6 Commits

Author SHA1 Message Date
0fb5f0cb66 update ui 2026-06-18 21:55:30 +02:00
3e9e4afb32 update UI 2026-06-16 21:08:11 +02:00
93219377b1 update ui 2026-06-15 22:55:04 +02:00
1d8346d294 add graphics settings save 2026-06-14 19:01:40 +02:00
74e69cbe81 update ui 2026-06-14 18:49:34 +02:00
ab59ac5d65 update assets and bug fix 2026-06-11 22:13:27 +02:00
517 changed files with 8699 additions and 32249 deletions

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shader_type canvas_item;
uniform sampler2D front_texture : source_color, filter_linear_mipmap;
uniform sampler2D back_texture : source_color, filter_linear_mipmap;
uniform sampler2D spine_shadow_gradient : source_color, filter_linear, repeat_disable;
uniform float shadow_intensity : hint_range(0.0, 1.0) = 0.0;
uniform float max_shadow_spread : hint_range(0.0, 1.0) = 0.35;
uniform bool debug_mode = false;
uniform bool is_backward = false;
void fragment() {
vec2 uv_dx = dFdx(UV);
vec2 uv_dy = dFdy(UV);
float face_dir = uv_dx.x * uv_dy.y - uv_dx.y * uv_dy.x;
bool is_front = face_dir > 0.0;
vec4 base_color;
if (is_front) {
if (is_backward) {
// Let's try flipping Y just in case they meant upside down!
// And keep X normal, since UV goes 0 to 1.
base_color = texture(front_texture, UV);
} else {
base_color = texture(front_texture, UV);
}
} else {
if (is_backward) {
base_color = texture(back_texture, vec2(1.0 - UV.x, UV.y));
} else {
base_color = texture(back_texture, vec2(1.0 - UV.x, UV.y));
}
}
float current_spread = max_shadow_spread * (shadow_intensity + 0.001);
float sample_x = UV.x / current_spread;
float shadow_alpha = texture(spine_shadow_gradient, vec2(sample_x, 0.0)).a;
if (sample_x > 1.0) {
shadow_alpha = 0.0;
}
shadow_alpha *= shadow_intensity;
vec3 final_rgb = mix(base_color.rgb, vec3(0.0, 0.0, 0.0), shadow_alpha);
COLOR = vec4(final_rgb, base_color.a);
}

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@tool
class_name BookAPI
extends RefCounted
## Static utility class for the PageFlip2D system by Newold.
## Provides helper methods to configure the book and facilitate interaction
## from embedded scenes (UI, puzzles, maps).
##
## [b]How to use:[/b][br]
## This class is designed to be used statically. You do not need to instance it.
## Simply call [code]BookAPI.function_name()[/code] from anywhere in your project.
## It automatically tracks the active [PageFlip2D] instance.
## (When a PageFlip scene enters the tree, it registers itself as the current_book.)
# ==============================================================================
# ENUMS (Mirrored for easy access)
# ==============================================================================
enum JumpTarget {
## Jump to the closed state showing the Front Cover.
FRONT_COVER,
## Jump to the closed state showing the Back Cover.
BACK_COVER,
## Jump to a specific content page number.
CONTENT_PAGE
}
# Internal reference to the currently active book.
static var _current_book: PageFlip2D
# ==============================================================================
# SETUP & REFERENCES
# ==============================================================================
## Registers a book instance as the currently active one.
## Automatically called by [PageFlip2D] in its [method Node._ready].
static func set_current_book(book: PageFlip2D) -> void:
_current_book = book
## Returns the currently active book instance, or null if none is registered.
static func get_current_book() -> PageFlip2D:
return _current_book
# ==============================================================================
# NAVIGATION CONTROLS
# ==============================================================================
## Turns the page forward (to the next page/spread).
## Does nothing if the book is animating or at the end.
static func next_page() -> void:
if is_instance_valid(_current_book):
force_release_control(_current_book)
_current_book.next_page()
## Turns the page backward (to the previous page/spread).
## Does nothing if the book is animating or at the beginning.
static func prev_page() -> void:
if is_instance_valid(_current_book):
force_release_control(_current_book)
_current_book.prev_page()
## Forces the active book to close towards a specific cover.
## [param to_front_cover]: If true, closes to the Front Cover (Right to Left). If false, closes to Back Cover.
static func force_close_book(to_front_cover: bool) -> void:
if is_instance_valid(_current_book):
force_release_control(_current_book)
_current_book.force_close_book(to_front_cover)
## Navigates to a specific page number (1-based index).
## Acts as a wrapper for go_to_spread, calculating the correct index automatically.
## [b]ASYNC:[/b] Must be called with 'await' if animated is true.
## [param page_num]: The 1-based page number (1 = first texture in pages_paths).
## [param target]: Specifies if the target is a content page or a cover.
static func go_to_page(page_num: int = 1, target: JumpTarget = JumpTarget.CONTENT_PAGE, animated: bool = true) -> void:
