaternion(2.6833732e-07, -9.313788e-10, -2.5612494e-09, 1)
bones/85/scale = Vector3(1.0000001, 1, 1.0000001)
bones/87/rotation = Quaternion(-0.5230753, 0.20132942, 0.026226493, 0.8277505)
bones/88/rotation = Quaternion(0.61967987, 0.23118778, 0.3169036, 0.679795)
bones/89/position = Vector3(2.953037e-07, 4.9207458e-08, -4.3015167e-08)
bones/89/rotation = Quaternion(-0.001144886, -2.973514e-08, 2.817069e-08, 0.9999994)
bones/90/rotation = Quaternion(0.0023764072, -4.0769752e-08, -7.0690255e-08, 0.99999726)
bones/91/position = Vector3(-0.8199192, 0.2525128, 0.47213912)
bones/91/rotation = Quaternion(-0.49266297, -0.27058598, 0.2623832, 0.78436047)
bones/91/scale = Vector3(1.0000002, 0.999999, 0.99999964)
bones/96/position = Vector3(-0.021971898, -1.2751104, 0.16484088)
bones/96/rotation = Quaternion(-0.47603267, 0.067788206, -0.035077166, 0.8761091)
bones/96/scale = Vector3(0.9999999, 0.9999999, 0.99999976)
bones/97/rotation = Quaternion(0.997074, -1.2813135e-07, 1.666339e-06, -0.07644201)
bones/98/position = Vector3(0.01993539, 0.08757691, 0.045667563)
bones/98/rotation = Quaternion(0.1475291, 0.03397043, -0.019923227, 0.9882734)
bones/98/scale = Vector3(1, 1.0000011, 1.0000023)
bones/101/position = Vector3(-0.021972047, 0.8282039, 0.0959422)
bones/101/rotation = Quaternion(0.8371564, 0.04015539, 0.06490996, 0.5416119)
bones/101/scale = Vector3(1, 1.0000066, 0.99998474)
bones/102/rotation = Quaternion(0.95545256, -6.924111e-08, 2.2887033e-07, -0.29514462)
bones/103/position = Vector3(0.17285576, 0.72785676, 1.0822707)
bones/103/rotation = Quaternion(0.27801546, 0.0014157619, 0.015671493, 0.9604477)
bones/103/scale = Vector3(1.0000002, 1.000013, 1.0000246)
bones/104/rotation = Quaternion(0.5037003, 0.13519715, -0.093790196, 0.84806323)
bones/104/scale = Vector3(1.0000721, 1.0000457, 0.99993384)
bones/105/rotation = Quaternion(0.97757924, -0.053521663, -0.054415643, -0.19624804)
bones/105/scale = Vector3(1.0000001, 1.0000083, 1.0000036)
bones/106/position = Vector3(0.023142539, -0.54231995, -0.9607401)
bones/106/rotation = Quaternion(0.99272084, -0.08158898, -0.03307842, -0.08218607)
bones/107/rotation = Quaternion(0.903578, -0.12777254, -0.05477002, -0.4052421)
bones/107/scale = Vector3(0.9999992, 0.9999624, 1.0000123)
bones/108/position = Vector3(-1.1340098e-08, 7.923448e-07, 9.0939814e-08)
bones/108/rotation = Quaternion(0.98967296, 0.0031370325, 0.10343237, -0.09919364)
bones/110/rotation = Quaternion(9.815354e-07, 7.072085e-10, -9.586452e-08, 1)
bones/110/scale = Vector3(0.99999994, 0.99999976, 1.0000001)
bones/113/position = Vector3(0.07716276, 0.6410925, 0.71644557)
bones/113/rotation = Quaternion(0.75079244, 0.54212654, -0.3715475, 0.0660462)
bones/114/position = Vector3(-0.031743176, 0.60466695, -0.39704067)
bones/114/rotation = Quaternion(0.4176498, -0.11118397, 0.55639553, -0.70966953)
bones/114/scale = Vector3(1.0000015, 1.0000038, 1.0000079)
bones/115/rotation = Quaternion(-0.07547326, 0.02173067, -0.31477332, 0.945912)
bones/115/scale = Vector3(0.9999974, 1.0000036, 0.99999976)
bones/116/rotation = Quaternion(0.03028559, -0.3116764, -0.037417784, 0.9489682)
bones/116/scale = Vector3(1.0000005, 0.9999972, 1.0000013)
bones/119/scale = Vector3(1.0000043, 0.9999975, 0.99999744)
bones/121/rotation = Quaternion(-4.820391e-08, -0.1579088, -2.0880496e-08, 0.98745376)
bones/121/scale = Vector3(1.0000037, 0.99999774, 0.9999977)
bones/123/scale = Vector3(1.000003, 0.9999977, 0.99999917)
bones/124/rotation = Quaternion(-3.1036683e-07, 0.17317644, 6.989145e-08, 0.9848908)
bones/124/scale = Vector3(1.0000037, 0.9999978, 0.99999875)
bones/126/rotation = Quaternion(-0.5163543, -0.16816929, 0.6340875, 0.550482)
bones/126/scale = Vector3(1.0000015, 1.000007, 1.000004)
bones/127/rotation = Quaternion(-0.24332331, 0.12663932, 0.6612194, 0.6982444)
bones/127/scale = Vector3(1.0000017, 1.0000014, 1.0000097)
bones/128/position = Vector3(-0.008928956, 0.128764, -0.06877987)
bones/128/rotation = Quaternion(0.025037244, 0.39930493, -0.88358396, 0.24332726)
bones/129/rotation = Quaternion(-0.07547334, 0.021730714, -0.31477335, 0.94591194)
bones/131/rotation = Quaternion(-0.41802245, -0.28161782, 0.08442414, 0.85954714)
bones/132/rotation = Quaternion(-0.5281791, -0.34319904, -0.62196887, -0.46518382)
bones/133/rotation = Quaternion(-0.012777329, 0.011854946, 0.00015161165, 0.9998482)
bones/133/scale = Vector3(1.0423008, 1.0423008, 1.0423006)
bones/134/rotation = Quaternion(0.02152103, -3.688601e-08, -1.5255387e-07, 0.99976844)
bones/134/scale = Vector3(0.9882629, 0.9882634, 0.98826265)
bones/135/position = Vector3(-0.0317431, 0.60466677, -0.39704087)
bones/135/rotation = Quaternion(0.22344373, -0.32689255, 0.658746, -0.6397405)
bones/135/scale = Vector3(1.0000048, 1.0000036, 1.0000046)
bones/137/position = Vector3(-0.33244255, 0.70370555, 0.67530614)
bones/137/rotation = Quaternion(0.7519437, -0.5788053, 0.30500948, 0.08083551)
bones/138/position = Vector3(-0.19594865, 0.65740275, -0.22511396)
bones/138/rotation = Quaternion(0.36201134, 0.22157827, -0.6475769, -0.63284683)
bones/138/scale = Vector3(1.0000019, 1.0000045, 1.0000057)
bones/139/rotation = Quaternion(-0.018797327, 0.13857716, 0.33871746, 0.9304373)
bones/139/scale = Vector3(0.9999983, 1.0000024, 0.9999992)
bones/140/rotation = Quaternion(0.09896898, 0.1986053, -0.00787212, 0.975038)
bones/140/scale = Vector3(1.0000031, 0.9999977, 0.9999988)
bones/143/scale = Vector3(1.000005, 0.99999815, 0.9999967)
bones/145/rotation = Quaternion(-1.7910523e-07, 0.10005118, -9.714451e-08, 0.9949823)
bones/145/scale = Vector3(1.0000045, 0.99999803, 0.9999968)
bones/147/scale = Vector3(1.0000035, 0.99999845, 0.9999981)
bones/148/rotation = Quaternion(2.0844507e-07, 0.011625211, 4.5709146e-07, 0.9999325)
bones/148/scale = Vector3(1.000004, 0.9999991, 0.999998)
bones/150/rotation = Quaternion(-0.51635444, 0.16816957, -0.63408744, 0.55048186)
bones/150/scale = Vector3(1.000001, 1.0000067, 1.000004)
bones/151/rotation = Quaternion(-0.24332346, -0.12663896, -0.6612195, 0.6982443)
bones/151/scale = Vector3(1.0000011, 1.0000017, 1.0000095)
bones/152/position = Vector3(0.027921734, -0.124764316, 0.07102555)
bones/152/rotation = Quaternion(-0.12973516, 0.47151387, -0.86254627, -0.12983702)
bones/153/rotation = Quaternion(-0.018797398, 0.13857722, 0.33871746, 0.9304373)
bones/155/rotation = Quaternion(-0.36541468, 0.16190512, -0.07102372, 0.91390073)
bones/155/scale = Vector3(0.99999994, 1, 0.9999998)
bones/156/rotation = Quaternion(0.68045896, -0.19169958, -0.3896983, 0.59022206)
bones/157/rotation = Quaternion(-0.01277751, -0.011854968, -0.0001513001, 0.9998481)
bones/157/scale = Vector3(1.0423003, 1.0422994, 1.0423005)
bones/158/rotation = Quaternion(0.021521209, -2.5687226e-07, -2.570953e-07, 0.9997684)
bones/158/scale = Vector3(0.9882631, 0.98826426, 0.9882618)
bones/159/position = Vector3(-0.19594839, 0.65740275, -0.2251139)
bones/159/rotation = Quaternion(0.28422734, 0.29369113, -0.68527013, -0.60279787)
bones/159/scale = Vector3(1.0000027, 1.0000043, 1.0000049)
bones/161/position = Vector3(0.07716276, 0.6410925, 0.71644557)
bones/161/rotation = Quaternion(0.75079244, 0.54212654, -0.3715475, 0.0660462)
bones/162/position = Vector3(-0.33244255, 0.70370555, 0.67530614)
bones/162/rotation = Quaternion(0.7519437, -0.5788053, 0.30500948, 0.08083551)
bones/165/position = Vector3(-1.5017577e-08, 0.26895812, -1.6243575e-08)
bones/165/rotation = Quaternion(-0.019247467, -0.20323175, 0.97894067, -0.0012537595)
bones/166/position = Vector3(0.0034187725, -3.131728, 0.9674823)
bones/167/position = Vector3(0.209171, 5.0901713, -2.6670303)
bones/167/rotation = Quaternion(0.16656846, 0.015223213, 0.18356222, 0.9686734)
bones/167/scale = Vector3(0.9999988, 0.9999987, 1.0000023)
bones/168/position = Vector3(0.18381567, -0.9622623, 0.9894084)
bones/168/rotation = Quaternion(0.9362244, -6.2652596e-08, -0.34127164, -0.083770975)
bones/168/scale = Vector3(1.0000011, 1.0000015, 1.0000101)
bones/170/position = Vector3(0.748137, 0.69556385, 3.7252903e-09)
bones/170/rotation = Quaternion(0.019250846, -0.20323181, 0.9789406, 0.001253055)
bones/171/position = Vector3(0.6322718, -2.6572587, 0.6064028)
bones/172/position = Vector3(-1.5122895, 4.4686184, -2.7014794)
bones/172/rotation = Quaternion(0.21553025, -0.03620148, 0.11066054, 0.9695311)
bones/172/scale = Vector3(0.99999887, 0.9999985, 1.0000024)
bones/173/position = Vector3(0.18381546, -0.96226203, 0.9894083)
bones/173/rotation = Quaternion(0.93622434, -2.9748788e-08, 0.34127158, -0.083771475)
bones/173/scale = Vector3(0.999999, 1.0000014, 0.99999464)
bones/175/position = Vector3(0.2542465, -2.2077389, 0.9589075)
bones/175/rotation = Quaternion(-0.008919476, -0.00021326332, -0.000697989, 0.99996)
bones/183/position = Vector3(-1.982537e-07, 5.9604563e-08, -1.517833e-08)
bones/185/rotation = Quaternion(5.4077844e-07, -0.20349081, 0.97907686, -1.12395135e-07)
bones/186/position = Vector3(0.57634556, 3.7607954, 0.15364014)
bones/186/rotation = Quaternion(-0.9604305, -0.020206233, -0.08076539, -0.26578543)
bones/186/scale = Vector3(0.9999997, 0.99999994, 1)
bones/187/rotation = Quaternion(0.15451065, -2.0305349e-09, -2.0850066e-09, 0.9879911)
bones/187/scale = Vector3(1.0000002, 0.99999994, 0.9999999)
bones/197/position = Vector3(-0.0011225368, -0.015787723, -0.051779967)
bones/199/rotation = Quaternion(0.00034800146, -0.20349097, 0.9790768, -7.2328476e-05)
bones/200/position = Vector3(-1.0407574, 3.6267605, -0.083099455)
bones/200/rotation = Quaternion(-0.9604305, -0.020206233, -0.08076539, -0.26578543)
bones/200/scale = Vector3(0.9999997, 0.99999994, 1)
bones/201/rotation = Quaternion(0.15451066, -1.9585848e-09, -2.5450761e-09, 0.9879911)
bones/201/scale = Vector3(1.0000002, 0.99999994, 0.99999994)
[editable path="bear_model"]
[editable path="bear_model/test_cube/Bear_FX"]
-319
View File
@@ -1,319 +0,0 @@
[gd_scene format=3 uid="uid://o8ocjfprxa7u"]
[ext_resource type="Script" uid="uid://cn7fhjkro7637" path="res://bear.gd" id="1_beargd"]
[ext_resource type="PackedScene" uid="uid://cofv5dbavesis" path="res://Assets/Bear.glb" id="2_bearglb"]
[ext_resource type="Script" uid="uid://bsbed05ifr18s" path="res://bear_test_cube.gd" id="3_rog1v"]
[ext_resource type="PackedScene" uid="uid://bdbx0wwa73rhp" path="res://Assets/fx/Bear_FX.glb" id="4_rog1v"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_body"]
radius = 1.0
height = 2.4
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_hit"]
radius = 1.3
height = 2.7
[sub_resource type="BoxShape3D" id="BoxShape3D_bfebr"]
size = Vector3(6.2019043, 8.561401, 7.0739746)
[sub_resource type="BoxShape3D" id="BoxShape3D_rog1v"]
size = Vector3(14.399288, 51.902206, 5.741211)
[node name="Bear" type="CharacterBody3D" unique_id=1573237287]
script = ExtResource("1_beargd")
[node name="CollisionShape3D" type="CollisionShape3D" parent="." unique_id=830443382]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.2, 0)
shape = SubResource("CapsuleShape3D_body")
[node name="HitArea" type="Area3D" parent="." unique_id=365327397]
monitorable = false
[node name="CollisionShape3D" type="CollisionShape3D" parent="HitArea" unique_id=2111867348]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.35, 0)
shape = SubResource("CapsuleShape3D_hit")
[node name="bear_model" parent="." unique_id=359217823 instance=ExtResource("2_bearglb")]
[node name="test_cube" type="Node3D" parent="bear_model" unique_id=646988893]
script = ExtResource("3_rog1v")
[node name="Bear_FX" parent="bear_model/test_cube" unique_id=1183391245 instance=ExtResource("4_rog1v")]
[node name="Bear_fx_jump_smash" parent="bear_model/test_cube/Bear_FX" index="0" unique_id=750478984]
visible = false
[node name="Bear_fx_claw_attack_R" parent="bear_model/test_cube/Bear_FX" index="1" unique_id=88064381]
visible = false
[node name="Bear_fx_claw_attack_L" parent="bear_model/test_cube/Bear_FX" index="2" unique_id=1378755061]
visible = false
[node name="Bear_fx_smash_hit" parent="bear_model/test_cube/Bear_FX" index="3" unique_id=1711579105]
transform = Transform3D(0.55488384, -0.039024748, -0.018949924, 0.041069064, 0.55086076, 0.06814586, 0.013977209, -0.06933683, 0.5520644, 1.327292, -0.21312934, 5.190573)
[node name="RigidBody3D" type="AnimatableBody3D" parent="bear_model/test_cube/Bear_FX/Bear_fx_smash_hit" index="0" unique_id=1764208051]
transform = Transform3D(1.0000001, -1.21071935e-08, -1.8626451e-08, -9.313226e-10, 0.99999994, 7.450581e-09, 3.7252903e-09, -1.4901161e-08, 0.99999994, 0, 0, 0)
collision_layer = 8
collision_mask = 2
[node name="CollisionShape3D2" type="CollisionShape3D" parent="bear_model/test_cube/Bear_FX/Bear_fx_smash_hit/RigidBody3D" unique_id=1779197150]
transform = Transform3D(0.99993557, -0.00749125, -0.010078691, 0.0077760145, 0.999569, 0.028562747, 0.009858355, -0.028639637, 0.9995405, -1.5136471, 0.9093375, 35.591957)
shape = SubResource("BoxShape3D_bfebr")
disabled = true
[node name="CollisionShape3D" type="CollisionShape3D" parent="bear_model/test_cube/Bear_FX/Bear_fx_smash_hit/RigidBody3D" unique_id=1276552823]
