Add spine and dialogic museums
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extends Node2D
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@onready var spineboy: SpineSprite = $Spineboy
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@onready var crosshair_bone: SpineBoneNode = $Spineboy/CrosshairBone
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func _ready():
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spineboy.get_animation_state().set_animation("walk", true, 0)
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spineboy.get_animation_state().set_animation("aim", true, 1)
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func _process(_delta):
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crosshair_bone.global_position = get_viewport().get_mouse_position()
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@@ -0,0 +1 @@
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uid://d0elhdqlsl71d
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@@ -0,0 +1,23 @@
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[gd_scene format=3 uid="uid://borp2l17n5xw1"]
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[ext_resource type="SpineSkeletonDataResource" uid="uid://cb6rn6vonqbx0" path="res://docs/museums/spine/assets/spineboy/spineboy-data-res.tres" id="2"]
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[ext_resource type="Script" uid="uid://d0elhdqlsl71d" path="res://docs/museums/spine/examples/05-mouse-following/mouse-following.gd" id="2_34rgh"]
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[node name="Node2D" type="Node2D" unique_id=1482411552]
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script = ExtResource("2_34rgh")
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[node name="Spineboy" type="SpineSprite" parent="." unique_id=1478267410]
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skeleton_data_res = ExtResource("2")
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preview_skin = "Default"
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preview_animation = "-- Empty --"
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preview_frame = false
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preview_time = 0.0
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position = Vector2(147, 493)
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scale = Vector2(0.5, 0.5)
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[node name="CrosshairBone" type="SpineBoneNode" parent="Spineboy" unique_id=292478074]
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bone_mode = 1
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bone_name = "crosshair"
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show_behind_parent = true
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position = Vector2(302.333, -569.714)
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rotation = -0.000872665
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