var book = _current_book
if not is_instance_valid(book): return
var target_spread_idx: int = 0
match target:
JumpTarget.FRONT_COVER:
target_spread_idx = -1
JumpTarget.BACK_COVER:
target_spread_idx = book.total_spreads
JumpTarget.CONTENT_PAGE:
# Calculate spread index: 1-2 -> Spread 0, 3-4 -> Spread 1, etc.
var safe_page = max(1, page_num)
target_spread_idx = int(safe_page / 2.0)
target_spread_idx = clampi(target_spread_idx, 0, book.total_spreads - 1)
await go_to_spread(book, target_spread_idx, animated)
## Navigates to a specific spread index directly.
## [b]ASYNC:[/b] Must be called with 'await' if animated is true.
## - Animated: Fast-forwards through pages with dynamic speed.
## - Instant: Snaps to page and manually triggers the scene activation handshake.
static func go_to_spread(book: PageFlip2D, target_spread: int, animated: bool = true) -> void:
if not is_instance_valid(book): return
# Clamp target
var final_target = clampi(target_spread, -1, book.total_spreads)
var diff = final_target - book.current_spread
if diff == 0:
return
force_release_control(book)
if not animated:
# INSTANT TELEPORT
book.current_spread = final_target
book.call("_update_static_visuals_immediate")
book.call("_update_volume_visuals")
# Force check for interactive scenes after teleport
book.call("_check_scene_activation")
else:
# ANIMATED FAST-FORWARD
if book.is_animating: return # Don't interrupt an existing animation
var original_speed = book.anim_player.speed_scale
# --- DYNAMIC SPEED CALCULATION ---
var steps = abs(diff)
# Base speed: 1.5x -> Max speed: 10.0x
var dynamic_speed = remap(float(steps), 0.0, float(book.total_spreads), 1.5, 10.0)
book.anim_player.speed_scale = dynamic_speed
var going_forward = diff > 0
for i in range(steps):
if not is_instance_valid(book): break
if going_forward: book.next_page()
else: book.prev_page()
# Wait for the physical page turn to finish before starting the next one.
if book.anim_player.is_playing():
await book.anim_player.animation_finished
else:
await book.get_tree().process_frame
# RESTORE STATE
if is_instance_valid(book):
book.anim_player.speed_scale = original_speed
# ==============================================================================
# STATE & INTERACTION HELPERS
# ==============================================================================
## Returns true if the book (active or specific) is currently animating.
static func is_busy(book_instance: PageFlip2D = null) -> bool:
var book = book_instance if book_instance else _current_book
if not is_instance_valid(book): return false
return book.is_animating
## Locates the PageFlip2D controller ancestor from any node inside an interactive page.
static func find_book_controller(caller_node: Node) -> PageFlip2D:
var current = caller_node
while current:
if current is PageFlip2D:
return current
current = current.get_parent()
return null
## Safely locks or unlocks the book's ability to turn pages manually.
## WARNING: If locked, the interactive scene MUST be responsible for unlocking it later.
static func set_interaction_lock(book: PageFlip2D, locked: bool) -> void:
if not is_instance_valid(book): return
book.call("_pageflip_set_input_enabled", not locked)
## Forces the book to regain input control immediately.
## Useful as a failsafe if an interactive scene closes unexpectedly.
static func force_release_control(book: PageFlip2D) -> void:
if not is_instance_valid(book): return
book.call("_pageflip_set_input_enabled", true)
# ==============================================================================
# CONFIGURATION HELPERS
# ==============================================================================
## Configures the visual properties of a Book instance via a dictionary.
static func configure_visuals(book: PageFlip2D, data: Dictionary) -> void:
if not is_instance_valid(book): return
if "pages" in data:
book.pages_paths = data["pages"]
book.call("_prepare_book_content")
if "cover_front_out" in data: book.tex_cover_front_out = data["cover_front_out"]
if "cover_front_in" in data: book.tex_cover_front_in = data["cover_front_in"]
if "cover_back_in" in data: book.tex_cover_back_in = data["cover_back_in"]
if "cover_back_out" in data: book.tex_cover_back_out = data["cover_back_out"]
if "spine_col" in data: book.spine_color = data["spine_col"]
if "spine_width" in data:
book.spine_width = data["spine_width"]
book.call("_build_spine")
if "size" in data:
book.target_page_size = data["size"]
book.call("_apply_new_size")
book.call("_update_static_visuals_immediate")
book.call("_update_volume_visuals")
## Configures the physics simulation of the page turning effect.
static func configure_physics(book: PageFlip2D, data: Dictionary) -> void:
if not is_instance_valid(book) or not book.dynamic_poly: return
var rigger = book.dynamic_poly
for key in data.keys():
rigger.set(key, data[key])
if rigger.has_method("rebuild"):
rigger.rebuild(book.target_page_size)