transform = Transform3D(0.9935104, -0.040698394, -0.10621016, -0.108634494, -0.06290151, -0.9920882, 0.03369555, 0.99719334, -0.06691426, -1.6357545, -0.5093044, 12.68803)
shape = SubResource("BoxShape3D_rog1v")
[node name="Skeleton3D" parent="bear_model/bear-rig" parent_id_path=PackedInt32Array(359217823, 1017999212) index="0" unique_id=1624609914]
bones/1/position = Vector3(0.00851878, 0.24701798, 1.2888045)
bones/1/rotation = Quaternion(0.29791054, -0.060797628, -0.056875575, 0.9509564)
bones/2/rotation = Quaternion(0.084239505, -0.026013458, 0.009274505, 0.9960628)
bones/2/scale = Vector3(0.9999999, 1.0000008, 0.99999934)
bones/3/rotation = Quaternion(-0.14812404, -0.039577905, 0.049865585, 0.98691756)
bones/4/rotation = Quaternion(-0.40577498, -0.03082885, 0.05040324, 0.9120612)
bones/5/rotation = Quaternion(0.27801633, 0.0014148077, 0.015671793, 0.96044755)
bones/6/rotation = Quaternion(0.50370073, 0.13519946, -0.093789615, 0.8480627)
bones/7/rotation = Quaternion(0.75079185, 0.54212743, -0.37154716, 0.06604591)
bones/8/rotation = Quaternion(0.22344273, -0.32689556, 0.65874565, -0.63973963)
bones/9/rotation = Quaternion(0.026405705, -0.27415153, -0.3226086, 0.9055757)
bones/10/rotation = Quaternion(0.030285481, -0.31167626, -0.037417818, 0.94896823)
bones/11/rotation = Quaternion(0.751943, -0.5788067, 0.30500817, 0.080837056)
bones/12/rotation = Quaternion(0.28422552, 0.2936944, -0.68526876, -0.6027987)
bones/13/rotation = Quaternion(0.020711409, 0.24585825, 0.3386082, 0.9080029)
bones/14/rotation = Quaternion(0.098969, 0.19860524, -0.007872087, 0.97503805)
bones/15/rotation = Quaternion(0.6979166, 0.16086513, -0.15598965, 0.680222)
bones/16/rotation = Quaternion(0.89734674, 0.09874082, -0.25790086, 0.34424722)
bones/17/rotation = Quaternion(-0.13802421, 0.26758972, 0.081159085, 0.9501359)
bones/17/scale = Vector3(0.9999998, 1.0000002, 1)
bones/19/rotation = Quaternion(-4.514978e-15, 1, 7.4505806e-08, -5.523351e-07)
bones/20/rotation = Quaternion(-0.49266306, -0.27058616, 0.262383, 0.7843606)
bones/21/rotation = Quaternion(0.0016915401, 0.70246154, -0.001669446, 0.7117178)
bones/22/rotation = Quaternion(-0.5496364, -0.3220462, -0.22350304, 0.73772115)
bones/22/scale = Vector3(0.9999997, 0.9999998, 0.9999999)
bones/23/rotation = Quaternion(-0.00015351747, 0.902104, -0.4315187, 0.00032039074)
bones/24/rotation = Quaternion(6.628114e-12, 0.99999994, 5.2154085e-08, -0.00035543842)
bones/25/position = Vector3(1.0191536, 3.5353048, 3.5049686)
bones/25/rotation = Quaternion(-0.087474234, 0.16733547, 0.98056763, 0.053239316)
bones/25/scale = Vector3(1, 17.518272, 1.0000001)
bones/26/position = Vector3(-1.0831825, 3.749937, 2.5891113)
bones/26/rotation = Quaternion(0.016340872, 0.19671263, 0.9801456, 0.01875816)
bones/26/scale = Vector3(1.0000001, 18.765795, 1)
bones/27/position = Vector3(1.0193456, -0.43209565, 2.5343885)
bones/27/rotation = Quaternion(0.61800283, -0.11976056, 0.11976072, 0.7677157)
bones/27/scale = Vector3(0.99999994, 16.85072, 1)
bones/28/position = Vector3(-0.8340287, 1.0348616, 1.282705)
bones/28/rotation = Quaternion(0.82860446, -0.029359974, 0.02935981, 0.5582926)
bones/28/scale = Vector3(0.99999994, 32.068844, 1)
bones/30/position = Vector3(0.032563455, -0.8335703, -0.9236449)
bones/30/rotation = Quaternion(-0.8670657, 0.042821795, -0.07139772, 0.4911883)
bones/31/position = Vector3(2.3450447e-08, -1.4631646, 0.23291242)
bones/31/rotation = Quaternion(-6.0737464e-09, 4.8699293e-09, -1.4618977e-09, 1)
bones/31/scale = Vector3(0.99999994, 0.9999999, 0.99999994)
bones/32/position = Vector3(-0.04394375, -1.087056, 0.096768975)
bones/32/rotation = Quaternion(-0.8343034, 0.119118, -0.061490715, 0.5347595)
bones/32/scale = Vector3(0.9999999, 0.99999976, 0.99999964)
bones/33/position = Vector3(3.977649e-08, -1.4631644, 0.23291251)
bones/33/rotation = Quaternion(-8.833673e-08, -2.419923e-08, -6.733043e-09, 1)
bones/33/scale = Vector3(0.9999998, 0.9999998, 0.99999994)
bones/35/position = Vector3(1.0184407e-08, -1.0594703, -5.9146995e-08)
bones/35/rotation = Quaternion(0.99971783, 1.3593646e-07, 5.3695976e-06, -0.023754615)
bones/35/scale = Vector3(0.99999976, 0.9999998, 1.0000012)
bones/39/position = Vector3(0.8199172, 0.25251278, 0.47214246)
bones/39/rotation = Quaternion(0.71402234, 0.34199142, 0.043267474, 0.60937834)
bones/39/scale = Vector3(1.0000004, 0.9999996, 0.9999991)
bones/40/rotation = Quaternion(0.9336719, 1.2799235e-07, 3.7337827e-08, 0.3581296)
bones/40/scale = Vector3(1.0000004, 1.0000001, 1.0000001)
bones/41/rotation = Quaternion(-0.13802455, 0.26758966, 0.08115916, 0.9501359)
bones/41/scale = Vector3(0.99999946, 0.99999976, 0.9999996)
bones/42/position = Vector3(-1.9729964e-07, 0.56145483, 7.283501e-08)
bones/46/scale = Vector3(0.99999946, 0.99999964, 0.9999999)
bones/48/rotation = Quaternion(-2.9741386e-07, 0.13593404, 1.01778824e-07, 0.9907179)
bones/48/scale = Vector3(0.9999993, 0.9999996, 0.9999999)
bones/50/scale = Vector3(0.99999994, 0.99999994, 0.9999998)
bones/51/rotation = Quaternion(-2.5567479e-08, -0.20499781, -2.3086146e-08, 0.9787625)
bones/51/scale = Vector3(0.9999999, 0.99999964, 0.99999964)
bones/53/position = Vector3(-0.8199191, 0.25251284, 0.47213903)
bones/53/rotation = Quaternion(-0.5351706, 0.35860845, -0.15898216, 0.74814254)
bones/53/scale = Vector3(1, 0.99999875, 0.99999946)
bones/54/rotation = Quaternion(0.0023762286, -4.7362324e-08, -6.475868e-08, 0.9999972)
bones/55/rotation = Quaternion(-0.54963607, -0.322046, -0.22350314, 0.73772144)
bones/55/scale = Vector3(1.0000002, 1, 1.0000002)
bones/56/position = Vector3(0.0013532753, 0.57868266, 0.05537574)
bones/56/rotation = Quaternion(-0.00015348212, 0.90210384, -0.43151882, 0.0003204293)
bones/57/rotation = Quaternion(0.70073944, -0.70073956, -0.094679825, -0.09467953)
bones/60/scale = Vector3(1.0000004, 1.0000004, 1.0000002)
bones/62/rotation = Quaternion(-1.7092354e-08, -0.18223058, 2.6700846e-08, 0.98325586)
bones/62/scale = Vector3(1.0000002, 1.0000002, 1.0000001)
bones/64/scale = Vector3(1.0000004, 1.0000004, 1)
bones/65/rotation = Quaternion(-1.0345744e-08, -0.3796584, -4.0675246e-08, 0.9251268)
bones/65/scale = Vector3(1.0000002, 1.0000004, 1.0000004)
bones/67/rotation = Quaternion(0.7179022, -7.671307e-07, 7.885642e-07, 0.696144)
bones/67/scale = Vector3(1.0000004, 0.9999986, 0.99999994)
bones/68/rotation = Quaternion(0.9776482, 2.0029378e-07, 1.0460874e-06, -0.2102479)
bones/68/scale = Vector3(1.0000004, 1.0000004, 0.9999982)
bones/69/position = Vector3(-2.4645832e-08, -6.861796e-09, 7.455772e-08)
bones/69/rotation = Quaternion(-0.8315212, 2.5276703e-08, -9.3330055e-09, 0.5554931)
bones/69/scale = Vector3(1, 1.0000001, 1.0000002)
bones/70/rotation = Quaternion(0.67750055, 8.820757e-08, 7.575834e-08, 0.7355223)
bones/70/scale = Vector3(1, 1, 1)
bones/71/scale = Vector3(0.9999999, 1, 0.9999999)
bones/72/rotation = Quaternion(-2.1641608e-07, -4.6565607e-10, -4.6576065e-10, 1)
bones/75/rotation = Quaternion(-0.34314692, -0.20321459, -0.2785586, 0.8737043)
bones/76/position = Vector3(1.01587794e-07, -1.5306958e-07, -4.3554866e-07)
bones/76/rotation = Quaternion(-0.51764834, -7.167482e-08, 1.7163823e-07, 0.85559356)
bones/77/rotation = Quaternion(0.93367195, 1.2110854e-07, 3.8556042e-08, 0.35812962)
bones/78/position = Vector3(0.8199172, 0.25251257, 0.47214243)
bones/78/rotation = Quaternion(0.6979164, 0.16086517, -0.15598962, 0.6802223)
bones/78/scale = Vector3(1.0000004, 0.9999997, 0.99999905)
bones/80/rotation = Quaternion(0.7179022, -7.6713064e-07, 7.885641e-07, 0.696144)
bones/80/scale = Vector3(1.0000004, 0.9999986, 0.99999994)
bones/81/rotation = Quaternion(0.97764814, 1.9846473e-07, 1.0426893e-06, -0.21024783)
bones/81/scale = Vector3(1.0000004, 1.0000002, 0.9999982)
bones/82/position = Vector3(6.103571e-08, 8.8816435e-08, -3.6955274e-09)
bones/82/rotation = Quaternion(-0.8315211, 2.3407136e-08, -1.2821512e-08, 0.5554932)
bones/82/scale = Vector3(0.99999994, 0.99999994, 1)
bones/83/rotation = Quaternion(0.6775009, -8.600083e-08, -8.977273e-08, 0.735522)
bones/83/scale = Vector3(1, 1.0000001, 1)
bones/84/scale = Vector3(0.99999994, 1.0000001, 0.9999999)
bones/85/rotation = Quaternion(2.6833732e-07, -9.313788e-10, -2.5612494e-09, 1)
bones/85/scale = Vector3(1.0000001, 1, 1.0000001)
bones/87/rotation = Quaternion(-0.5230753, 0.20132942, 0.026226493, 0.8277505)
bones/88/rotation = Quaternion(0.61967987, 0.23118778, 0.3169036, 0.679795)
bones/89/position = Vector3(2.953037e-07, 4.9207458e-08, -4.3015167e-08)
bones/89/rotation = Quaternion(-0.001144886, -2.973514e-08, 2.817069e-08, 0.9999994)
bones/90/rotation = Quaternion(0.0023764072, -4.0769752e-08, -7.0690255e-08, 0.99999726)
bones/91/position = Vector3(-0.8199192, 0.2525128, 0.47213912)
bones/91/rotation = Quaternion(-0.49266297, -0.27058598, 0.2623832, 0.78436047)
bones/91/scale = Vector3(1.0000002, 0.999999, 0.99999964)
bones/96/position = Vector3(-0.021971898, -1.2751104, 0.16484088)
bones/96/rotation = Quaternion(-0.47603267, 0.067788206, -0.035077166, 0.8761091)
bones/96/scale = Vector3(0.9999999, 0.9999999, 0.99999976)
bones/97/rotation = Quaternion(0.997074, -1.2813135e-07, 1.666339e-06, -0.07644201)
bones/98/position = Vector3(0.01993539, 0.08757691, 0.045667563)
bones/98/rotation = Quaternion(0.1475291, 0.03397043, -0.019923227, 0.9882734)
bones/98/scale = Vector3(1, 1.0000011, 1.0000023)
bones/101/position = Vector3(-0.021972047, 0.8282039, 0.0959422)
bones/101/rotation = Quaternion(0.8371564, 0.04015539, 0.06490996, 0.5416119)
bones/101/scale = Vector3(1, 1.0000066, 0.99998474)
bones/102/rotation = Quaternion(0.95545256, -6.924111e-08, 2.2887033e-07, -0.29514462)
bones/103/position = Vector3(0.17285576, 0.72785676, 1.0822707)
bones/103/rotation = Quaternion(0.27801546, 0.0014157619, 0.015671493, 0.9604477)
bones/103/scale = Vector3(1.0000002, 1.000013, 1.0000246)
bones/104/rotation = Quaternion(0.5037003, 0.13519715, -0.093790196, 0.84806323)
bones/104/scale = Vector3(1.0000721, 1.0000457, 0.99993384)
bones/105/rotation = Quaternion(0.97757924, -0.053521663, -0.054415643, -0.19624804)
bones/105/scale = Vector3(1.0000001, 1.0000083, 1.0000036)
bones/106/position = Vector3(0.023142539, -0.54231995, -0.9607401)
bones/106/rotation = Quaternion(0.99272084, -0.08158898, -0.03307842, -0.08218607)
bones/107/rotation = Quaternion(0.903578, -0.12777254, -0.05477002, -0.4052421)
bones/107/scale = Vector3(0.9999992, 0.9999624, 1.0000123)
bones/108/position = Vector3(-1.1340098e-08, 7.923448e-07, 9.0939814e-08)
bones/108/rotation = Quaternion(0.98967296, 0.0031370325, 0.10343237, -0.09919364)
bones/110/rotation = Quaternion(9.815354e-07, 7.072085e-10, -9.586452e-08, 1)
bones/110/scale = Vector3(0.99999994, 0.99999976, 1.0000001)
bones/113/position = Vector3(0.07716276, 0.6410925, 0.71644557)
bones/113/rotation = Quaternion(0.75079244, 0.54212654, -0.3715475, 0.0660462)
bones/114/position = Vector3(-0.031743176, 0.60466695, -0.39704067)
bones/114/rotation = Quaternion(0.4176498, -0.11118397, 0.55639553, -0.70966953)
bones/114/scale = Vector3(1.0000015, 1.0000038, 1.0000079)
bones/115/rotation = Quaternion(-0.07547326, 0.02173067, -0.31477332, 0.945912)
bones/115/scale = Vector3(0.9999974, 1.0000036, 0.99999976)
bones/116/rotation = Quaternion(0.03028559, -0.3116764, -0.037417784, 0.9489682)
bones/116/scale = Vector3(1.0000005, 0.9999972, 1.0000013)
bones/119/scale = Vector3(1.0000043, 0.9999975, 0.99999744)
bones/121/rotation = Quaternion(-4.820391e-08, -0.1579088, -2.0880496e-08, 0.98745376)
bones/121/scale = Vector3(1.0000037, 0.99999774, 0.9999977)
bones/123/scale = Vector3(1.000003, 0.9999977, 0.99999917)
bones/124/rotation = Quaternion(-3.1036683e-07, 0.17317644, 6.989145e-08, 0.9848908)
bones/124/scale = Vector3(1.0000037, 0.9999978, 0.99999875)
bones/126/rotation = Quaternion(-0.5163543, -0.16816929, 0.6340875, 0.550482)
bones/126/scale = Vector3(1.0000015, 1.000007, 1.000004)
bones/127/rotation = Quaternion(-0.24332331, 0.12663932, 0.6612194, 0.6982444)
bones/127/scale = Vector3(1.0000017, 1.0000014, 1.0000097)
bones/128/position = Vector3(-0.008928956, 0.128764, -0.06877987)
bones/128/rotation = Quaternion(0.025037244, 0.39930493, -0.88358396, 0.24332726)
bones/129/rotation = Quaternion(-0.07547334, 0.021730714, -0.31477335, 0.94591194)
bones/131/rotation = Quaternion(-0.41802245, -0.28161782, 0.08442414, 0.85954714)
bones/132/rotation = Quaternion(-0.5281791, -0.34319904, -0.62196887, -0.46518382)
bones/133/rotation = Quaternion(-0.012777329, 0.011854946, 0.00015161165, 0.9998482)
bones/133/scale = Vector3(1.0423008, 1.0423008, 1.0423006)
bones/134/rotation = Quaternion(0.02152103, -3.688601e-08, -1.5255387e-07, 0.99976844)
bones/134/scale = Vector3(0.9882629, 0.9882634, 0.98826265)
bones/135/position = Vector3(-0.0317431, 0.60466677, -0.39704087)
bones/135/rotation = Quaternion(0.22344373, -0.32689255, 0.658746, -0.6397405)
bones/135/scale = Vector3(1.0000048, 1.0000036, 1.0000046)
bones/137/position = Vector3(-0.33244255, 0.70370555, 0.67530614)
bones/137/rotation = Quaternion(0.7519437, -0.5788053, 0.30500948, 0.08083551)
bones/138/position = Vector3(-0.19594865, 0.65740275, -0.22511396)