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@tool
class_name DynamicPage
extends Polygon2D
# ==============================================================================
# ENUMS & CONSTANTS
# ==============================================================================
## Defines the material physical properties for the page simulation.
enum PagePreset {
CUSTOM,
DEFAULT,
STANDARD_PAPER,
HEAVY_GRIMOIRE,
LIGHT_MAGAZINE,
OLD_SCROLL,
RIGID_BOARD,
WET_CLOTH,
PLASTIC_SHEET,
METAL_PLATE
}
## Determines the direction of the page turn curve.
enum CurlMode {
STRAIGHT,
TOP_CORNER_FIRST,
BOTTOM_CORNER_FIRST
}
const SKELETON_NAME = "AutoSkeleton"
const SHADOW_NAME = "AutoShadow"
# ==============================================================================
# SIGNALS
# ==============================================================================
signal change_page_requested
signal end_animation
# ==============================================================================
# INTERNAL CACHE
# ==============================================================================
var _custom_cache: Dictionary = {}
# ==============================================================================
# CONFIGURATION
# ==============================================================================
@export_category("Rig Generator")
## Horizontal mesh subdivision. Higher values create smoother bends.
@export_range(1, 20) var subdivision_x: int = 8
## Vertical mesh subdivision. Higher values allow for better corner curling.
@export_range(1, 10) var subdivision_y: int = 5
## Generates the mesh, skeleton, weights and animations.
@export var rebuild_all: bool = false : set = _on_generate_pressed
@export_category("Animation Generator")
@export_group("Quick Presets")
## Select a material style to auto-configure physics.
@export var animation_preset: PagePreset = PagePreset.CUSTOM : set = _on_preset_changed
@export_group("Manual Configuration")
## The AnimationPlayer node to store the generated animations.
@export var anim_player: AnimationPlayer
## Duration of the page turn animation in seconds.
@export var anim_duration: float = 0.75
@export_subgroup("Paper Physics")
## Stiffness of the material. 0.5 = Rubber, 5.0 = Wood.
@export_range(0.5, 5.0, 0.1) var paper_stiffness: float = 2.0
## Bend angle during the lift phase (Negative = Tip drags down).
@export_range(-180.0, 180.0) var lift_bend: float = -10.0
## Bend angle during the landing phase (Negative = Tip floats up).
@export_range(-180.0, 180.0) var land_bend: float = -8.0
@export_subgroup("Curl Effect")
## Which part of the page initiates the movement.
@export var curl_mode: CurlMode = CurlMode.TOP_CORNER_FIRST
## Time delay for the trailing corner (0.0 = None, 1.0 = High lag).
@export_range(0.0, 1.0, 0.05) var curl_lag: float = 0.8
@export_subgroup("Shadow FX")
## Create a dynamic shadow behind the page (Background Shadow).
@export var enable_shadow: bool = false
## The gradient texture used for the back shadow.
@export var shadow_gradient: GradientTexture2D
@export_subgroup("Fine Timing")
## Normalized time (0.0 - 1.0) for the peak lift position.
@export_range(0.05, 0.45, 0.01) var timing_peak_lift: float = 0.15
## Normalized time (0.0 - 1.0) for the landing contact.
@export_range(0.55, 0.95, 0.01) var timing_peak_land: float = 0.85
@export var generate_anims_btn: bool = false : set = _on_anim_pressed
# ==============================================================================
# RUNTIME INITIALIZATION
# ==============================================================================
func _ready():
self.z_index = 10
if animation_preset == PagePreset.CUSTOM:
_save_state_to_cache()
func rebuild(current_page_size: Vector2 = Vector2.ZERO) -> void:
if not anim_player: return
_clean_previous_rig()
_create_rig_logic(current_page_size)
_generate_animations_logic()
# ==============================================================================
# PRESET LOGIC
# ==============================================================================
func _on_preset_changed(val):
if animation_preset == PagePreset.CUSTOM:
_save_state_to_cache()
animation_preset = val
if val == PagePreset.CUSTOM:
if not _custom_cache.is_empty():
_load_state_from_cache()
print("[PageRigger] Restored Custom Settings.")
notify_property_list_changed()
return
# Defaults
curl_mode = CurlMode.BOTTOM_CORNER_FIRST
curl_lag = 0.3
enable_shadow = false
anim_duration = 0.75
match val:
PagePreset.DEFAULT:
paper_stiffness = 2.0; lift_bend = -15.0; land_bend = 5.0
curl_mode = CurlMode.TOP_CORNER_FIRST; curl_lag = 0.5
anim_duration = 0.75; timing_peak_lift = 0.15; timing_peak_land = 0.85
PagePreset.STANDARD_PAPER:
paper_stiffness = 2.5; lift_bend = -12.0; land_bend = 3.0
curl_mode = CurlMode.TOP_CORNER_FIRST; curl_lag = 0.4
anim_duration = 0.65; timing_peak_lift = 0.12; timing_peak_land = 0.88
PagePreset.HEAVY_GRIMOIRE:
paper_stiffness = 4.0; lift_bend = -3.0; land_bend = 1.0
curl_mode = CurlMode.STRAIGHT; curl_lag = 0.1
anim_duration = 1.1; timing_peak_lift = 0.25; timing_peak_land = 0.75
PagePreset.LIGHT_MAGAZINE:
paper_stiffness = 0.8; lift_bend = -16.0; land_bend = 0.0
curl_mode = CurlMode.BOTTOM_CORNER_FIRST; curl_lag = 0.6
anim_duration = 0.8; timing_peak_lift = 0.10; timing_peak_land = 0.92
PagePreset.OLD_SCROLL:
paper_stiffness = 1.8; lift_bend = -20.0; land_bend = 8.0
curl_mode = CurlMode.TOP_CORNER_FIRST; curl_lag = 0.9
anim_duration = 0.9; timing_peak_lift = 0.18; timing_peak_land = 0.82
PagePreset.RIGID_BOARD:
paper_stiffness = 5.0; lift_bend = 0.0; land_bend = 0.0
curl_mode = CurlMode.STRAIGHT; curl_lag = 0.0
anim_duration = 0.8; timing_peak_lift = 0.2; timing_peak_land = 0.8
PagePreset.WET_CLOTH:
paper_stiffness = 0.3; lift_bend = -28.0; land_bend = -0.0
curl_mode = CurlMode.BOTTOM_CORNER_FIRST; curl_lag = 0.6
anim_duration = 1.3; timing_peak_lift = 0.2; timing_peak_land = 0.95
PagePreset.PLASTIC_SHEET:
paper_stiffness = 3.5; lift_bend = -12.0; land_bend = 12.0
curl_mode = CurlMode.TOP_CORNER_FIRST; curl_lag = 0.2
anim_duration = 0.5; timing_peak_lift = 0.08; timing_peak_land = 0.92
PagePreset.METAL_PLATE:
paper_stiffness = 5.0; lift_bend = 0.0; land_bend = 0.0
curl_mode = CurlMode.STRAIGHT; curl_lag = 0.0
anim_duration = 1.4; timing_peak_lift = 0.15; timing_peak_land = 0.98
notify_property_list_changed()
if anim_player and skeleton != NodePath(""):
_generate_animations_logic()