bones/138/rotation = Quaternion(0.36201134, 0.22157827, -0.6475769, -0.63284683)
bones/138/scale = Vector3(1.0000019, 1.0000045, 1.0000057)
bones/139/rotation = Quaternion(-0.018797327, 0.13857716, 0.33871746, 0.9304373)
bones/139/scale = Vector3(0.9999983, 1.0000024, 0.9999992)
bones/140/rotation = Quaternion(0.09896898, 0.1986053, -0.00787212, 0.975038)
bones/140/scale = Vector3(1.0000031, 0.9999977, 0.9999988)
bones/143/scale = Vector3(1.000005, 0.99999815, 0.9999967)
bones/145/rotation = Quaternion(-1.7910523e-07, 0.10005118, -9.714451e-08, 0.9949823)
bones/145/scale = Vector3(1.0000045, 0.99999803, 0.9999968)
bones/147/scale = Vector3(1.0000035, 0.99999845, 0.9999981)
bones/148/rotation = Quaternion(2.0844507e-07, 0.011625211, 4.5709146e-07, 0.9999325)
bones/148/scale = Vector3(1.000004, 0.9999991, 0.999998)
bones/150/rotation = Quaternion(-0.51635444, 0.16816957, -0.63408744, 0.55048186)
bones/150/scale = Vector3(1.000001, 1.0000067, 1.000004)
bones/151/rotation = Quaternion(-0.24332346, -0.12663896, -0.6612195, 0.6982443)
bones/151/scale = Vector3(1.0000011, 1.0000017, 1.0000095)
bones/152/position = Vector3(0.027921734, -0.124764316, 0.07102555)
bones/152/rotation = Quaternion(-0.12973516, 0.47151387, -0.86254627, -0.12983702)
bones/153/rotation = Quaternion(-0.018797398, 0.13857722, 0.33871746, 0.9304373)
bones/155/rotation = Quaternion(-0.36541468, 0.16190512, -0.07102372, 0.91390073)
bones/155/scale = Vector3(0.99999994, 1, 0.9999998)
bones/156/rotation = Quaternion(0.68045896, -0.19169958, -0.3896983, 0.59022206)
bones/157/rotation = Quaternion(-0.01277751, -0.011854968, -0.0001513001, 0.9998481)
bones/157/scale = Vector3(1.0423003, 1.0422994, 1.0423005)
bones/158/rotation = Quaternion(0.021521209, -2.5687226e-07, -2.570953e-07, 0.9997684)
bones/158/scale = Vector3(0.9882631, 0.98826426, 0.9882618)
bones/159/position = Vector3(-0.19594839, 0.65740275, -0.2251139)
bones/159/rotation = Quaternion(0.28422734, 0.29369113, -0.68527013, -0.60279787)
bones/159/scale = Vector3(1.0000027, 1.0000043, 1.0000049)
bones/161/position = Vector3(0.07716276, 0.6410925, 0.71644557)
bones/161/rotation = Quaternion(0.75079244, 0.54212654, -0.3715475, 0.0660462)
bones/162/position = Vector3(-0.33244255, 0.70370555, 0.67530614)
bones/162/rotation = Quaternion(0.7519437, -0.5788053, 0.30500948, 0.08083551)
bones/165/position = Vector3(-1.5017577e-08, 0.26895812, -1.6243575e-08)
bones/165/rotation = Quaternion(-0.019247467, -0.20323175, 0.97894067, -0.0012537595)
bones/166/position = Vector3(0.0034187725, -3.131728, 0.9674823)
bones/167/position = Vector3(0.209171, 5.0901713, -2.6670303)
bones/167/rotation = Quaternion(0.16656846, 0.015223213, 0.18356222, 0.9686734)
bones/167/scale = Vector3(0.9999988, 0.9999987, 1.0000023)
bones/168/position = Vector3(0.18381567, -0.9622623, 0.9894084)
bones/168/rotation = Quaternion(0.9362244, -6.2652596e-08, -0.34127164, -0.083770975)
bones/168/scale = Vector3(1.0000011, 1.0000015, 1.0000101)
bones/170/position = Vector3(0.748137, 0.69556385, 3.7252903e-09)
bones/170/rotation = Quaternion(0.019250846, -0.20323181, 0.9789406, 0.001253055)
bones/171/position = Vector3(0.6322718, -2.6572587, 0.6064028)
bones/172/position = Vector3(-1.5122895, 4.4686184, -2.7014794)
bones/172/rotation = Quaternion(0.21553025, -0.03620148, 0.11066054, 0.9695311)
bones/172/scale = Vector3(0.99999887, 0.9999985, 1.0000024)
bones/173/position = Vector3(0.18381546, -0.96226203, 0.9894083)
bones/173/rotation = Quaternion(0.93622434, -2.9748788e-08, 0.34127158, -0.083771475)
bones/173/scale = Vector3(0.999999, 1.0000014, 0.99999464)
bones/175/position = Vector3(0.2542465, -2.2077389, 0.9589075)
bones/175/rotation = Quaternion(-0.008919476, -0.00021326332, -0.000697989, 0.99996)
bones/183/position = Vector3(-1.982537e-07, 5.9604563e-08, -1.517833e-08)
bones/185/rotation = Quaternion(5.4077844e-07, -0.20349081, 0.97907686, -1.12395135e-07)
bones/186/position = Vector3(0.57634556, 3.7607954, 0.15364014)
bones/186/rotation = Quaternion(-0.9604305, -0.020206233, -0.08076539, -0.26578543)
bones/186/scale = Vector3(0.9999997, 0.99999994, 1)
bones/187/rotation = Quaternion(0.15451065, -2.0305349e-09, -2.0850066e-09, 0.9879911)
bones/187/scale = Vector3(1.0000002, 0.99999994, 0.9999999)
bones/197/position = Vector3(-0.0011225368, -0.015787723, -0.051779967)
bones/199/rotation = Quaternion(0.00034800146, -0.20349097, 0.9790768, -7.2328476e-05)
bones/200/position = Vector3(-1.0407574, 3.6267605, -0.083099455)
bones/200/rotation = Quaternion(-0.9604305, -0.020206233, -0.08076539, -0.26578543)
bones/200/scale = Vector3(0.9999997, 0.99999994, 1)
bones/201/rotation = Quaternion(0.15451066, -1.9585848e-09, -2.5450761e-09, 0.9879911)
bones/201/scale = Vector3(1.0000002, 0.99999994, 0.99999994)
[editable path="bear_model"]
[editable path="bear_model/test_cube/Bear_FX"]
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
-1
View File
@@ -1 +0,0 @@
uid://ymaeifakqovf
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
+59 -23
View File
@@ -10,35 +10,64 @@ I am a **Godot 4.6+ expert**. I follow current best practices for GDScript, scen
## Project structure ## Project structure
Files are grouped by **role**, not by type. Scripts and scenes are `snake_case`;
`PascalCase` is reserved for `class_name` identifiers (this avoids case-insensitive
filesystem aliasing on the web/macOS targets).
```
actors/{player,matador,bear}/ the three characters (script + scene together)
systems/combat/ hitbox.gd, damage_event.gd, physics_layers.gd
systems/fx/ Fx autoload + effect scenes (Siim's authoring dir)
systems/input/ controls_manager.gd, touch_controls.gd
systems/debug/ debug_params.gd (DP), debug_draw.gd, console.gd
systems/render/ rigid_skin.gd, ps1_filter (post-process)
systems/crowd/ billboard audience
systems/config/ settings.gd (Settings autoload)
ui/ hud, mobile_hud, main_menu, ui_theme/fonts, overlays
props/ barrels, torch
levels/ game_shell.tscn + level modules
tools/ tests/ editor/bake scripts, headless tests
art/ all raw art, grouped by role (snake_case):
characters/ levels/ weapons/ bull/matador/bear, arena/lobby geometry, spear/sword
fx/ anim/ textures/ bear_fx, crowd_clap, baked sheets
ui/ icons/ fonts/ menu art, ability icons, Cinzel fonts
hdri/ materials/ sky HDRIs, shared StandardMaterial3D resources
blender/ Siim's .blend working files (Godot-ignored)
```
| Path | Purpose | | Path | Purpose |
|---|---| |---|---|
| `scene.tscn` | The reusable **shell** loaded for every level: player, camera, HUD, PS1 filter, and an empty `LevelRoot`. Its `game_shell.gd` instances the active level's module into `LevelRoot` at runtime | | `levels/game_shell.tscn` | The reusable **shell** loaded for every level: player, camera, HUD, PS1 filter, and an empty `LevelRoot`. Its `game_shell.gd` instances the active level's module into `LevelRoot` at runtime |
| `levels/` | The level system: per-level module scenes plus the code that defines, loads and sequences them (see rows below) | | `levels/` | The level system: per-level module scenes plus the code that defines, loads and sequences them (see rows below) |
| `levels/game_shell.gd` | Shell controller — on load, frees any current level module and instances `Run.active_level().level_scene` into `LevelRoot`. Swapping the whole subtree (never hiding it) is what keeps one level's meshes/colliders/spawners from leaking into the next | | `levels/game_shell.gd` | Shell controller — on load, frees any current level module and instances `Run.active_level().level_scene` into `LevelRoot`. Swapping the whole subtree (never hiding it) is what keeps one level's meshes/colliders/spawners from leaking into the next |
| `levels/arena_level.tscn` | The arena **level module**: floor + wall colliders, arena meshes, `MatadorSpawner` (with child `Node3D` spawn points placed by the designer), lighting, audience (`PublikNode`). Instanced into the shell's `LevelRoot` | | `levels/arena_level.tscn` | The arena **level module**: floor + wall colliders, arena meshes, `MatadorSpawner` (with child `Node3D` spawn points placed by the designer), lighting, audience (`PublikNode`). Instanced into the shell's `LevelRoot` |
| `levels/bear_level.tscn` | The Bear's Den **level module**: bear-arena mesh, its own floor collider, lighting, and a `BearSpawner` (`bear_spawn.gd`) that places the bear at center. Instanced into the shell's `LevelRoot` | | `levels/bear_level.tscn` | The Bear's Den **level module**: bear-arena mesh, its own floor collider, lighting, and a `BearSpawner` (`bear_spawn.gd`) that places the bear at center. Instanced into the shell's `LevelRoot` |
| `Player.tscn` | Player scene root (`CharacterBody3D`) | | `actors/player/player.tscn` | Player scene root (`CharacterBody3D`) |
| `player.gd` | Movement, charge, turning logic | | `actors/player/player.gd` | Movement, charge, turning, and abilities (kick/dash/slam/roll). Ability & movement particle FX are **not** built here — they're authored scenes in `systems/fx/` (`bull_*.tscn`), fired via `Fx.spawn()` (one-shots) / `Fx.attach()` (continuous) |
| `actors/player/bull_impact_fx.gd` | Bull's coded, non-particle impact FX (the slam shockwave rings + kick flash-pop — tweened meshes, not CPUParticles3D, so they can't be `systems/fx/` scenes). Created by `player.gd` |
| `actors/player/bull_legs.gd` | Bull body-wobble + tail Verlet-chain simulation. Created by `player.gd` |
| `camera_spring_arm.gd` | Mouse-look pivot (`Node3D` + `SpringArm3D`) | | `camera_spring_arm.gd` | Mouse-look pivot (`Node3D` + `SpringArm3D`) |
| `camera_follow.gd` | Smooth camera follow (`Camera3D`) | | `camera_follow.gd` | Smooth camera follow (`Camera3D`) |
| `matador.gd` | Matador AI (wander / ragdoll state machine) | | `actors/matador/matador.gd` | Matador AI (wander / ragdoll state machine) |
| `levels/matador_spawn.gd` | Arena spawner — one matador per designer-placed child `Node3D` spawn point (each enters with a jump-roll toward center); falls back to a programmatic spread if no spawn points are present. Also handles the split-on-death hydra logic | | `levels/matador_spawn.gd` | Arena spawner — one matador per designer-placed child `Node3D` spawn point (each enters with a jump-roll toward center); falls back to a programmatic spread if no spawn points are present. Also handles the split-on-death hydra logic |
| `levels/bear_spawn.gd` | Bear-level spawner — instantiates `enemy_scene` at the arena center; emits the same `all_defeated` / `matador_killed` signals as `matador_spawn.gd` | | `levels/bear_spawn.gd` | Bear-level spawner — instantiates `enemy_scene` at the arena center; emits the same `all_defeated` / `matador_killed` signals as `matador_spawn.gd` |
| `Bear.tscn` / `bear.gd` | Dark-Souls-style bear boss (`CharacterBody3D`). Routine state machine (wind-up → active → recovery) picking telegraphed moves by range band: Double Swipe / Overhead Smash (close), Leap Slam (mid-far), plus Stalk (2-leg walk-in) / Prowl (4-leg lope) positioning. Melee steps in during the swing (`bear_lunge_speed`) + tracks the bull; the leap is frame-synced to JUMP_SMASH so the paws hit ground on the impact frame (`bear_leap_impact_frame`); slams kick up dust + shake. Combos chain, hyper-armour mid-swing + poise (`bear_stagger_cd`), phase 2 enrage under `bear_enrage_frac` HP. Never damages the bull by colliding — only swings/slams. A horns-first bull charge wounds it (`_sweep_bull_ram`: swept prev→now so a tunnelling/point-blank charge still lands, gated by `bear_ram_reach` + `bull_gore_arc`, edge-triggered = one charge per wound). Joins `&"matador"` so bull abilities already hit it. Tuning under the `Bear` DP section | | `actors/bear/bear.tscn` / `actors/bear/bear.gd` | Dark-Souls-style bear boss (`CharacterBody3D`). Routine state machine (wind-up → active → recovery) picking telegraphed moves by range band: Double Swipe / Overhead Smash (close), Leap Slam (mid-far), plus Stalk (2-leg walk-in) / Prowl (4-leg lope) positioning. Melee steps in during the swing (`bear_lunge_speed`) + tracks the bull; the leap is frame-synced to JUMP_SMASH so the paws hit ground on the impact frame (`bear_leap_impact_frame`); slams kick up dust + shake. Combos chain, hyper-armour mid-swing + poise (`bear_stagger_cd`), phase 2 enrage under `bear_enrage_frac` HP. Never damages the bull by colliding — only swings/slams. A horns-first bull charge wounds it (`_sweep_bull_ram`: swept prev→now so a tunnelling/point-blank charge still lands, gated by `bear_ram_reach` + `bull_gore_arc`, edge-triggered = one charge per wound). Joins `&"matador"` so bull abilities already hit it. Tuning under the `Bear` DP section |
| `BearAttackHitboxes.tscn` | The bear's attack colliders as a self-contained sub-scene (instanced under `bear_model`): a `LeapSlamHitbox` (Hitbox + cylinder = ground circle) and `SmashHitbox` (Hitbox + box = forward shockwave lane), plus an `AnimationPlayer` whose `leap_slam` / `smash_travel` clips author each collider's size + travel — scrub to tweak, like `Bear_FX`. `bear.gd` only fires the clip, arms the knock-up shaping, and sweeps for overlaps while it runs (see `_setup_attack_hitboxes` / `_start_attack_hitbox`) | | `actors/bear/bear_attack_hitboxes.tscn` | The bear's attack colliders as a self-contained sub-scene (instanced under `bear_model`): a `LeapSlamHitbox` (Hitbox + cylinder = ground circle) and `SmashHitbox` (Hitbox + box = forward shockwave lane), plus an `AnimationPlayer` whose `leap_slam` / `smash_travel` clips author each collider's size + travel — scrub to tweak, like `Bear_FX`. `actors/bear/bear.gd` only fires the clip, arms the knock-up shaping, and sweeps for overlaps while it runs (see `_setup_attack_hitboxes` / `_start_attack_hitbox`) |
| `Sword.tscn` / `hitbox.gd` | The matador's sword wrapper (glb + editor-tweakable `BladeHitbox`). `hitbox.gd` (`class_name Hitbox`, Area3D) is the shared attack collider: `activate()`/`deactivate()` gate an active window, `sweep()` catches bodies already inside (AoE), and knock-up can ramp by distance (`knock_up_min_dist`/`_max_dist`) for the bear's outer-ring launch / further-hit-flies-higher | | `actors/matador/sword.tscn` / `systems/combat/hitbox.gd` | The matador's sword wrapper (glb + editor-tweakable `BladeHitbox`). `systems/combat/hitbox.gd` (`class_name Hitbox`, Area3D) is the shared attack collider: `activate()`/`deactivate()` gate an active window, `sweep()` catches bodies already inside (AoE), and knock-up can ramp by distance (`knock_up_min_dist`/`_max_dist`) for the bear's outer-ring launch / further-hit-flies-higher |
| `levels/run_state.gd` | Run progression autoload (`Run`) — Slay-the-Spire map + player position across fights | | `levels/run_state.gd` | Run progression autoload (`Run`) — the lobby hub and which level is being fought, across scene reloads |
| `levels/level_def.gd` | `LevelDef` resource — a level's name / map colour / `scene_path` (always the shell) / `level_scene` (the level module instanced into the shell) / optional `enemy_scene` (arena wave vs. a boss like the bear) | | `levels/level_def.gd` | `LevelDef` resource — a level's name / `scene_path` (always the shell) / `level_scene` (the level module instanced into the shell) / optional `enemy_scene` (arena wave vs. a boss like the bear) |
| `levels/map_node.gd` | `MapNode` — one runtime node on the run map (position, level, links) | | `systems/crowd/crowd_marker.gd` | `CrowdMarker` (`@tool Node3D`, `class_name`) — designer drops one per billboard spectator via the editor's Add-Node dialog; picks one of six 60°-spaced facings from the `orientation` dropdown. Draws an editor-only preview (slab + forward arrow, never serialised) and joins the `&"crowd_marker"` group |
| `levels/MapScreen.tscn` / `levels/map_screen.gd` | Between-fights map screen; win → pick a node → next level | | `systems/crowd/crowd_billboards.gd` / `systems/crowd/crowd_billboard.gdshader` | `MultiMeshInstance3D` that harvests every `CrowdMarker` (group `&"crowd_marker"`) into one draw call, using each marker's world position + chosen facing. Front/back sprite sheet baked by `tools/bake_crowd_sheet.gd`; falls back to a generated inward-facing ring when no markers are placed |
| `crowd_marker.gd` | `CrowdMarker` (`@tool Node3D`, `class_name`) — designer drops one per billboard spectator via the editor's Add-Node dialog; picks one of six 60°-spaced facings from the `orientation` dropdown. Draws an editor-only preview (slab + forward arrow, never serialised) and joins the `&"crowd_marker"` group | | `systems/debug/debug_params.gd` | Runtime-tunable parameter registry (autoload `DP`). Mobile-relevant flags: `force_touch_controls`, `touch_debug` (also enabled on-device with `?debug=1` in the page URL — shows the live profiler overlay in `systems/input/touch_controls.gd`), and `use_rigid_skin` (default **off** — native GPU skinning everywhere now that the 4.7 web templates fixed the Mali/ANGLE invisible-skinning bug; `systems/render/rigid_skin.gd` is a retained opt-in fallback). Rigid-skin is gated through `Controls.rigid_skin_enabled()`, which a page URL param overrides for on-device A/B with no console: `?skin=1` forces the workaround on (for a device where native skinning still fails), `?noskin=1` forces native off. Turning the workaround off also removes its per-spawn SurfaceTool rebuild, which was the arena's matador-spawn lag |
| `crowd_billboards.gd` / `crowd_billboard.gdshader` | `MultiMeshInstance3D` that harvests every `CrowdMarker` (group `&"crowd_marker"`) into one draw call, using each marker's world position + chosen facing. Front/back sprite sheet baked by `tools/bake_crowd_sheet.gd`; falls back to a generated inward-facing ring when no markers are placed | | `systems/input/touch_controls.gd` | On-screen thumb UI for touch/web (`CanvasLayer`, instanced by `ui/hud.gd`, self-gating on `Controls.use_touch_ui()`): a floating left-side joystick feeding the `move_*` actions + a right-side ability cluster, drawn/hit-tested in one IGNORE-filtered Control from raw `_input()`. The joystick self-heals — the latest left-zone touch re-acquires it (`_stick_index`), and a relayout / focus-out / vanished touch resets state so a dropped touchend can't strand a stuck stick. Ability buttons use grown hit-rects + a press flash. `_draw_debug()` (gated on `Controls.debug_overlay()` — DP `touch_debug` or `?debug=1`) is a live on-device profiler reading Godot's `Performance` monitors: FPS/frame-ms with a bottleneck verdict, `process`(main-thread GDScript) vs `physics`(ragdoll/Jolt) ms with 2 s peak-hold, draw calls/objects/primitives, node count, render resolution, and `crossOriginIsolated` — so a lag spike is pinned to CPU-script vs CPU-physics vs GPU-fill instead of guessed |
| `debug_params.gd` | Runtime-tunable parameter registry (autoload `DP`) | | `ui/web_start_gate.gd` | Autoload `WebStartGate` — "TAP TO PLAY" panel shown on web+touch before play; the tap drives `Controls.request_fullscreen_landscape()` so the fullscreen/orientation churn happens with no in-flight touch to lose. Re-armable: polls browser fullscreen state and returns if the player leaves it (iPhone Safari can't fullscreen, so it stops nagging once a request never takes) |
| `Assets/` | Raw 3D assets (`.glb`, `.fbx`) | | `ui/mobile_hud.gd` | Mobile-only health readouts (`CanvasLayer`, instanced by `ui/hud.gd` only on touch): big bull pip row top-left + a Souls-style bear boss bar top-centre (discovered via group `&"bear"`, tracks `health_changed`). The desktop bottom pip cluster is hidden on touch |
| `Blender/` | Blender source files, animation scripts, FBX exports | | `ui/orientation_guard.gd` | Autoload `OrientationGuard` — full-screen "rotate your device" prompt shown on touch devices while portrait |
| `Blender/create_matador_anims.py` | Creates walk + idle animations and exports FBX | | `art/` | All raw art, grouped by role (`characters/ levels/ weapons/ fx/ anim/ textures/ ui/ icons/ fonts/`). GLBs use **Extract Textures** import, so their embedded textures land beside them (e.g. `art/levels/arena_*.png`) named from the GLB — expected, keep them tracked |
| `Blender/render_anim_preview.py` | Renders animation preview PNGs for visual verification | | `art/blender/` | Blender source files, animation scripts, FBX exports (Godot-ignored via `.gdignore`) |
| `Blender/preview/` | Output directory for animation preview images | | `art/blender/create_matador_anims.py` | Creates walk + idle animations and exports FBX |
| `art/blender/render_anim_preview.py` | Renders animation preview PNGs for visual verification |
| `art/blender/preview/` | Output directory for animation preview images |
| `tests/` | Headless test scripts (screenshot capture, logic validation) | | `tests/` | Headless test scripts (screenshot capture, logic validation) |
| `addons/rider-plugin/` | JetBrains Rider IDE integration | | `addons/rider-plugin/` | JetBrains Rider IDE integration |
@@ -72,7 +101,7 @@ I am a **Godot 4.6+ expert**. I follow current best practices for GDScript, scen
## Animation & bone conventions ## Animation & bone conventions
### Blender rig (matador_v02) ### Blender rig (matador)
- **Armature bones:** `matador` (root) → `COG` → `chest` → `head`, `collarbone_L/R` → `arm_L/R` → `forearm_L/R` → `hand_L/R`, `leg_L/R` → `shin_L/R` → `foot_L/R` - **Armature bones:** `matador` (root) → `COG` → `chest` → `head`, `collarbone_L/R` → `arm_L/R` → `forearm_L/R` → `hand_L/R`, `leg_L/R` → `shin_L/R` → `foot_L/R`
- **Rotation mode:** All animated bones use **XYZ Euler** (set in `create_matador_anims.py`) - **Rotation mode:** All animated bones use **XYZ Euler** (set in `create_matador_anims.py`)
- **Bone-local axes:** Swing (forward/back) is on **local X**. Arm lowering from T-pose is on **local Y** (positive = left arm down, negative = right arm down). Knee bend is **positive X** (shins only bend backward). - **Bone-local axes:** Swing (forward/back) is on **local X**. Arm lowering from T-pose is on **local Y** (positive = left arm down, negative = right arm down). Knee bend is **positive X** (shins only bend backward).
@@ -90,8 +119,8 @@ After FBX import, animations appear as `Armature|walk` and `Armature|idle` in An
### Verification workflow ### Verification workflow
1. Edit bones/animations in Blender (`create_matador_anims.py`) 1. Edit bones/animations in Blender (`create_matador_anims.py`)
2. Run render preview: `blender --background Blender/matador_v02.blend --python Blender/render_anim_preview.py` 2. Run render preview: `blender --background art/blender/matador.blend --python art/blender/render_anim_preview.py`
3. Inspect PNGs in `Blender/preview/` — check bone orientations **before** exporting to Godot 3. Inspect PNGs in `art/blender/preview/` — check bone orientations **before** exporting to Godot
4. Export FBX (done automatically by `create_matador_anims.py`) 4. Export FBX (done automatically by `create_matador_anims.py`)
5. Re-import in Godot and test in-game 5. Re-import in Godot and test in-game
@@ -102,11 +131,18 @@ After FBX import, animations appear as `Armature|walk` and `Armature|idle` in An
bash run_tests.sh bash run_tests.sh
# Individual tests: # Individual tests:
gdlint *.gd levels/*.gd tests/*.gd # GDScript lint (gdtoolkit, installed via uv) gdlint actors systems ui props levels tests # GDScript lint (gdtoolkit, installed via uv)
godot --headless --script tests/logic_test.gd # pure logic, ~2 s godot --headless --script tests/logic_test.gd # pure logic, ~2 s
godot --headless --script tests/harness_selftest.gd # shared test_helpers: seeded RNG + approx + tally, ~1 s
godot --headless --script tests/damage_pipeline_test.gd # bull's hit reception (take_sword_hit + typed receive_damage/DamageEvent), ~3 s
godot --headless --script tests/fx_gallery_test.gd # every registered Fx effect spawns + self-frees, ~2 s
godot --headless --script tests/performance_test.gd # frame-budget regression guard, ~4 s godot --headless --script tests/performance_test.gd # frame-budget regression guard, ~4 s
godot --headless --script tests/ragdoll_perf_test.gd # on-hit spike breakdown: ragdoll build / sim-start / blood / mass hit, ~90 s
godot --headless --script tests/gameplay_test.gd # full scene, bone sanity, ~4 s godot --headless --script tests/gameplay_test.gd # full scene, bone sanity, ~4 s
godot --headless --script tests/level_switch_test.gd # no arena geometry leaks into the bear level, ~2 s godot --headless --script tests/level_switch_test.gd # no arena geometry leaks into the bear level, ~2 s
godot --headless --script tests/touch_controls_test.gd # joystick self-heals: relayout/focus-out/vanished-touch never strand a stuck stick, ~2 s
godot --headless --script tests/ui_layout_test.gd # UI layout invariants (no pixels): HUD/menu stay on-screen, text fits, tap targets ≥44px, scroll works — across resolutions + pseudo-locale, ~6 s
godot --headless --script tests/rigid_skin_test.gd # web mesh conversion keeps every material (no bald / recoloured matadors), ~2 s
godot --headless --script tests/bear_boss_test.gd # bear boss moveset: routines, leap landing, hyper-armour, ~10 s godot --headless --script tests/bear_boss_test.gd # bear boss moveset: routines, leap landing, hyper-armour, ~10 s
godot --headless --script tests/bear_fx_test.gd # bear attack-FX: each Bear_FX clip pops its mesh + self-hides, ~2 s godot --headless --script tests/bear_fx_test.gd # bear attack-FX: each Bear_FX clip pops its mesh + self-hides, ~2 s
godot --headless --script tests/bear_hitbox_test.gd # bear attack colliders: leap launches everywhere (ring_frac slider) + smash lane travel, ~3 s godot --headless --script tests/bear_hitbox_test.gd # bear attack colliders: leap launches everywhere (ring_frac slider) + smash lane travel, ~3 s
@@ -1,2 +0,0 @@
[InternetShortcut]
URL=https://www.youtube.com/watch?v=ZCb12AHKMfE
-14
View File
@@ -1,14 +0,0 @@
shader_type spatial;
void vertex() {
// Called for every vertex the material is visible on.
}
void fragment() {
// Called for every pixel the material is visible on.
}
//void light() {
// // Called for every pixel for every light affecting the material.
// // Uncomment to replace the default light processing function with this one.