print("[PageRigger] Preset Applied: ", PagePreset.keys()[val])
func _save_state_to_cache():
_custom_cache = {
"stiffness": paper_stiffness, "lift": lift_bend, "land": land_bend,
"curl_m": curl_mode, "curl_l": curl_lag,
"t_lift": timing_peak_lift, "t_land": timing_peak_land,
"dur": anim_duration, "shadow": enable_shadow
}
func _load_state_from_cache():
paper_stiffness = _custom_cache.get("stiffness", 1.5)
lift_bend = _custom_cache.get("lift", -30.0)
land_bend = _custom_cache.get("land", -15.0)
curl_mode = _custom_cache.get("curl_m", CurlMode.BOTTOM_CORNER_FIRST)
curl_lag = _custom_cache.get("curl_l", 0.3)
timing_peak_lift = _custom_cache.get("t_lift", 0.15)
timing_peak_land = _custom_cache.get("t_land", 0.85)
anim_duration = _custom_cache.get("dur", 1.0)
enable_shadow = false # Force disable shadow
# ==============================================================================
# RIGGING LOGIC
# ==============================================================================
func _calculate_polygon_rect() -> Rect2:
if polygon.size() == 0:
return Rect2(0,0,0,0)
var min_v = polygon[0]
var max_v = polygon[0]
for v in polygon:
min_v.x = min(min_v.x, v.x)
min_v.y = min(min_v.y, v.y)
max_v.x = max(max_v.x, v.x)
max_v.y = max(max_v.y, v.y)
return Rect2(min_v, max_v - min_v)
func _create_rig_logic(current_page_size: Vector2 = Vector2.ZERO):
self.z_index = 10
var original_size = Vector2(512, 820)
var tex_size: Vector2 = Vector2.ZERO
if current_page_size != Vector2.ZERO:
tex_size = current_page_size
elif texture:
tex_size = texture.get_size()
if tex_size == Vector2.ZERO:
tex_size = original_size
var step_x = tex_size.x / subdivision_x
var step_y = tex_size.y / subdivision_y
# Prepare Gradient Texture for Background Shadow
var applied_shadow_tex: Texture2D = null
if not shadow_gradient:
shadow_gradient = preload("uid://rm7bporlv3cf")
var dup = shadow_gradient.duplicate()
if dup is GradientTexture2D:
dup.width = int(tex_size.x)
applied_shadow_tex = dup
# --- 0. BACKGROUND SHADOW ---
if enable_shadow:
var shadow = Polygon2D.new()
shadow.name = SHADOW_NAME
shadow.z_index = -1
if applied_shadow_tex:
shadow.texture = applied_shadow_tex
shadow.color = Color.WHITE
else:
shadow.color = Color(0, 0, 0, 0.5)
var margin = 4.0
shadow.polygon = PackedVector2Array([
Vector2(margin, margin), Vector2(tex_size.x - margin, margin),
Vector2(tex_size.x - margin, tex_size.y - margin), Vector2(margin, tex_size.y - margin)
])
shadow.uv = shadow.polygon
add_child(shadow)
# --- 1. MESH & UV ---
var new_uvs = PackedVector2Array()
for y in range(subdivision_y + 1):
for x in range(subdivision_x + 1):
new_uvs.append(Vector2(x * step_x, y * step_y))
self.uv = new_uvs
self.polygon = new_uvs
var new_polygons = []
var rc = subdivision_x + 1
for y in range(subdivision_y):
for x in range(subdivision_x):
var i = y * rc + x
new_polygons.append(PackedInt32Array([i, i + 1, i + rc + 1, i + rc]))
self.polygons = new_polygons
# --- 2. SKELETON ---
var sk = Skeleton2D.new()
sk.name = SKELETON_NAME
add_child(sk)
self.skeleton = NodePath(SKELETON_NAME)
# --- 3. BONES (Structured Hierarchy) ---
for y in range(subdivision_y + 1):
var parent_bone: Bone2D = null
for x in range(subdivision_x + 1):
var b = Bone2D.new()
b.name = "Bone_%d_%d" % [x, y]
b.set_autocalculate_length_and_angle(false)
b.set_length(step_x)
if x == 0:
# Root bone (Spine)
sk.add_child(b)
b.position = Vector2(0, y * step_y)
else:
# Child bone
if parent_bone:
parent_bone.add_child(b)
b.position = Vector2(step_x, 0)
b.set_rest(b.transform)
parent_bone = b
# --- 4. WEIGHTS (Gradient Skinning) ---
_apply_weights_to_polygon(self, sk)
queue_redraw()
notify_property_list_changed()
func _apply_weights_to_polygon(poly: Polygon2D, sk: Skeleton2D):
poly.clear_bones()
var bone_map = {}
for y in range(subdivision_y + 1):
for x in range(subdivision_x + 1):
var bname = "Bone_%d_%d" % [x, y]
var bone_node = sk.find_child(bname, true, false)
if bone_node:
bone_map[bname] = bone_node.get_path()
var vertex_count = poly.polygon.size()
var weights_per_bone = {}
for bpath in bone_map.values():
var w_arr = PackedFloat32Array()
w_arr.resize(vertex_count)
w_arr.fill(0.0)
weights_per_bone[bpath] = w_arr
var vert_idx = 0
for y in range(subdivision_y + 1):
for x in range(subdivision_x + 1):
var primary_name = "Bone_%d_%d" % [x, y]
var prev_name = "Bone_%d_%d" % [x - 1, y]
var next_name = "Bone_%d_%d" % [x + 1, y]
var primary_path = bone_map.get(primary_name)
var prev_path = bone_map.get(prev_name)
var next_path = bone_map.get(next_name)
var w_center = 0.7
var w_neighbor = 0.15
if primary_path: weights_per_bone[primary_path][vert_idx] += w_center
if prev_path: weights_per_bone[prev_path][vert_idx] += w_neighbor
else: weights_per_bone[primary_path][vert_idx] += w_neighbor
if next_path: weights_per_bone[next_path][vert_idx] += w_neighbor
else: weights_per_bone[primary_path][vert_idx] += w_neighbor
vert_idx += 1
for bpath in weights_per_bone:
poly.add_bone(bpath, weights_per_bone[bpath])
# ==============================================================================
# ANIMATION LOGIC
# ==============================================================================
func _generate_animations_logic():
var library: AnimationLibrary
if anim_player.has_animation_library(""): library = anim_player.get_animation_library("")
else: library = AnimationLibrary.new(); anim_player.add_animation_library("", library)
_create_single_anim(library, "turn_flexible_page", false, false)
_create_single_anim(library, "turn_rigid_page", true, false)
_create_single_anim(library, "turn_flexible_page_mirror", false, true)
_create_single_anim(library, "turn_rigid_page_mirror", true, true)
notify_property_list_changed()
func _create_single_anim(library: AnimationLibrary, anim_name: String, is_rigid: bool, is_mirror: bool):
var anim = Animation.new()
anim.length = anim_duration
anim.step = 0.01
if library.has_animation(anim_name): library.remove_animation(anim_name)
library.add_animation(anim_name, anim)
var sk_node = find_child(SKELETON_NAME, true, false)
if not sk_node: return
var my_path = anim_player.get_node(anim_player.root_node).get_path_to(self)
var visible_col = Color(1, 1, 1, 1)
var invisible_col = Color(1, 1, 1, 0)
var faded_col = Color(1, 1, 1, 0.6)
var t_mid = anim_duration * 0.5
var t_end_snap = anim_duration * 0.95
# ==========================================================================
# 1. VISIBILITY & Z-INDEX
# ==========================================================================
var z_track = anim.add_track(Animation.TYPE_VALUE)