//}
-1
View File
@@ -1 +0,0 @@
uid://bme1rkldtyrhu
+10 -21
View File
@@ -26,11 +26,11 @@ var _phase: Phase = Phase.WINDUP
var _bull: CharacterBody3D = null var _bull: CharacterBody3D = null
var _skeleton: Skeleton3D = null var _skeleton: Skeleton3D = null
var _anim_player: AnimationPlayer = null var _anim_player: AnimationPlayer = null
# Separate player baked into Assets/fx/Bear_FX.glb: each clip scales one FX mesh up from 0 # Separate player baked into art/fx/bear_fx.glb: each clip scales one FX mesh up from 0
# and back at its strike frame (self-hiding), so bear.gd just fires the matching clip. # and back at its strike frame (self-hiding), so bear.gd just fires the matching clip.
var _fx_player: AnimationPlayer = null var _fx_player: AnimationPlayer = null
var _fx_root: Node = null var _fx_root: Node = null
# Shaped attack colliders live in BearAttackHitboxes.tscn (under bear_model, so they track the # Shaped attack colliders live in bear_attack_hitboxes.tscn (under bear_model, so they track the
# bear's facing): a ground-circle cylinder for the leap slam and a forward box lane for the smash. # bear's facing): a ground-circle cylinder for the leap slam and a forward box lane for the smash.
# Their sizes AND their travel/pop motion are authored in that scene's AnimationPlayer (clips # Their sizes AND their travel/pop motion are authored in that scene's AnimationPlayer (clips
# "leap_slam" / "smash_travel") — scrub them there to tweak. bear.gd only fires the clip, sets the # "leap_slam" / "smash_travel") — scrub them there to tweak. bear.gd only fires the clip, sets the
@@ -99,7 +99,7 @@ var _dust: CPUParticles3D = null
const RigidSkin = preload("res://rigid_skin.gd") const RigidSkin = preload("res://systems/render/rigid_skin.gd")
func _ready() -> void: func _ready() -> void:
@@ -116,9 +116,10 @@ func _ready() -> void:
# The smash/leap clips end held at full scale (Siim only ramped the claw clips back # The smash/leap clips end held at full scale (Siim only ramped the claw clips back
# down), so snap each effect back to 0 when its clip finishes — keeps them one-shot. # down), so snap each effect back to 0 when its clip finishes — keeps them one-shot.
_fx_player.animation_finished.connect(_on_fx_finished) _fx_player.animation_finished.connect(_on_fx_finished)
# Web (Mali/ANGLE) can't run Compatibility vertex-skinning; rebuild the bear as # Native GPU skinning by default (the Mali/ANGLE invisible-skinning bug is fixed in the 4.7
# non-skinned bone-attached pieces there. Desktop keeps smooth GPU skinning. # web templates). The bear is a single dense organic mesh, so the rigid-skin fallback tears
if OS.has_feature("web"): # seam holes as it animates — another reason native is the default. See rigid_skin_enabled().
if Controls.rigid_skin_enabled():
RigidSkin.convert_tree(self) RigidSkin.convert_tree(self)
if _anim_player: if _anim_player:
_anim_idle = _resolve_anim(["IDLE_ON4LEGS", "IDLE"]) _anim_idle = _resolve_anim(["IDLE_ON4LEGS", "IDLE"])
@@ -136,7 +137,7 @@ func _ready() -> void:
for a in [_anim_swipe, _anim_smash, _anim_leap, _anim_death]: for a in [_anim_swipe, _anim_smash, _anim_leap, _anim_death]:
_set_no_loop(a) _set_no_loop(a)
_anim_player.playback_default_blend_time = 0.12 _anim_player.playback_default_blend_time = 0.12
_blood_burst = preload("res://blood_burst.gd").new() _blood_burst = preload("res://systems/fx/blood_burst.gd").new()
add_child(_blood_burst) add_child(_blood_burst)
add_child(_dust) add_child(_dust)
_setup_claws() _setup_claws()
@@ -629,12 +630,12 @@ func _try_hit(reach: float) -> bool:
return false return false
if _facing().dot(to_bull / dist) < cos(deg_to_rad(DP.f("bear_hit_arc"))): if _facing().dot(to_bull / dist) < cos(deg_to_rad(DP.f("bear_hit_arc"))):
return false return false
_bull.call(&"take_sword_hit", "mauled") DamageEvent.deal(_bull, DamageEvent.Cause.MAULED, _bull.global_position, self)
_shake(0.55) _shake(0.55)
return true return true
# Grab the designer-authored collider sub-scene (BearAttackHitboxes.tscn instanced under # Grab the designer-authored collider sub-scene (bear_attack_hitboxes.tscn instanced under
# bear_model) and park both hitboxes deactivated. Shapes + travel are authored in that scene. # bear_model) and park both hitboxes deactivated. Shapes + travel are authored in that scene.
func _setup_attack_hitboxes() -> void: func _setup_attack_hitboxes() -> void:
var root := _mesh.get_node_or_null("AttackHitboxes") if _mesh else null var root := _mesh.get_node_or_null("AttackHitboxes") if _mesh else null
@@ -919,18 +920,6 @@ func _die(hit_dir: Vector3) -> void:
velocity = Vector3.ZERO velocity = Vector3.ZERO
_blood_burst.burst(global_position + Vector3(0.0, 1.4, 0.0), hit_dir) _blood_burst.burst(global_position + Vector3(0.0, 1.4, 0.0), hit_dir)
_play(_anim_death) _play(_anim_death)
# No death clip on the rig — topple the beast onto its side (about the hit direction,
# so it falls the way it was struck) and sink it away, then free.
#var fall_axis := Vector3(-hit_dir.z, 0.0, hit_dir.x)
#if fall_axis.length() < 0.01:
# fall_axis = Vector3.RIGHT
#var tween := create_tween()
#tween.tween_property(_mesh, "rotation",
# _mesh.rotation + fall_axis.normalized() * deg_to_rad(88.0), 0.7)\
# .set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN)
#tween.tween_interval(2.5)
#tween.tween_property(_mesh, "position:y", _mesh.position.y - 3.0, 1.0)
#tween.tween_callback(queue_free)
# ── Interface shared with the matador (guarded elsewhere via has_method) ───────────── # ── Interface shared with the matador (guarded elsewhere via has_method) ─────────────
+5 -5
View File
@@ -1,10 +1,10 @@
[gd_scene format=3 uid="uid://o8ocjfprxa7u"] [gd_scene format=3 uid="uid://o8ocjfprxa7u"]
[ext_resource type="Script" uid="uid://cn7fhjkro7637" path="res://bear.gd" id="1_beargd"] [ext_resource type="Script" uid="uid://cn7fhjkro7637" path="res://actors/bear/bear.gd" id="1_beargd"]
[ext_resource type="PackedScene" uid="uid://cofv5dbavesis" path="res://Assets/Bear.glb" id="2_bearglb"] [ext_resource type="PackedScene" uid="uid://cofv5dbavesis" path="res://art/characters/bear.glb" id="2_bearglb"]
[ext_resource type="PackedScene" uid="uid://bdbx0wwa73rhp" path="res://Assets/fx/Bear_FX.glb" id="3_bearfx"] [ext_resource type="PackedScene" uid="uid://bdbx0wwa73rhp" path="res://art/fx/bear_fx.glb" id="3_bearfx"]
[ext_resource type="Material" uid="uid://blpkmyikjnhbo" path="res://Materials/M_bear_claw_fx.tres" id="4_clawfx"] [ext_resource type="Material" uid="uid://blpkmyikjnhbo" path="res://art/materials/bear_claw_fx.tres" id="4_clawfx"]
[ext_resource type="PackedScene" path="res://BearAttackHitboxes.tscn" id="5_hitboxes"] [ext_resource type="PackedScene" path="res://actors/bear/bear_attack_hitboxes.tscn" id="5_hitboxes"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_body"] [sub_resource type="CapsuleShape3D" id="CapsuleShape3D_body"]
radius = 1.0 radius = 1.0
@@ -1,6 +1,6 @@
[gd_scene format=3] [gd_scene format=3]
[ext_resource type="Script" path="res://hitbox.gd" id="1_qxn4a"] [ext_resource type="Script" path="res://systems/combat/hitbox.gd" id="1_qxn4a"]
[sub_resource type="CylinderShape3D" id="CylinderShape3D_6dow8"] [sub_resource type="CylinderShape3D" id="CylinderShape3D_6dow8"]
height = 3.0 height = 3.0
+12 -11
View File
@@ -74,9 +74,9 @@ const _ANIM_TAUNTS: Array[StringName] = [&"Taunt", &"Taunt_B", &"Taunt_C"]
# reparents from holster to hand at this point in the animation. # reparents from holster to hand at this point in the animation.
const _DRAW_GRAB_AT: float = 0.55 const _DRAW_GRAB_AT: float = 0.55
# Wrapper scenes (glb + an editor-tweakable hitbox / collider) — see Sword.tscn / Spear.tscn. # Wrapper scenes (glb + an editor-tweakable hitbox / collider) — see sword.tscn / spear.tscn.
const _SWORD_SCENE: PackedScene = preload("res://Sword.tscn") const _SWORD_SCENE: PackedScene = preload("res://actors/matador/sword.tscn")
const _SPEAR_SCENE: PackedScene = preload("res://Spear.tscn") const _SPEAR_SCENE: PackedScene = preload("res://actors/matador/spear.tscn")
const _GRAVITY: float = 9.8 # arena gravity, for the spear's ballistic arc const _GRAVITY: float = 9.8 # arena gravity, for the spear's ballistic arc
@@ -93,7 +93,7 @@ const _TURN_FACE: float = 16.0 # face the bull while engaging
const _TURN_SHARP: float = 24.0 # snap onto a sidestep / roll direction const _TURN_SHARP: float = 24.0 # snap onto a sidestep / roll direction
const RigidSkin = preload("res://rigid_skin.gd") const RigidSkin = preload("res://systems/render/rigid_skin.gd")
func _ready() -> void: func _ready() -> void:
@@ -102,9 +102,10 @@ func _ready() -> void:
_anim_player = _find_anim_player(_mesh) _anim_player = _find_anim_player(_mesh)
if _skeleton: if _skeleton:
_sim = MatadorRagdoll.build(_skeleton) _sim = MatadorRagdoll.build(_skeleton)
# Web (Mali/ANGLE) can't run Compatibility vertex-skinning; rebuild as non-skinned # Native GPU skinning by default; rigid_skin is an opt-in fallback now (the Mali/ANGLE
# bone-attached pieces. Runs after the ragdoll sim is built (both drive the same bones). # invisible-skinning bug is fixed in the 4.7 web templates). See Controls.rigid_skin_enabled().
if OS.has_feature("web"): # When on, it runs after the ragdoll sim is built (both drive the same bones).
if Controls.rigid_skin_enabled():
RigidSkin.convert_tree(self) RigidSkin.convert_tree(self)
if _anim_player: if _anim_player:
for anim in [_ANIM_RUN, _ANIM_ATTACK] + _ANIM_TAUNTS: for anim in [_ANIM_RUN, _ANIM_ATTACK] + _ANIM_TAUNTS:
@@ -120,7 +121,7 @@ func _ready() -> void:
_throw_aim_cd = randf_range(2.0, 5.0) _throw_aim_cd = randf_range(2.0, 5.0)
_hit_area.body_entered.connect(_on_body_entered) _hit_area.body_entered.connect(_on_body_entered)
_pick_wander_target() _pick_wander_target()
_blood_burst = preload("res://blood_burst.gd").new() _blood_burst = preload("res://systems/fx/blood_burst.gd").new()
add_child(_blood_burst) add_child(_blood_burst)
if ResourceLoader.exists("res://sounds/ole.ogg"): if ResourceLoader.exists("res://sounds/ole.ogg"):
_ole_player = AudioStreamPlayer.new() _ole_player = AudioStreamPlayer.new()
@@ -602,7 +603,7 @@ func _tick_attack(delta: float) -> void:
if _swing_timer > 0.0: if _swing_timer > 0.0:
_decelerate(22.0, delta) _decelerate(22.0, delta)
_play_anim(_ANIM_ATTACK) _play_anim(_ANIM_ATTACK)
# Damage off the sword's own BladeHitbox (Sword.tscn), riding the animated blade — gored only # Damage off the sword's own BladeHitbox (sword.tscn), riding the animated blade — gored only
# when the thrust reaches it. Arm at the thrust (mat_stab_strike_at) and sweep for the overlap. # when the thrust reaches it. Arm at the thrust (mat_stab_strike_at) and sweep for the overlap.
if _sword_blade_area != null and _swing_phase() >= DP.f("mat_stab_strike_at"): if _sword_blade_area != null and _swing_phase() >= DP.f("mat_stab_strike_at"):
_sword_blade_area.activate() _sword_blade_area.activate()
@@ -954,7 +955,7 @@ func _try_melee_hit(reach: float) -> void:
if facing.dot(to_bull / dist) < cos(deg_to_rad(DP.f("mat_stab_arc"))): if facing.dot(to_bull / dist) < cos(deg_to_rad(DP.f("mat_stab_arc"))):
return return
_blade_hit_cd = DP.f("mat_stab_cooldown") _blade_hit_cd = DP.f("mat_stab_cooldown")
_bull.call(&"take_sword_hit", "gored") DamageEvent.deal(_bull, DamageEvent.Cause.GORED, _bull.global_position, self)
func _enter_ragdoll(hit_dir: Vector3, bull_speed: float, up_boost: float = 0.0) -> void: func _enter_ragdoll(hit_dir: Vector3, bull_speed: float, up_boost: float = 0.0) -> void:
@@ -1188,7 +1189,7 @@ func _spawn_sword() -> void:
_drawing = false _drawing = false
_apply_sword_grip() _apply_sword_grip()
# The blade hitbox (Sword.tscn, hitbox.gd) is armed only during the ATTACK thrust (see # The blade hitbox (sword.tscn, hitbox.gd) is armed only during the ATTACK thrust (see
# _tick_attack); off while merely carried, so brushing a drawn matador never gores the bull. # _tick_attack); off while merely carried, so brushing a drawn matador never gores the bull.
_sword_blade_area = _sword_node.get_node_or_null("BladeHitbox") as Hitbox _sword_blade_area = _sword_node.get_node_or_null("BladeHitbox") as Hitbox
if _sword_blade_area != null: if _sword_blade_area != null:
+2 -2
View File
@@ -1,7 +1,7 @@
[gd_scene format=3 uid="uid://d0te4mwbh33ag"] [gd_scene format=3 uid="uid://d0te4mwbh33ag"]
[ext_resource type="Script" uid="uid://bvfa7xi0luysk" path="res://matador.gd" id="1_matgd"] [ext_resource type="Script" uid="uid://bvfa7xi0luysk" path="res://actors/matador/matador.gd" id="1_matgd"]
[ext_resource type="PackedScene" uid="uid://eu2lqjhowj4t" path="res://Assets/Matador.glb" id="2_matfbx"] [ext_resource type="PackedScene" uid="uid://eu2lqjhowj4t" path="res://art/characters/matador.glb" id="2_matfbx"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_body"] [sub_resource type="CapsuleShape3D" id="CapsuleShape3D_body"]
radius = 0.25 radius = 0.25
@@ -4,7 +4,7 @@ extends RefCounted
## limited swing/twist (DP-tunable) so the corpse keeps its silhouette instead of ## limited swing/twist (DP-tunable) so the corpse keeps its silhouette instead of
## folding into a flat "deflated" pile; the cape stays free (PIN) so it drapes. ## folding into a flat "deflated" pile; the cape stays free (PIN) so it drapes.
const PhysicsLayers = preload("res://physics_layers.gd") const PhysicsLayers = preload("res://systems/combat/physics_layers.gd")
# [bone, radius] → sphere collider; [bone, radius, height] → capsule. # [bone, radius] → sphere collider; [bone, radius, height] → capsule.
const _BONES: Array = [ const _BONES: Array = [
+1 -1
View File
@@ -1,6 +1,6 @@
[gd_scene format=3 uid="uid://c8spearwrap01"] [gd_scene format=3 uid="uid://c8spearwrap01"]
[ext_resource type="PackedScene" uid="uid://jepc74w8opbu" path="res://Assets/spear.glb" id="1_spearglb"] [ext_resource type="PackedScene" uid="uid://jepc74w8opbu" path="res://art/weapons/spear.glb" id="1_spearglb"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_shaft"] [sub_resource type="CapsuleShape3D" id="CapsuleShape3D_shaft"]
radius = 0.13 radius = 0.13
@@ -10,7 +10,7 @@ extends RigidBody3D
# (see shed_all, which the bull's slam calls to fling them all off); other hits pin # (see shed_all, which the bull's slam calls to fling them all off); other hits pin
# it in place until the despawn timer clears it. # it in place until the despawn timer clears it.
const PhysicsLayers = preload("res://physics_layers.gd") const PhysicsLayers = preload("res://systems/combat/physics_layers.gd")
const _DESPAWN_SEC: float = 8.0 const _DESPAWN_SEC: float = 8.0
const _STUCK_GROUP: StringName = &"stuck_spear" const _STUCK_GROUP: StringName = &"stuck_spear"
@@ -223,7 +223,7 @@ func _embed(other: Object, contact: Vector3, flight: Vector3) -> void:
var pose := Transform3D(_aim_basis(f), contact + f * (_EMBED_DEPTH - _TIP_Z)) var pose := Transform3D(_aim_basis(f), contact + f * (_EMBED_DEPTH - _TIP_Z))
var bull := other as Node var bull := other as Node
if bull != null and bull.is_in_group(&"player"): if bull != null and bull.is_in_group(&"player"):
bull.call(&"take_sword_hit", "thrown", contact) DamageEvent.deal(bull, DamageEvent.Cause.THROWN, contact, self)
if is_instance_valid(_mesh) and is_instance_valid(bull): if is_instance_valid(_mesh) and is_instance_valid(bull):
_mesh.reparent(_spear_anchor(bull), false) _mesh.reparent(_spear_anchor(bull), false)
_mesh.global_transform = pose _mesh.global_transform = pose
+2 -2
View File
@@ -1,7 +1,7 @@
[gd_scene format=3 uid="uid://c8swordwrap01"] [gd_scene format=3 uid="uid://c8swordwrap01"]
[ext_resource type="PackedScene" uid="uid://xyvank512l5n" path="res://Assets/sword.glb" id="1_swordglb"] [ext_resource type="PackedScene" uid="uid://xyvank512l5n" path="res://art/weapons/sword.glb" id="1_swordglb"]
[ext_resource type="Script" path="res://hitbox.gd" id="2_hitbox"] [ext_resource type="Script" path="res://systems/combat/hitbox.gd" id="2_hitbox"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_blade"] [sub_resource type="CapsuleShape3D" id="CapsuleShape3D_blade"]
radius = 0.18 radius = 0.18
+110
View File
@@ -0,0 +1,110 @@
extends Node
## Procedural (non-particle) bull impact FX: the expanding ground-slam shockwave rings and the
## kick flash-pop. These are tween-animated MeshInstance3D flashes, not CPUParticles3D, so they
## can't be authored as systems/fx/ scenes and live in code here. Created by player.gd; the
## transient meshes are parented into the level (the bull's parent) so they hold their world
## position while the bull keeps moving.
var _player: Node3D
var _ring_mesh: ArrayMesh = null
func setup(player: Node3D) -> void:
_player = player
# Three nested shockwave rings racing outward from a ground slam, each fading as it grows.
func slam_rings(origin: Vector3, max_r: float) -> void:
if _ring_mesh == null:
_ring_mesh = _make_ring_mesh()
_launch_ring(origin, max_r, 0.00, 0.55, Color(1.0, 0.70, 0.10, 0.85))
_launch_ring(origin, max_r, 0.10, 0.52, Color(1.0, 0.50, 0.10, 0.65))
_launch_ring(origin, max_r, 0.20, 0.48, Color(0.9, 0.30, 0.10, 0.50))
# A quick bright flash-pop at the kick's contact point.
func kick_flash(origin: Vector3) -> void:
var mat := _flat_material(Color(1.0, 0.97, 0.40, 0.0))
var sphere := SphereMesh.new()
sphere.radius = 1.0
sphere.height = 2.0
sphere.radial_segments = 8
sphere.rings = 4
sphere.material = mat
var mi := MeshInstance3D.new()
mi.mesh = sphere
mi.material_override = mat
mi.scale = Vector3(0.05, 0.05, 0.05)
_host().add_child(mi)
mi.global_position = origin
var tween := create_tween()
tween.set_parallel(true)
tween.tween_property(mi, "scale", Vector3(0.7, 0.7, 0.7), 0.13)\
.set_trans(Tween.TRANS_EXPO).set_ease(Tween.EASE_OUT)
var fade := func(a: float) -> void: mat.albedo_color.a = a
tween.tween_method(fade, 0.92, 0.0, 0.14)\
.set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN)
tween.tween_callback(mi.queue_free).set_delay(0.16)
func _launch_ring(origin: Vector3, max_r: float, delay: float, duration: float, col: Color) -> void:
var mat := _flat_material(Color(col.r, col.g, col.b, 0.0))
var mi := MeshInstance3D.new()
mi.mesh = _ring_mesh
mi.material_override = mat
mi.scale = Vector3(0.02, 1.0, 0.02)
_host().add_child(mi)
mi.global_position = origin
var tween := create_tween()
tween.set_parallel(true)
tween.tween_property(mi, "scale", Vector3(max_r, 1.0, max_r), duration)\
.set_delay(delay).set_trans(Tween.TRANS_EXPO).set_ease(Tween.EASE_OUT)
var fade := func(a: float) -> void: mat.albedo_color.a = a
tween.tween_method(fade, col.a, 0.0, duration)\
.set_delay(delay).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN)
tween.tween_callback(mi.queue_free).set_delay(delay + duration + 0.05)
func _flat_material(color: Color) -> StandardMaterial3D:
var mat := StandardMaterial3D.new()
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
mat.cull_mode = BaseMaterial3D.CULL_DISABLED
mat.albedo_color = color
return mat
# A flat annulus in the XZ plane (unit radius), scaled up at runtime into the shockwave ring.
func _make_ring_mesh() -> ArrayMesh:
const INNER_R: float = 0.82
const OUTER_R: float = 1.00
const SEGMENTS: int = 48
var verts := PackedVector3Array()
var indices := PackedInt32Array()
for i: int in SEGMENTS:
var a0 := i / float(SEGMENTS) * TAU
var a1 := (i + 1) / float(SEGMENTS) * TAU
var vi := i * 4
verts.append(Vector3(cos(a0) * INNER_R, 0.0, sin(a0) * INNER_R))
verts.append(Vector3(cos(a0) * OUTER_R, 0.0, sin(a0) * OUTER_R))
verts.append(Vector3(cos(a1) * OUTER_R, 0.0, sin(a1) * OUTER_R))
verts.append(Vector3(cos(a1) * INNER_R, 0.0, sin(a1) * INNER_R))
indices.append_array([vi, vi + 2, vi + 1, vi, vi + 3, vi + 2])
var arrays: Array = []
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = verts
arrays[Mesh.ARRAY_INDEX] = indices
var mesh := ArrayMesh.new()
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
return mesh
func _host() -> Node:
if _player != null and _player.get_parent() != null:
return _player.get_parent()
return _player
+1
View File
@@ -0,0 +1 @@
uid://sf5etma4kjt0
+90 -427
View File
@@ -8,7 +8,7 @@ const HOOF_OFFSETS: Array = [
Vector3( 0.30, -0.25, 0.60), Vector3( 0.30, -0.25, 0.60),
] ]
# Bull animation clips (Armature|* action names in Assets/bull.fbx). IDLE is the # Bull animation clips (Armature|* action names in art/characters/bull.fbx). IDLE is the
# looping base pose; the others are one-shot ability clips that return to it. # looping base pose; the others are one-shot ability clips that return to it.
const _ANIM_IDLE: StringName = &"Armature|IDLE" const _ANIM_IDLE: StringName = &"Armature|IDLE"
const _ANIM_KICK: StringName = &"Armature|KICK" const _ANIM_KICK: StringName = &"Armature|KICK"
@@ -27,7 +27,11 @@ var _legs: Node
var _was_on_floor: bool = false var _was_on_floor: bool = false
var _pre_slide_vel_y: float = 0.0 var _pre_slide_vel_y: float = 0.0
var _slam_ring_mesh: ArrayMesh = null # Built once and reused: a fresh StandardMaterial3D/SphereMesh per spawn makes a mobile WebGL
# driver recompile the shader + re-upload the mesh — a hitch "when attacking" absent on desktop.
var _unshaded_mat: StandardMaterial3D = null
var _particle_sphere_cache: Dictionary = {} # "radius:seg:ring" -> SphereMesh (shared)
var _impact_fx: Node = null # bull_impact_fx.gd — the coded (non-particle) slam rings + kick flash
# Ability system — kick=0, dash=1, slam=2, roll=3 # Ability system — kick=0, dash=1, slam=2, roll=3
var ability_cd: Array[float] = [0.0, 0.0, 0.0, 0.0] var ability_cd: Array[float] = [0.0, 0.0, 0.0, 0.0]
@@ -78,21 +82,24 @@ var _huff_timer: float = 0.0
enum DustState { NONE, WALK, CHARGE } enum DustState { NONE, WALK, CHARGE }
var _dust_state: DustState = DustState.NONE var _dust_state: DustState = DustState.NONE
var _walk_dust_ramp: Gradient = null # Hoof-dust scale/velocity per state (the look — mesh, colour, curve — lives in bull_hoof_dust.tscn).
var _charge_dust_ramp: Gradient = null # A charge sprint kicks up bigger, faster dust than a walk.
const _WALK_DUST_SCALE: Vector2 = Vector2(0.20, 0.40)
const _WALK_DUST_VEL: Vector2 = Vector2(0.8, 1.8)
const _CHARGE_DUST_SCALE: Vector2 = Vector2(0.35, 0.70)
const _CHARGE_DUST_VEL: Vector2 = Vector2(2.8, 5.5)
const RigidSkin = preload("res://rigid_skin.gd") const RigidSkin = preload("res://systems/render/rigid_skin.gd")
var _hit_flash_tween: Tween var _hit_flash_tween: Tween
func _ready() -> void: func _ready() -> void:
add_to_group(&"player") add_to_group(&"player")
# Mali/ANGLE mobile GPUs can't run Godot's Compatibility vertex-skinning (transform # Native GPU skinning by default (the old Mali/ANGLE invisible-skinning bug is fixed in the
# feedback) — skinned meshes render invisible on the web build. Rebuild the bull as # 4.7 web templates). rigid_skin is now an opt-in fallback — see Controls.rigid_skin_enabled().
# non-skinned bone-attached pieces there; desktop keeps smooth GPU skinning. if Controls.rigid_skin_enabled():
if OS.has_feature("web"):
RigidSkin.convert_tree(self) RigidSkin.convert_tree(self)
_max_hp = maxi(1, int(DP.f("bull_max_hp"))) _max_hp = maxi(1, int(DP.f("bull_max_hp")))
_hp = _max_hp _hp = _max_hp
@@ -102,6 +109,7 @@ func _ready() -> void:
_max_hp += _bonus_hp _max_hp += _bonus_hp
_hp += _bonus_hp _hp += _bonus_hp
_cube_scale = cube_guy.scale _cube_scale = cube_guy.scale
_setup_impact_fx()
_setup_hoof_dust() _setup_hoof_dust()
_setup_legs() _setup_legs()
_setup_charge_trail() _setup_charge_trail()
@@ -109,123 +117,44 @@ func _ready() -> void:
_setup_audio() _setup_audio()
_bull_anim = _find_anim_player(cube_guy) _bull_anim = _find_anim_player(cube_guy)
_setup_bull_idle() _setup_bull_idle()
DP.any_changed.connect(_on_dp_changed)
func _setup_legs() -> void: func _setup_legs() -> void:
_legs = Node.new() _legs = Node.new()
_legs.set_script(load("res://bull_legs.gd")) _legs.set_script(load("res://actors/player/bull_legs.gd"))
add_child(_legs) add_child(_legs)
_legs.call(&"setup", self, cube_guy) _legs.call(&"setup", self, cube_guy)
func _setup_impact_fx() -> void:
_impact_fx = Node.new()
_impact_fx.set_script(load("res://actors/player/bull_impact_fx.gd"))
add_child(_impact_fx)
_impact_fx.call(&"setup", self)