anim.track_set_path(z_track, str(my_path) + ":z_index")
anim.track_set_interpolation_type(z_track, Animation.INTERPOLATION_NEAREST)
anim.track_insert_key(z_track, 0.0, 10)
anim.track_insert_key(z_track, anim_duration * 0.15, 25)
anim.track_insert_key(z_track, anim_duration * 0.65, 10)
# ==========================================================================
# 2. BACKGROUND SHADOW
# ==========================================================================
var shadow_node = find_child(SHADOW_NAME, true, false)
if shadow_node and enable_shadow:
var shadow_path = anim_player.get_node(anim_player.root_node).get_path_to(shadow_node)
var t_scale = anim.add_track(Animation.TYPE_VALUE)
anim.track_set_path(t_scale, str(shadow_path) + ":scale")
anim.track_set_interpolation_type(t_scale, Animation.INTERPOLATION_CUBIC)
var t_mod = anim.add_track(Animation.TYPE_VALUE)
anim.track_set_path(t_mod, str(shadow_path) + ":modulate")
var s_start = Vector2(-1.0, 1.0) if is_mirror else Vector2(1.0, 1.0)
var s_end = Vector2(1.0, 1.0) if is_mirror else Vector2(-1.0, 1.0)
anim.track_insert_key(t_scale, 0.0, s_start)
anim.track_insert_key(t_mod, 0.0, invisible_col)
anim.track_insert_key(t_mod, anim_duration * 0.1, visible_col)
anim.track_insert_key(t_scale, t_mid, Vector2(0.01, 1.0))
anim.track_insert_key(t_mod, t_mid, faded_col)
anim.track_insert_key(t_scale, t_end_snap, s_end)
anim.track_insert_key(t_scale, anim_duration, s_end)
anim.track_insert_key(t_mod, t_end_snap, invisible_col)
anim.track_insert_key(t_mod, anim_duration, invisible_col)
# ==========================================================================
# 3. BONE ANIMATION
# ==========================================================================
for y in range(subdivision_y + 1):
var row_factor = 1.0
if not is_rigid and curl_mode != CurlMode.STRAIGHT:
var y_ratio = float(y) / float(max(1, subdivision_y))
if curl_mode == CurlMode.TOP_CORNER_FIRST:
row_factor = lerp(1.0, 1.0 - curl_lag, y_ratio)
elif curl_mode == CurlMode.BOTTOM_CORNER_FIRST:
row_factor = lerp(1.0 - curl_lag, 1.0, y_ratio)
var time_offset = (1.0 - row_factor) * (anim_duration * 0.1)
for x in range(subdivision_x + 1):
var bone_name = "Bone_%d_%d" % [x, y]
var bone = sk_node.find_child(bone_name, true, false)
if not bone: continue
var t_idx = anim.add_track(Animation.TYPE_VALUE)
var path = anim_player.get_node(anim_player.root_node).get_path_to(bone)
anim.track_set_path(t_idx, str(path) + ":rotation_degrees")
anim.track_set_interpolation_type(t_idx, Animation.INTERPOLATION_CUBIC)
var deg_flat_right = 0.0; var deg_flat_left = -179.9; var deg_mid = -90.0
if is_rigid:
if x == 0:
var s = deg_flat_left if is_mirror else deg_flat_right
var e = deg_flat_right if is_mirror else deg_flat_left
anim.track_insert_key(t_idx, 0.0, s)
anim.track_insert_key(t_idx, anim_duration * 0.5, deg_mid)
anim.track_insert_key(t_idx, anim_duration, e)
else:
anim.track_insert_key(t_idx, 0.0, 0.0)
anim.track_insert_key(t_idx, anim_duration, 0.0)
else:
var x_ratio = float(x) / float(subdivision_x)
var influence = pow(x_ratio, paper_stiffness)
var t_lift = clamp((anim_duration * timing_peak_lift) + time_offset, 0.0, (anim_duration * 0.5) - 0.05)
var t_mid_bone = anim_duration * 0.5
var t_land = clamp((anim_duration * timing_peak_land) - time_offset, t_mid_bone + 0.05, anim_duration)
if x == 0:
# ROOT BONE
var s = deg_flat_left if is_mirror else deg_flat_right
var e = deg_flat_right if is_mirror else deg_flat_left
var sl = -15.0 * row_factor
if is_mirror: sl = deg_flat_left - sl
var slt = lerp(-90.0, -180.0, timing_peak_land)
if is_mirror: slt = lerp(-90.0, 0.0, timing_peak_land)
anim.track_insert_key(t_idx, 0.0, s)
anim.track_insert_key(t_idx, t_lift, sl)
anim.track_insert_key(t_idx, t_mid_bone, deg_mid)
anim.track_insert_key(t_idx, t_land, slt)
var t_settle = lerp(t_land, anim_duration, 0.7)
var s_settle = lerp(slt, e, 0.85)
anim.track_insert_key(t_idx, t_settle, s_settle)
anim.track_insert_key(t_idx, anim_duration, e)
else:
# SURFACE BONES (CURVED)
var bm = -1.0 if is_mirror else 1.0
anim.track_insert_key(t_idx, 0.0, 0.0)
anim.track_insert_key(t_idx, t_lift, lift_bend * row_factor * bm * influence)
# REMOVED FORCED 0.0 AT MIDPOINT FOR ORGANIC CURVE
var val_land = land_bend * row_factor * bm * influence
anim.track_insert_key(t_idx, t_land, val_land)
var t_settle = lerp(t_land, anim_duration, 0.75)
anim.track_insert_key(t_idx, t_settle, val_land * 0.15)
anim.track_insert_key(t_idx, anim_duration, 0.0)
# ==========================================================================
# 4. MAIN POLYGON SCALE ("SQUASH & STRETCH")
# ==========================================================================
if not is_rigid:
var t_main_scale = anim.add_track(Animation.TYPE_VALUE)
anim.track_set_path(t_main_scale, str(my_path) + ":scale")
anim.track_set_interpolation_type(t_main_scale, Animation.INTERPOLATION_LINEAR)
var squash_x = 0.88
anim.track_insert_key(t_main_scale, 0.0, Vector2(1, 1))
anim.track_insert_key(t_main_scale, t_mid, Vector2(1, 1))
anim.track_insert_key(t_main_scale, t_mid + (anim_duration * 0.1), Vector2(squash_x, 1))
anim.track_insert_key(t_main_scale, anim_duration * 0.85, Vector2(1, 1))
anim.track_insert_key(t_main_scale, anim_duration, Vector2(1, 1))
var method_track = anim.add_track(Animation.TYPE_METHOD)
anim.track_set_path(method_track, str(my_path))
anim.track_insert_key(method_track, anim_duration * 0.5, {"method": "_trigger_midpoint", "args": []})
anim.track_insert_key(method_track, anim_duration, {"method": "_trigger_end", "args": []})
# ==============================================================================
# HELPER FUNCTIONS
# ==============================================================================
func _trigger_midpoint(): emit_signal("change_page_requested")
func _trigger_end(): emit_signal("end_animation")
func _on_generate_pressed(val):
if val:
rebuild_all=false
_clean_previous_rig()
_create_rig_logic()
_generate_animations_logic()
func _on_anim_pressed(val):
if val:
generate_anims_btn=false
if anim_player and skeleton!=NodePath(""):
_generate_animations_logic()
func _clean_previous_rig():
for c in get_children():
remove_child(c)
c.free()
var old_shadow = find_child(SHADOW_NAME, true, false)
if old_shadow: old_shadow.free()
clear_bones()
skeleton = NodePath("")

View File

@@ -1 +0,0 @@
uid://ce5ib2f4qff24

View File

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@tool
extends Control
@onready var container_frame: VBoxContainer = %ContainerFrame
func add_companion_dock(companion_dock: Control) -> void:
container_frame.add_child(companion_dock)

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[ext_resource type="Script" uid="uid://b4nvgu7h84u53" path="res://addons/godotsteam/editor/updates/updates.gd" id="2_qn6cd"]
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_qn6cd"]
content_margin_top = 2.0
content_margin_bottom = 2.0
bg_color = Color(0.0980392, 0.0980392, 0.0980392, 1)
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_qf1vo"]
content_margin_top = 2.0
content_margin_bottom = 2.0
bg_color = Color(0.337255, 0.619608, 1, 1)
[sub_resource type="Theme" id="Theme_sqmbs"]
ProgressBar/styles/background = SubResource("StyleBoxFlat_qn6cd")
ProgressBar/styles/fill = SubResource("StyleBoxFlat_qf1vo")
[node name="Steamworks" type="Control"]
process_mode = 3
custom_minimum_size = Vector2(0, 150)
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anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_qn6cd")
metadata/_edit_lock_ = true
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custom_minimum_size = Vector2(0, 150)
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
metadata/_edit_lock_ = true
[node name="DockFrame" type="TabContainer" parent="Scroller"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
size_flags_vertical = 3
current_tab = 0
metadata/_edit_lock_ = true
[node name="Updates" type="MarginContainer" parent="Scroller/DockFrame"]
unique_name_in_owner = true
layout_mode = 2
theme_override_constants/margin_left = 10
theme_override_constants/margin_top = 10
theme_override_constants/margin_right = 10
theme_override_constants/margin_bottom = 10
script = ExtResource("2_qn6cd")
metadata/_tab_index = 0
metadata/_edit_lock_ = true
[node name="ContainerFrame" type="VBoxContainer" parent="Scroller/DockFrame/Updates"]
unique_name_in_owner = true
layout_mode = 2
theme_override_constants/separation = 10
metadata/_edit_lock_ = true
[node name="HFrame" type="HBoxContainer" parent="Scroller/DockFrame/Updates/ContainerFrame"]
layout_mode = 2
theme_override_constants/separation = 25
metadata/_edit_lock_ = true
[node name="Type" type="Label" parent="Scroller/DockFrame/Updates/ContainerFrame/HFrame"]
custom_minimum_size = Vector2(125, 25)
layout_mode = 2
text = "GodotSteam"
metadata/_edit_lock_ = true
[node name="InstalledLabel" type="Label" parent="Scroller/DockFrame/Updates/ContainerFrame/HFrame"]
unique_name_in_owner = true
layout_mode = 2
text = "Installed version 4.18"
metadata/_edit_lock_ = true
[node name="UpdateLabel" type="Label" parent="Scroller/DockFrame/Updates/ContainerFrame/HFrame"]
unique_name_in_owner = true
layout_mode = 2
metadata/_edit_lock_ = true
[node name="Updating" type="HBoxContainer" parent="Scroller/DockFrame/Updates/ContainerFrame/HFrame"]
layout_mode = 2
size_flags_horizontal = 10
theme_override_constants/separation = 25
metadata/_edit_lock_ = true
[node name="Downloading" type="ProgressBar" parent="Scroller/DockFrame/Updates/ContainerFrame/HFrame/Updating"]
unique_name_in_owner = true
visible = false
custom_minimum_size = Vector2(200, 30)
layout_mode = 2
theme = SubResource("Theme_sqmbs")
step = 1.0
rounded = true
metadata/_edit_lock_ = true
[node name="InstallButton" type="Button" parent="Scroller/DockFrame/Updates/ContainerFrame/HFrame/Updating"]
unique_name_in_owner = true
visible = false
layout_mode = 2
text = "Install"
metadata/_edit_lock_ = true
[node name="UpdateButton" type="Button" parent="Scroller/DockFrame/Updates/ContainerFrame/HFrame/Updating"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 8
disabled = true
text = "Up-to-date"
metadata/_edit_lock_ = true
[node name="CancelButton" type="Button" parent="Scroller/DockFrame/Updates/ContainerFrame/HFrame/Updating"]
unique_name_in_owner = true
visible = false
layout_mode = 2
text = "Cancel"
metadata/_edit_lock_ = true

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@@ -1,59 +0,0 @@
@tool
extends ConfirmationDialog
signal cancel_update
signal continue_update
@onready var cancel_button: Button = %Cancel
@onready var continue_button: Button = %Continue
@onready var downloading: ProgressBar = %Downloading
@onready var message: Label = %Message
@onready var version_title: Label = %VersionTitle
func _ready() -> void:
connect_signals()
set_defaults()
#region Setup
func set_defaults() -> void:
size = Vector2(450, 330)
get_ok_button().visible = false
get_cancel_button().visible = false
#endregion
#region Signals
func connect_signals() -> void:
cancel_button.pressed.connect(_on_cancel_pressed)
continue_button.pressed.connect(_on_continue_pressed)
func _on_cancel_pressed() -> void:
cancel_update.emit()
queue_free()
func _on_continue_pressed() -> void:
continue_update.emit()
#endregion
#region Updating text
func update_interface(version_string: String, is_downloader: bool) -> void:
if not is_node_ready(): await ready
cancel_button.visible = true
continue_button.visible = not is_downloader
downloading.visible = is_downloader
if is_downloader:
message.text = "You are downloading the update, please wait. Closing this window will cancel the update."
version_title.text = "Downloading GodotSteam %s" % version_string
else:
message.text = "You are about to update plug-in version to %s. The editor will restart at the end of this process." % version_string
version_title.text = "Update To GodotSteam %s" % version_string
func update_progress(new_percentage: int) -> void:
downloading.value = new_percentage
#endregion