# The bull's ability/movement particle effects are authored as scenes in systems/fx/ (so Siim can
# tune them in the inspector). The continuous ones follow the bull — instanced once here as
# children, then toggled via `emitting`. The one-shots are fired on demand through Fx.spawn().
func _setup_hoof_dust() -> void: func _setup_hoof_dust() -> void:
var sphere := _particle_sphere(0.07, 4, 2, _unshaded_material())
_walk_dust_ramp = Gradient.new()
_walk_dust_ramp.set_color(0, Color(0.94, 0.90, 0.83, 1.0))
_walk_dust_ramp.set_color(1, Color(0.94, 0.90, 0.83, 0.0))
# White-beige dust while running
_charge_dust_ramp = Gradient.new()
_charge_dust_ramp.set_color(0, Color(0.94, 0.90, 0.83, 1.0))
_charge_dust_ramp.set_color(1, Color(0.94, 0.90, 0.83, 0.0))
var scale_curve := Curve.new()
scale_curve.add_point(Vector2(0.0, 0.2))
scale_curve.add_point(Vector2(0.4, 1.0))
scale_curve.add_point(Vector2(1.0, 0.0))
for offset: Vector3 in HOOF_OFFSETS: for offset: Vector3 in HOOF_OFFSETS:
var p := CPUParticles3D.new() var p := Fx.attach(&"bull_hoof_dust", cube_guy) as CPUParticles3D
if p == null:
continue
p.position = offset p.position = offset
p.emitting = false
p.amount = 12
p.lifetime = DP.f("dust_lifetime")
p.explosiveness = DP.f("dust_explosiveness")
p.randomness = 0.6
p.local_coords = false
p.direction = Vector3(0.0, 1.0, 0.0)
p.spread = DP.f("dust_spread")
p.gravity = Vector3(0.0, DP.f("dust_gravity_y"), 0.0)
p.initial_velocity_min = DP.f("walk_vel_min")
p.initial_velocity_max = DP.f("walk_vel_max")
p.scale_amount_min = DP.f("walk_scale_min")
p.scale_amount_max = DP.f("walk_scale_max")
p.mesh = sphere
p.color_ramp = _walk_dust_ramp
p.scale_amount_curve = scale_curve
cube_guy.add_child(p)
_hoof_emitters.append(p) _hoof_emitters.append(p)
func _setup_charge_trail() -> void: func _setup_charge_trail() -> void:
# Blue energy trail — streams backward during a fast run / roll _charge_trail_emitter = Fx.attach(&"bull_charge_trail", cube_guy) as CPUParticles3D
var trail_sphere := _particle_sphere(0.065, 4, 2, _unshaded_material()) if _charge_trail_emitter != null:
var trail_ramp := Gradient.new()
trail_ramp.set_color(0, Color(0.30, 0.65, 1.0, 1.0))
trail_ramp.set_color(1, Color(0.30, 0.65, 1.0, 0.0))
var trail_scale := Curve.new()
trail_scale.add_point(Vector2(0.0, 1.0))
trail_scale.add_point(Vector2(0.6, 0.8))
trail_scale.add_point(Vector2(1.0, 0.0))
_charge_trail_emitter = CPUParticles3D.new()
_charge_trail_emitter.position = Vector3(0.0, 0.25, 0.3) _charge_trail_emitter.position = Vector3(0.0, 0.25, 0.3)
_charge_trail_emitter.emitting = false
_charge_trail_emitter.one_shot = false
_charge_trail_emitter.amount = 18
_charge_trail_emitter.lifetime = 0.30
_charge_trail_emitter.randomness = 0.4
_charge_trail_emitter.local_coords = false
_charge_trail_emitter.direction = Vector3(0.0, 0.2, 1.0).normalized()
_charge_trail_emitter.spread = 25.0
_charge_trail_emitter.gravity = Vector3(0.0, 2.0, 0.0)
_charge_trail_emitter.initial_velocity_min = 4.0
_charge_trail_emitter.initial_velocity_max = 9.0
_charge_trail_emitter.scale_amount_min = 0.4
_charge_trail_emitter.scale_amount_max = 1.2
_charge_trail_emitter.mesh = trail_sphere
_charge_trail_emitter.color_ramp = trail_ramp
_charge_trail_emitter.scale_amount_curve = trail_scale
cube_guy.add_child(_charge_trail_emitter)
func _setup_roll_sparks() -> void: func _setup_roll_sparks() -> void:
# Rammus Powerball ground spray — dirt/sparks flung outward from the spinning _roll_spark_emitter = Fx.attach(&"bull_roll_sparks", cube_guy) as CPUParticles3D
# ball. World-space (local_coords off) so they peel off into a trail behind it. if _roll_spark_emitter != null:
var spark := _particle_sphere(0.05, 4, 2, _unshaded_material())
var ramp := Gradient.new()
ramp.set_color(0, Color(1.00, 0.78, 0.32, 1.0))
ramp.set_color(1, Color(0.70, 0.42, 0.14, 0.0))
var sc := Curve.new()
sc.add_point(Vector2(0.0, 0.30))
sc.add_point(Vector2(0.3, 1.00))
sc.add_point(Vector2(1.0, 0.00))
_roll_spark_emitter = CPUParticles3D.new()
_roll_spark_emitter.position = Vector3(0.0, 0.10, 0.0) _roll_spark_emitter.position = Vector3(0.0, 0.10, 0.0)
_roll_spark_emitter.emitting = false
_roll_spark_emitter.one_shot = false
_roll_spark_emitter.amount = 46
_roll_spark_emitter.lifetime = 0.45
_roll_spark_emitter.randomness = 0.7
_roll_spark_emitter.local_coords = false
_roll_spark_emitter.direction = Vector3(0.0, 1.0, 0.0)
_roll_spark_emitter.spread = 180.0
_roll_spark_emitter.gravity = Vector3(0.0, -6.0, 0.0)
_roll_spark_emitter.initial_velocity_min = 3.0
_roll_spark_emitter.initial_velocity_max = 8.0
_roll_spark_emitter.scale_amount_min = 0.5
_roll_spark_emitter.scale_amount_max = 1.3
_roll_spark_emitter.mesh = spark
_roll_spark_emitter.color_ramp = ramp
_roll_spark_emitter.scale_amount_curve = sc
cube_guy.add_child(_roll_spark_emitter)
func _setup_audio() -> void: func _setup_audio() -> void:
@@ -247,42 +176,20 @@ func _setup_audio() -> void:
add_child(_crowd_player) add_child(_crowd_player)
# Toggle the hoof emitters and swap their scale/velocity for the walk vs charge feel. The blue
# charge trail is the roll/dash ability's, driven from the roll loop, not by dust state.
func _set_dust_state(new_state: DustState) -> void: func _set_dust_state(new_state: DustState) -> void:
if new_state == _dust_state: if new_state == _dust_state:
return return
_dust_state = new_state _dust_state = new_state
var scale := _CHARGE_DUST_SCALE if new_state == DustState.CHARGE else _WALK_DUST_SCALE
var vel := _CHARGE_DUST_VEL if new_state == DustState.CHARGE else _WALK_DUST_VEL
for p: CPUParticles3D in _hoof_emitters: for p: CPUParticles3D in _hoof_emitters:
p.lifetime = DP.f("dust_lifetime") p.scale_amount_min = scale.x
p.explosiveness = DP.f("dust_explosiveness") p.scale_amount_max = scale.y
p.spread = DP.f("dust_spread") p.initial_velocity_min = vel.x
p.gravity = Vector3(0.0, DP.f("dust_gravity_y"), 0.0) p.initial_velocity_max = vel.y
match new_state: p.emitting = new_state != DustState.NONE
DustState.NONE:
p.emitting = false
DustState.WALK:
p.color_ramp = _walk_dust_ramp
p.scale_amount_min = DP.f("walk_scale_min")
p.scale_amount_max = DP.f("walk_scale_max")
p.initial_velocity_min = DP.f("walk_vel_min")
p.initial_velocity_max = DP.f("walk_vel_max")
p.emitting = true
DustState.CHARGE:
p.color_ramp = _charge_dust_ramp
p.scale_amount_min = DP.f("charge_scale_min")
p.scale_amount_max = DP.f("charge_scale_max")
p.initial_velocity_min = DP.f("charge_vel_min")
p.initial_velocity_max = DP.f("charge_vel_max")
p.emitting = true
# Blue energy trail belongs to the roll/dash ability only, not to fast WASD
# running — driven explicitly in the roll loop / _end_roll, not by dust state.
func _on_dp_changed(_key: String, _val: Variant) -> void:
if _hoof_emitters.is_empty() or _dust_state == DustState.NONE:
return
var prev := _dust_state
_dust_state = DustState.NONE
_set_dust_state(prev)
func _find_anim_player(node: Node) -> AnimationPlayer: func _find_anim_player(node: Node) -> AnimationPlayer:
@@ -677,27 +584,33 @@ func _hit_matadors_radius(range_m: float, strength: float, up_boost: float = 0.0
mat.call(&"apply_ability_hit", (away + Vector3.UP * 0.6).normalized(), strength, up_boost) mat.call(&"apply_ability_hit", (away + Vector3.UP * 0.6).normalized(), strength, up_boost)
# ── Particle helpers ────────────────────────────────────────────────────────── # ── Blood-spurt particle helpers ──────────────────────────────────────────────
# All FX in this script use unshaded, vertex-coloured, alpha-blended particles; # The ability effects now live in systems/fx/; only the spear-wound blood below is still built in
# these three helpers remove the boilerplate each spawn function used to repeat. # code. Shared material, built once so the mobile driver compiles this particle shader a single
# time (colour comes per-particle from the colour_ramp via vertex colour, not this material).
func _unshaded_material() -> StandardMaterial3D: func _unshaded_material() -> StandardMaterial3D:
var mat := StandardMaterial3D.new() if _unshaded_mat == null:
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED _unshaded_mat = StandardMaterial3D.new()
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA _unshaded_mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mat.vertex_color_use_as_albedo = true _unshaded_mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
mat.cull_mode = BaseMaterial3D.CULL_DISABLED _unshaded_mat.vertex_color_use_as_albedo = true
return mat _unshaded_mat.cull_mode = BaseMaterial3D.CULL_DISABLED
return _unshaded_mat
# Low-poly sphere sized for a particle mesh (height is always the diameter). # Low-poly particle-sphere mesh (height = diameter), cached per size so repeats reuse one GPU upload.
func _particle_sphere(radius: float, segments: int, rings: int, mat: Material) -> SphereMesh: func _particle_sphere(radius: float, segments: int, rings: int, mat: Material) -> SphereMesh:
var key := "%.4f:%d:%d" % [radius, segments, rings]
var cached: SphereMesh = _particle_sphere_cache.get(key)
if cached != null:
return cached
var sphere := SphereMesh.new() var sphere := SphereMesh.new()
sphere.radius = radius sphere.radius = radius
sphere.height = radius * 2.0 sphere.height = radius * 2.0
sphere.radial_segments = segments sphere.radial_segments = segments
sphere.rings = rings sphere.rings = rings
sphere.material = mat sphere.material = mat
_particle_sphere_cache[key] = sphere
return sphere return sphere
@@ -710,281 +623,31 @@ func _free_after(node: Node, delay: float) -> void:
func _spawn_slam_fx() -> void: func _spawn_slam_fx() -> void:
if not _slam_ring_mesh:
_slam_ring_mesh = _make_slam_ring_mesh()
var max_r := DP.f("slam_range")
var origin := global_position + Vector3(0.0, -0.5, 0.0) var origin := global_position + Vector3(0.0, -0.5, 0.0)
_launch_slam_ring(origin, max_r, 0.00, 0.55, Color(1.00, 0.70, 0.10, 0.85)) _impact_fx.call(&"slam_rings", origin, DP.f("slam_range"))
_launch_slam_ring(origin, max_r, 0.10, 0.52, Color(1.00, 0.50, 0.10, 0.65)) Fx.spawn(&"bull_slam", Transform3D(Basis(), origin))
_launch_slam_ring(origin, max_r, 0.20, 0.48, Color(0.90, 0.30, 0.10, 0.50))
_spawn_slam_dust(origin)
camera_pivot.call(&"trigger_hit", 0.60) camera_pivot.call(&"trigger_hit", 0.60)
func _launch_slam_ring(origin: Vector3, max_r: float,
delay: float, duration: float, col: Color) -> void:
var mat := StandardMaterial3D.new()
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
mat.albedo_color = Color(col.r, col.g, col.b, 0.0)
mat.cull_mode = BaseMaterial3D.CULL_DISABLED
var mi := MeshInstance3D.new()
mi.mesh = _slam_ring_mesh
mi.material_override = mat
mi.scale = Vector3(0.02, 1.0, 0.02)
get_parent().add_child(mi)
mi.global_position = origin
var tween := create_tween()
tween.set_parallel(true)
tween.tween_property(mi, "scale",
Vector3(max_r, 1.0, max_r), duration)\
.set_delay(delay)\
.set_trans(Tween.TRANS_EXPO)\
.set_ease(Tween.EASE_OUT)
var fade := func(a: float) -> void: mat.albedo_color.a = a
tween.tween_method(fade, col.a, 0.0, duration)\
.set_delay(delay)\
.set_trans(Tween.TRANS_SINE)\
.set_ease(Tween.EASE_IN)
tween.tween_callback(mi.queue_free).set_delay(delay + duration + 0.05)
func _spawn_slam_dust(origin: Vector3) -> void:
var sphere := _particle_sphere(0.09, 4, 2, _unshaded_material())
var ramp := Gradient.new()
ramp.set_color(0, Color(0.88, 0.74, 0.46, 1.0))
ramp.set_color(1, Color(0.88, 0.74, 0.46, 0.0))
var scale_curve := Curve.new()
scale_curve.add_point(Vector2(0.0, 0.25))
scale_curve.add_point(Vector2(0.35, 1.6))
scale_curve.add_point(Vector2(1.00, 0.0))
var p := CPUParticles3D.new()
p.one_shot = true
p.explosiveness = 0.85
p.amount = 48
p.lifetime = 1.1
p.randomness = 0.5
p.local_coords = false
p.direction = Vector3.UP
p.spread = 85.0
p.gravity = Vector3(0.0, -7.0, 0.0)
p.initial_velocity_min = 3.5
p.initial_velocity_max = 10.0
p.scale_amount_min = 0.5
p.scale_amount_max = 2.0
p.mesh = sphere
p.color_ramp = ramp
p.scale_amount_curve = scale_curve
get_parent().add_child(p)
p.global_position = origin
p.restart()
_free_after(p, 2.5)
func _spawn_kick_fx(back_dir: Vector3) -> void: func _spawn_kick_fx(back_dir: Vector3) -> void:
var origin := global_position + back_dir * 0.55 + Vector3(0.0, -0.25, 0.0) var origin := global_position + back_dir * 0.55 + Vector3(0.0, -0.25, 0.0)
_spawn_kick_dust(origin, back_dir) Fx.spawn(&"bull_kick", _aimed_xform(origin, back_dir))
_spawn_kick_stones(origin, back_dir) _impact_fx.call(&"kick_flash", origin)
_spawn_kick_sparks(origin, back_dir)
_spawn_kick_flash(origin)
camera_pivot.call(&"trigger_hit", 0.35) camera_pivot.call(&"trigger_hit", 0.35)
func _spawn_kick_dust(origin: Vector3, back_dir: Vector3) -> void:
var sphere := _particle_sphere(0.12, 4, 2, _unshaded_material())
var ramp := Gradient.new()
ramp.set_color(0, Color(1.0, 0.78, 0.18, 0.95))
ramp.set_color(1, Color(1.0, 0.45, 0.05, 0.0))
var scale_curve := Curve.new()
scale_curve.add_point(Vector2(0.0, 0.3))
scale_curve.add_point(Vector2(0.3, 1.5))
scale_curve.add_point(Vector2(1.0, 0.0))
var p := CPUParticles3D.new()
p.one_shot = true
p.explosiveness = 0.80
p.amount = 40
p.lifetime = 1.2
p.randomness = 0.5
p.local_coords = false
p.direction = (back_dir + Vector3(0.0, 0.7, 0.0)).normalized()
p.spread = 65.0
p.gravity = Vector3(0.0, -6.0, 0.0)
p.initial_velocity_min = 3.0
p.initial_velocity_max = 9.0
p.scale_amount_min = 0.5
p.scale_amount_max = 2.2
p.mesh = sphere
p.color_ramp = ramp
p.scale_amount_curve = scale_curve
get_parent().add_child(p)
p.global_position = origin
p.restart()
_free_after(p, 2.5)
func _spawn_kick_stones(origin: Vector3, back_dir: Vector3) -> void:
var sphere := _particle_sphere(0.055, 3, 1, _unshaded_material())
var ramp := Gradient.new()
ramp.set_color(0, Color(0.62, 0.58, 0.52, 1.0))
ramp.set_color(1, Color(0.62, 0.58, 0.52, 0.0))
var scale_curve := Curve.new()
scale_curve.add_point(Vector2(0.0, 1.0))
scale_curve.add_point(Vector2(0.6, 1.0))
scale_curve.add_point(Vector2(1.0, 0.0))
var p := CPUParticles3D.new()
p.one_shot = true
p.explosiveness = 0.92
p.amount = 14
p.lifetime = 0.65
p.randomness = 0.6
p.local_coords = false
p.direction = (back_dir + Vector3(0.0, 0.35, 0.0)).normalized()
p.spread = 45.0
p.gravity = Vector3(0.0, -9.8, 0.0)
p.initial_velocity_min = 5.0
p.initial_velocity_max = 14.0
p.scale_amount_min = 0.5
p.scale_amount_max = 1.8
p.mesh = sphere
p.color_ramp = ramp
p.scale_amount_curve = scale_curve
get_parent().add_child(p)
p.global_position = origin
p.restart()
_free_after(p, 2.0)
func _spawn_kick_flash(origin: Vector3) -> void:
var mat := _unshaded_material()
mat.albedo_color = Color(1.0, 0.97, 0.40, 0.0)
var sphere := _particle_sphere(1.0, 8, 4, mat)
var mi := MeshInstance3D.new()
mi.mesh = sphere
mi.material_override = mat
mi.scale = Vector3(0.05, 0.05, 0.05)
get_parent().add_child(mi)
mi.global_position = origin
var tween := create_tween()
tween.set_parallel(true)
tween.tween_property(mi, "scale", Vector3(0.7, 0.7, 0.7), 0.13)\
.set_trans(Tween.TRANS_EXPO).set_ease(Tween.EASE_OUT)
var fade := func(a: float) -> void: mat.albedo_color.a = a
tween.tween_method(fade, 0.92, 0.0, 0.14)\
.set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN)
tween.tween_callback(mi.queue_free).set_delay(0.16)
func _spawn_dash_burst() -> void: func _spawn_dash_burst() -> void:
var box := BoxMesh.new() Fx.spawn(&"bull_dash", _aimed_xform(global_position + Vector3(0.0, 0.2, 0.0), _dash_dir))
box.size = Vector3(0.045, 0.045, 0.30)
box.material = _unshaded_material()
var ramp := Gradient.new()
ramp.set_color(0, Color(0.50, 0.82, 1.0, 1.0))
ramp.set_color(1, Color(0.50, 0.82, 1.0, 0.0))
var scale_curve := Curve.new()
scale_curve.add_point(Vector2(0.0, 1.0))
scale_curve.add_point(Vector2(1.0, 0.0))
var p := CPUParticles3D.new()
p.one_shot = true
p.explosiveness = 0.92
p.amount = 18
p.lifetime = 0.22
p.randomness = 0.15
p.local_coords = false
p.direction = _dash_dir
p.spread = 15.0
p.gravity = Vector3.ZERO
p.initial_velocity_min = 18.0
p.initial_velocity_max = 35.0
p.scale_amount_min = 0.8
p.scale_amount_max = 2.8
p.mesh = box
p.color_ramp = ramp
p.scale_amount_curve = scale_curve
get_parent().add_child(p)
p.global_position = global_position + Vector3(0.0, 0.2, 0.0)
p.restart()
_free_after(p, 0.6)
func _spawn_kick_sparks(origin: Vector3, back_dir: Vector3) -> void: # A transform at `origin` whose local -Z faces `forward` (flattened to horizontal). The kick/dash
var sphere := _particle_sphere(0.04, 3, 1, _unshaded_material()) # effects bake their spray in local space, so aiming the spawn transform points the burst the