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uid://bjb747gou4fbo

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[gd_scene format=3 uid="uid://bb6pyk4s77qvo"]
[ext_resource type="Script" uid="uid://bjb747gou4fbo" path="res://addons/godotsteam/editor/updates/confirmation.gd" id="1_fskym"]
[ext_resource type="Texture2D" uid="uid://dhn3vkdxvetbn" path="res://addons/godotsteam/editor/ui/steam.svg" id="1_xklt4"]
[sub_resource type="StyleBoxEmpty" id="StyleBoxEmpty_cnr4s"]
[sub_resource type="StyleBoxEmpty" id="StyleBoxEmpty_jjufo"]
[sub_resource type="StyleBoxEmpty" id="StyleBoxEmpty_fskym"]
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_0ql43"]
content_margin_left = 10.0
content_margin_top = 5.0
content_margin_right = 10.0
content_margin_bottom = 5.0
bg_color = Color(0.3372549, 0.61960787, 1, 1)
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_apu4b"]
content_margin_left = 10.0
content_margin_top = 5.0
content_margin_right = 10.0
content_margin_bottom = 5.0
bg_color = Color(0.09803922, 0.09803922, 0.09803922, 1)
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_bi3ss"]
content_margin_left = 10.0
content_margin_top = 5.0
content_margin_right = 10.0
content_margin_bottom = 5.0
bg_color = Color(0, 0, 0, 1)
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_cnr4s"]
content_margin_top = 2.0
content_margin_bottom = 2.0
bg_color = Color(0.09803922, 0.09803922, 0.09803922, 1)
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_jjufo"]
content_margin_top = 2.0
content_margin_bottom = 2.0
bg_color = Color(0.3372549, 0.61960787, 1, 1)
[sub_resource type="Theme" id="Theme_cnr4s"]
AcceptDialog/constants/title_height = 0
AcceptDialog/styles/embedded_border = SubResource("StyleBoxEmpty_cnr4s")
AcceptDialog/styles/embedded_unfocused_border = SubResource("StyleBoxEmpty_jjufo")
AcceptDialog/styles/panel = SubResource("StyleBoxEmpty_fskym")
Button/colors/font_color = Color(1, 1, 1, 1)
Button/styles/hover = SubResource("StyleBoxFlat_0ql43")
Button/styles/normal = SubResource("StyleBoxFlat_apu4b")
Button/styles/pressed = SubResource("StyleBoxFlat_bi3ss")
ProgressBar/styles/background = SubResource("StyleBoxFlat_cnr4s")
ProgressBar/styles/fill = SubResource("StyleBoxFlat_jjufo")
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_fskym"]
bg_color = Color(0.15686275, 0.15686275, 0.15686275, 1)
border_width_bottom = 3
border_color = Color(0.3372549, 0.61960787, 1, 1)
[node name="Confirmation" type="ConfirmationDialog" unique_id=1649782113]
transparent_bg = true
oversampling_override = 1.0
title = "Updating GodotSteam"
initial_position = 1
size = Vector2i(450, 330)
visible = true
wrap_controls = false
unresizable = true
borderless = true
min_size = Vector2i(450, 200)
keep_title_visible = false
content_scale_mode = 1
theme = SubResource("Theme_cnr4s")
ok_button_text = "Continue"
dialog_hide_on_ok = false
dialog_close_on_escape = false
script = ExtResource("1_fskym")
metadata/_edit_lock_ = true
[node name="Panel" type="Panel" parent="." unique_id=336687509]
custom_minimum_size = Vector2(450, 330)
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -225.0
offset_top = -165.0
offset_right = 225.0
offset_bottom = 165.0
grow_horizontal = 2
grow_vertical = 2
size_flags_horizontal = 4
size_flags_vertical = 4
theme_override_styles/panel = SubResource("StyleBoxFlat_fskym")
metadata/_edit_lock_ = true
[node name="Margin" type="MarginContainer" parent="Panel" unique_id=598549467]
custom_minimum_size = Vector2(450, 330)
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
theme_override_constants/margin_left = 50
theme_override_constants/margin_top = 50
theme_override_constants/margin_right = 50
theme_override_constants/margin_bottom = 50
metadata/_edit_lock_ = true
[node name="VFrame" type="VBoxContainer" parent="Panel/Margin" unique_id=7442794]
layout_mode = 2
theme_override_constants/separation = 15
metadata/_edit_lock_ = true
[node name="HFrame" type="HBoxContainer" parent="Panel/Margin/VFrame" unique_id=1314013334]
layout_mode = 2
theme_override_constants/separation = 15
metadata/_edit_lock_ = true
[node name="Icon" type="TextureRect" parent="Panel/Margin/VFrame/HFrame" unique_id=521288466]
custom_minimum_size = Vector2(26, 30)
layout_mode = 2
texture = ExtResource("1_xklt4")
expand_mode = 1
stretch_mode = 5
metadata/_edit_lock_ = true
[node name="VersionTitle" type="Label" parent="Panel/Margin/VFrame/HFrame" unique_id=906249057]
unique_name_in_owner = true
custom_minimum_size = Vector2(275, 30)
layout_mode = 2
theme_override_colors/font_outline_color = Color(1, 1, 1, 1)
theme_override_constants/outline_size = 1
theme_override_font_sizes/font_size = 18
text = "Downloading GodotSteam 99.99"
metadata/_edit_lock_ = true
[node name="Message" type="Label" parent="Panel/Margin/VFrame" unique_id=345793881]
unique_name_in_owner = true
custom_minimum_size = Vector2(315, 85)
layout_mode = 2
size_flags_vertical = 0
text = "You are about to update plug-in version to %s. The editor will restart at the end of this process."
autowrap_mode = 3
metadata/_edit_lock_ = true
[node name="Downloading" type="ProgressBar" parent="Panel/Margin/VFrame" unique_id=1922739661]
unique_name_in_owner = true
custom_minimum_size = Vector2(0, 30)
layout_mode = 2
step = 1.0
value = 50.0
metadata/_edit_lock_ = true
[node name="Options" type="HBoxContainer" parent="Panel/Margin/VFrame" unique_id=2126576529]
layout_mode = 2
size_flags_vertical = 10
theme_override_constants/separation = 15
alignment = 2
metadata/_edit_lock_ = true
[node name="Continue" type="Button" parent="Panel/Margin/VFrame/Options" unique_id=851000998]
unique_name_in_owner = true
layout_mode = 2
text = "Continue"
metadata/_edit_lock_ = true
[node name="Cancel" type="Button" parent="Panel/Margin/VFrame/Options" unique_id=1895267580]
unique_name_in_owner = true
layout_mode = 2
text = "Cancel"
metadata/_edit_lock_ = true