# right way. Falls back to an unrotated transform when `forward` has no horizontal component.
var ramp := Gradient.new() func _aimed_xform(origin: Vector3, forward: Vector3) -> Transform3D:
ramp.set_color(0, Color(1.0, 0.98, 0.60, 1.0)) var flat := Vector3(forward.x, 0.0, forward.z)
ramp.set_color(1, Color(1.0, 1.0, 1.0, 0.0)) if flat.length_squared() < 0.0001:
return Transform3D(Basis(), origin)
var scale_curve := Curve.new() return Transform3D(Basis(), origin).looking_at(origin + flat.normalized(), Vector3.UP)
scale_curve.add_point(Vector2(0.0, 1.0))
scale_curve.add_point(Vector2(0.5, 0.6))
scale_curve.add_point(Vector2(1.0, 0.0))
var p := CPUParticles3D.new()
p.one_shot = true
p.explosiveness = 0.95
p.amount = 22
p.lifetime = 0.28
p.randomness = 0.4
p.local_coords = false
p.direction = (back_dir + Vector3(0.0, 0.5, 0.0)).normalized()
p.spread = 30.0
p.gravity = Vector3(0.0, -14.0, 0.0)
p.initial_velocity_min = 8.0
p.initial_velocity_max = 18.0
p.scale_amount_min = 0.6
p.scale_amount_max = 2.0
p.mesh = sphere
p.color_ramp = ramp
p.scale_amount_curve = scale_curve
get_parent().add_child(p)
p.global_position = origin
p.restart()
_free_after(p, 1.0)
func _make_slam_ring_mesh() -> ArrayMesh:
const INNER_R: float = 0.82
const OUTER_R: float = 1.00
const SEGMENTS: int = 48
var verts := PackedVector3Array()
var indices := PackedInt32Array()
for i: int in SEGMENTS:
var a0 := i / float(SEGMENTS) * TAU
var a1 := (i + 1) / float(SEGMENTS) * TAU
var vi := i * 4
verts.append(Vector3(cos(a0) * INNER_R, 0.0, sin(a0) * INNER_R))
verts.append(Vector3(cos(a0) * OUTER_R, 0.0, sin(a0) * OUTER_R))
verts.append(Vector3(cos(a1) * OUTER_R, 0.0, sin(a1) * OUTER_R))
verts.append(Vector3(cos(a1) * INNER_R, 0.0, sin(a1) * INNER_R))
indices.append_array([vi, vi + 2, vi + 1, vi, vi + 3, vi + 2])
var arrays: Array = []
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = verts
arrays[Mesh.ARRAY_INDEX] = indices
var mesh := ArrayMesh.new()
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
return mesh
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
@@ -1098,23 +761,14 @@ func _physics_process(delta: float) -> void:
velocity.z = flat_n.z * exit_spd velocity.z = flat_n.z * exit_spd
pre_wall_vel = Vector3(velocity.x, 0.0, velocity.z) pre_wall_vel = Vector3(velocity.x, 0.0, velocity.z)
# --- ADD THIS BREAKABLE BARREL DETECTION CODE --- # Ram straight through a barrel that formed the wall we bounced off.
var collision = get_slide_collision(i) var hit := col.get_collider()
var collider = collision.get_collider() if hit != null and hit.has_method(&"destroy_barrel"):
hit.call(&"destroy_barrel")
# Check if the object we hit has the "destroy_barrel" function
if collider and collider.has_method("destroy_barrel"):
# Optional: Only break if moving fast (e.g., sprinting or dashing)
# if velocity.length() > 5.0:
collider.destroy_barrel()
# ── Landing. Don't bounce ───────────────────────────────────────────────────── # ── Landing. Don't bounce ─────────────────────────────────────────────────────
if is_on_floor() and not _was_on_floor: if is_on_floor() and not _was_on_floor:
velocity.y = 0.0 velocity.y = 0.0
#Bouncing landing below
#var impact := -_pre_slide_vel_y
#if impact > DP.f("bounce_min_impact") and not _slam_pending:
#velocity.y = impact * DP.f("bounce_restitution")
# ── Slam landing ────────────────────────────────────────────────────────── # ── Slam landing ──────────────────────────────────────────────────────────
if _slam_pending and is_on_floor() and not _was_on_floor: if _slam_pending and is_on_floor() and not _was_on_floor:
@@ -1143,8 +797,6 @@ func _physics_process(delta: float) -> void:
if vel_flat.length_squared() > 0.1: if vel_flat.length_squared() > 0.1:
_charge_trail_emitter.direction = (-vel_flat.normalized() + Vector3(0.0, 0.25, 0.0)).normalized() _charge_trail_emitter.direction = (-vel_flat.normalized() + Vector3(0.0, 0.25, 0.0)).normalized()
# ── Hoof sounds ───────────────────────────────────────────────────────────
func get_hp() -> int: func get_hp() -> int:
return _hp return _hp
@@ -1183,6 +835,9 @@ func take_sword_hit(cause: String = "", hit_pos: Vector3 = Vector3.ZERO) -> void
health_changed.emit(_hp, _max_hp) health_changed.emit(_hp, _max_hp)
hit_taken.emit(cause) hit_taken.emit(cause)
camera_pivot.call(&"trigger_hit", 0.7) camera_pivot.call(&"trigger_hit", 0.7)
# Vibrate controller 0 with half weak strength, full strong strength, for 0.2 seconds
Controls.vibrate(0, 0.5, 1, 0.2)
# A spear gores a spot — blood spurts from the entry wound (where it struck the # A spear gores a spot — blood spurts from the entry wound (where it struck the
# bull). Melee gores pass no position and skip the spurt; gore can be turned off. # bull). Melee gores pass no position and skip the spurt; gore can be turned off.
if cause == "thrown" and Settings.gore: if cause == "thrown" and Settings.gore:
@@ -1204,6 +859,15 @@ func apply_knock_up(v: float) -> void:
velocity.y = maxf(velocity.y, v) velocity.y = maxf(velocity.y, v)
# Typed entry point for the unified hit pipeline: a Hitbox (or any attacker) hands the bull a
# DamageEvent instead of calling take_sword_hit directly. A thin adapter over the existing pip /
# knock-up logic, so behaviour is unchanged while callers migrate off the stringly path.
func receive_damage(event: DamageEvent) -> void:
take_sword_hit(event.cause_name(), event.hit_position)
if event.knock_up > 0.0:
apply_knock_up(event.knock_up)
# Blood spurt from a spear wound: a short-lived spray of dark-red gobs flung out of the # Blood spurt from a spear wound: a short-lived spray of dark-red gobs flung out of the
# entry point, biased outward from the bull's centre (so it reads as bursting from the # entry point, biased outward from the bull's centre (so it reads as bursting from the
# hide) with a touch of lift before gravity drags it down. # hide) with a touch of lift before gravity drags it down.
@@ -1247,7 +911,6 @@ func _spawn_blood(hit_pos: Vector3) -> void:
_free_after(p, 1.5) _free_after(p, 1.5)
#hit flashing
func _hit_flash() -> void: func _hit_flash() -> void:
var meshes := find_children("*", "MeshInstance3D", true, false) var meshes := find_children("*", "MeshInstance3D", true, false)
+4 -4
View File
@@ -1,8 +1,8 @@
[gd_scene format=3 uid="uid://crtm0xtiql3r8"] [gd_scene format=3 uid="uid://crtm0xtiql3r8"]
[ext_resource type="Script" uid="uid://bn777gguclud5" path="res://player.gd" id="1_xhfnw"] [ext_resource type="Script" uid="uid://bn777gguclud5" path="res://actors/player/player.gd" id="1_xhfnw"]
[ext_resource type="Script" uid="uid://cpyq2r5cq653g" path="res://camera_iso.gd" id="2_camera_iso"] [ext_resource type="Script" uid="uid://cpyq2r5cq653g" path="res://actors/player/camera_iso.gd" id="2_camera_iso"]
[ext_resource type="PackedScene" uid="uid://bun14xmk20pcj" path="res://Assets/bull.fbx" id="4_e80uo"] [ext_resource type="PackedScene" uid="uid://bun14xmk20pcj" path="res://art/characters/bull.fbx" id="4_e80uo"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_kne1u"] [sub_resource type="CapsuleShape3D" id="CapsuleShape3D_kne1u"]
radius = 0.7495117 radius = 0.7495117
@@ -23,7 +23,7 @@ script = ExtResource("2_camera_iso")
[node name="bull" parent="." unique_id=1386495166 instance=ExtResource("4_e80uo")] [node name="bull" parent="." unique_id=1386495166 instance=ExtResource("4_e80uo")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.655, 0.23) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.655, 0.23)
[node name="Skeleton3D" parent="bull/Armature" parent_id_path=PackedInt32Array(1386495166, 1942410469) index="0" unique_id=550138996] [node name="Skeleton3D" parent="bull/Armature" parent_id_path=PackedInt32Array(1386495166, 1057197468) index="0" unique_id=840295370]
bones/0/position = Vector3(0, 0, 0.009963839) bones/0/position = Vector3(0, 0, 0.009963839)
bones/0/rotation = Quaternion(0.7071068, 0, 0, 0.7071067) bones/0/rotation = Quaternion(0.7071068, 0, 0, 0.7071067)
bones/0/scale = Vector3(1, 1, 1) bones/0/scale = Vector3(1, 1, 1)
+14
View File
@@ -0,0 +1,14 @@
extends Node3D
var player: Node3D = null
func _process(delta: float) -> void:
# If we don't have the player yet, try to find them in the group
if not is_instance_valid(player):
var players = get_tree().get_nodes_in_group("player")
if players.size() > 0:
player = players[0] as Node3D
# If the player exists, follow their position
if is_instance_valid(player):
global_position = player.global_position
+1
View File
@@ -0,0 +1 @@
uid://cmapsaj010q40
+14
View File
@@ -0,0 +1,14 @@
[gd_scene format=3 uid="uid://4v25hb0qu5l0"]
[ext_resource type="Script" uid="uid://cmapsaj010q40" path="res://actors/player/player_follow_light.gd" id="1_w7wrt"]
[node name="PlayerFollowLight" type="Node3D" unique_id=1889971494]
script = ExtResource("1_w7wrt")
[node name="SpotLight3D" type="SpotLight3D" parent="." unique_id=1523840927]
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 0, 2.6136062, 1.0431258e-07)
light_color = Color(0.9999998, 0.8702623, 0.60548127, 1)
light_energy = 8.0
shadow_enabled = true
distance_fade_length = 30.45
spot_angle = 72.62192
-1
View File
@@ -1 +0,0 @@
uid://sbf260u32upu
@@ -4,12 +4,12 @@ importer="scene"
importer_version=1 importer_version=1
type="PackedScene" type="PackedScene"
uid="uid://cmxqocsdbgufr" uid="uid://cmxqocsdbgufr"
path="res://.godot/imported/mees_plaksutab.glb-0ce4e4ee8c8f92069abfac9352f0f4b9.scn" path="res://.godot/imported/crowd_clap.glb-8bb3f532af711440142a67228d380ce0.scn"
[deps] [deps]
source_file="res://Animations/mees_plaksutab.glb" source_file="res://art/anim/crowd_clap.glb"
dest_files=["res://.godot/imported/mees_plaksutab.glb-0ce4e4ee8c8f92069abfac9352f0f4b9.scn"] dest_files=["res://.godot/imported/crowd_clap.glb-8bb3f532af711440142a67228d380ce0.scn"]
[params] [params]
@@ -1,6 +1,6 @@
""" """
Blender 5.1 script: create walk + idle animations for matador_v02. Blender 5.1 script: create walk + idle animations for matador.
Run: blender --background matador_v02.blend --python create_matador_anims.py Run: blender --background matador.blend --python create_matador_anims.py
""" """
import bpy, math, os import bpy, math, os
@@ -130,7 +130,7 @@ ti.name = 'idle'
si = ti.strips.new('idle', 0, idle) si = ti.strips.new('idle', 0, idle)
# ── export FBX ───────────────────────────────────────────────────────────────── # ── export FBX ─────────────────────────────────────────────────────────────────
fbx_path = os.path.join(os.path.dirname(bpy.data.filepath), 'matador_v02.fbx') fbx_path = os.path.join(os.path.dirname(bpy.data.filepath), 'matador.fbx')
bpy.ops.export_scene.fbx( bpy.ops.export_scene.fbx(
filepath=fbx_path, filepath=fbx_path,
use_selection=False, use_selection=False,
@@ -1,8 +1,8 @@
""" """
Blender 5.1 script: render preview frames of matador animations to PNG. Blender 5.1 script: render preview frames of matador animations to PNG.
Run: blender --background matador_v02.blend --python render_anim_preview.py Run: blender --background matador.blend --python render_anim_preview.py
Outputs to Blender/preview/ directory: Outputs to art/blender/preview/ directory:
walk_frame_00.png .. walk_frame_09.png walk_frame_00.png .. walk_frame_09.png
idle_frame_00.png idle_frame_00.png
@@ -3,13 +3,13 @@
importer="scene" importer="scene"
importer_version=1 importer_version=1
type="PackedScene" type="PackedScene"
uid="uid://dnltsqmuqcxh1" uid="uid://cofv5dbavesis"
path="res://.godot/imported/Barrel.glb-8809615fbcbd5dc5b64a229316967555.scn" path="res://.godot/imported/bear.glb-75dd9ad1d0d42d959c02624cfc22996d.scn"
[deps] [deps]
source_file="res://Assets/breakables/Barrel.glb" source_file="res://art/characters/bear.glb"
dest_files=["res://.godot/imported/Barrel.glb-8809615fbcbd5dc5b64a229316967555.scn"] dest_files=["res://.godot/imported/bear.glb-75dd9ad1d0d42d959c02624cfc22996d.scn"]
[params] [params]
@@ -4,12 +4,12 @@ importer="scene"
importer_version=1 importer_version=1
type="PackedScene" type="PackedScene"
uid="uid://bun14xmk20pcj" uid="uid://bun14xmk20pcj"
path="res://.godot/imported/bull.fbx-50f6d03a92c862695bbeaeba563be0db.scn" path="res://.godot/imported/bull.fbx-ffca5aad6fa2fef7c6aaeff23784274e.scn"
[deps] [deps]
source_file="res://Assets/bull.fbx" source_file="res://art/characters/bull.fbx"
dest_files=["res://.godot/imported/bull.fbx-50f6d03a92c862695bbeaeba563be0db.scn"] dest_files=["res://.godot/imported/bull.fbx-ffca5aad6fa2fef7c6aaeff23784274e.scn"]
[params] [params]

Some files were not shown because too many files have changed in this diff Show More