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@tool
extends MarginContainer
###
# Super-huge thanks to Nathan Hoad and Marcus Skov for ideas and inspiration on how to create a
# plug-in updater.
###
const TEMP_FILE = "user://update.zip"
const VERSION_URL: StringName = "https://godotengine.org/asset-library/api/asset/2445"
var download_location: String = ""
var downloading_update: bool = false
# This will act as both our version checker and update downloader
var http_request: HTTPRequest = null
var is_actively_downloading: bool = false
var new_version: String = ""
@onready var cancel_button: Button = %CancelButton
@onready var downloading: ProgressBar = %Downloading
@onready var install_button: Button = %InstallButton
@onready var installed_label: Label = %InstalledLabel
@onready var update_label: Label = %UpdateLabel
@onready var update_button: Button = %UpdateButton
func _ready() -> void:
connect_signals()
set_defaults()
check_for_updates()
func _process(delta: float) -> void:
if is_actively_downloading:
downloading.value = http_request.get_downloaded_bytes() * 100 / http_request.get_body_size()
#region Setup
func set_defaults() -> void:
downloading.value = 0
installed_label.text = "Installed version %s" % Steam.get_godotsteam_version()
update_button.text = "Up-to-date"
update_button.disabled = true
update_label.text = ""
updating_visibility(false, false, false, true)
#endregion
#region Signals
func connect_signals() -> void:
cancel_button.pressed.connect(_on_cancel_pressed)
install_button.pressed.connect(_on_install_pressed)
update_button.pressed.connect(_on_update_pressed)
#endregion
#region Checking for updates
func check_for_updates() -> void:
if not ProjectSettings.get_setting("steam/updates/godotsteam/check_for_updates"):
return
http_request = HTTPRequest.new()
add_child(http_request)
http_request.request_completed.connect(_on_http_request_completed)
if http_request.request(VERSION_URL) != OK:
printerr("Failed to request GodotSteam plug-in remote current version")
func _on_http_request_completed(result: int, _response_code: int, _headers: PackedStringArray, body: PackedByteArray) -> void:
http_request.request_completed.disconnect(_on_http_request_completed)
http_request.queue_free()
if result != HTTPRequest.RESULT_SUCCESS:
return
var response = JSON.parse_string(body.get_string_from_utf8())
if response == null:
return
download_location = response.download_url
new_version = response.version_string
if convert_version(new_version) > convert_version(Steam.get_godotsteam_version()):
print("New GodotSteam version %s available" % new_version)
update_label.text = "New version %s" % new_version
update_button.text = "Download"
update_button.disabled = false
#endregion
#region Updating versions
func _on_cancel_pressed() -> void:
updating_visibility(false, false, false, true)
if is_actively_downloading:
http_request.cancel_request()
http_request.queue_free()
is_actively_downloading = false
update_label.text = "Canceling %s plug-in update download" % new_version
else:
DirAccess.remove_absolute(TEMP_FILE)
update_label.text = "Canceling %s plug-in update and deleting temporary files" % new_version
update_button.text = "Download"
update_button.disabled = false
update_label.text = "New version %s" % new_version
func _on_install_pressed() -> void:
print("Removing older GodotSteam %s plug-in" % Steam.get_godotsteam_version())
OS.move_to_trash(ProjectSettings.globalize_path("res://addons/godotsteam"))
update_button.text = "Unpacking"
print("Unpacking new %s plug-in" % new_version)
var zip_reader: ZIPReader = ZIPReader.new()
zip_reader.open(TEMP_FILE)
var files: PackedStringArray = zip_reader.get_files()
var base_path := files[1]
# Remove archive folder
files.remove_at(0)
# Remove assets folder
files.remove_at(0)
for path in files:
var new_file_path: String = path.replace(base_path, "")
if path.ends_with("/"):
DirAccess.make_dir_recursive_absolute("res://addons/%s" % new_file_path)
else:
var file: FileAccess = FileAccess.open("res://addons/%s" % new_file_path, FileAccess.WRITE)
file.store_buffer(zip_reader.read_file(path))
zip_reader.close()
restart_post_update()
func _on_update_pressed() -> void:
is_actively_downloading = true
update_label.text = "Downloading %s plug-in update, please wait" % new_version
updating_visibility(true, true, false, false)
http_request = HTTPRequest.new()
add_child(http_request)
http_request.request_completed.connect(_on_download_request_completed)
if http_request.request(download_location) != OK:
printerr("Failed to request %s plug-in update download" % new_version)
is_actively_downloading = false
update_button.text = "Failed"
update_button.disabled = false
return
func _on_download_request_completed(result: int, _response_code: int, _headers: PackedStringArray, body: PackedByteArray) -> void:
http_request.request_completed.disconnect(_on_download_request_completed)
http_request.queue_free()
is_actively_downloading = false
updating_visibility(true, false, true, false)
if result != HTTPRequest.RESULT_SUCCESS:
printerr("Failed to download new GodotSteam version %s" % result)
update_button.disabled = false
return
update_label.text = "Update downloaded, ready to install %s" % new_version
var zip_file: FileAccess = FileAccess.open(TEMP_FILE, FileAccess.WRITE)
zip_file.store_buffer(body)
zip_file.close()
func restart_post_update() -> void:
update_button.text = "Restarting"
update_label.text = "Updated to version %s, restarting the editor" % new_version
DirAccess.remove_absolute(TEMP_FILE)
EditorInterface.restart_editor(true)
#endregion
#region Helpers
func convert_version(version_string: String) -> int:
return int(version_string.replace(".", "").rpad(4, "0"))
func updating_visibility(cancel: bool, download: bool, install: bool, update: bool) -> void:
cancel_button.visible = cancel
downloading.visible = download
install_button.visible = install
update_button.visible = update
#endregion

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uid://b4nvgu7h84u53

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[configuration]
entry_symbol = "godotsteam_init"
compatibility_minimum = "4.4"
[libraries]
android.debug.arm64 = "res://addons/godotsteam/androidarm64/libgodotsteam.android.template_debug.arm64.so"
android.release.arm64 = "res://addons/godotsteam/androidarm64/libgodotsteam.android.template_release.arm64.so"
linux.debug.arm64 = "res://addons/godotsteam/linuxarm64/libgodotsteam.linux.template_debug.arm64.so"
linux.debug.x86_64 = "res://addons/godotsteam/linux64/libgodotsteam.linux.template_debug.x86_64.so"
linux.debug.x86_32 = "res://addons/godotsteam/linux32/libgodotsteam.linux.template_debug.x86_32.so"
linux.release.arm64 = "res://addons/godotsteam/linuxarm64/libgodotsteam.linux.template_release.arm64.so"
linux.release.x86_64 = "res://addons/godotsteam/linux64/libgodotsteam.linux.template_release.x86_64.so"
linux.release.x86_32 = "res://addons/godotsteam/linux32/libgodotsteam.linux.template_release.x86_32.so"
macos.debug = "res://addons/godotsteam/osx/libgodotsteam.macos.template_debug.dylib"
macos.release = "res://addons/godotsteam/osx/libgodotsteam.macos.template_release.dylib"
windows.debug.x86_64 = "res://addons/godotsteam/win64/libgodotsteam.windows.template_debug.x86_64.dll"
windows.debug.x86_32 = "res://addons/godotsteam/win32/libgodotsteam.windows.template_debug.x86_32.dll"
windows.release.x86_64 = "res://addons/godotsteam/win64/libgodotsteam.windows.template_release.x86_64.dll"
windows.release.x86_32 = "res://addons/godotsteam/win32/libgodotsteam.windows.template_release.x86_32.dll"
[dependencies]
android.arm64 = { "res://addons/godotsteam/androidarm64/libsteam_api.so": "" }
linux.arm64 = { "res://addons/godotsteam/linuxarm64/libsteam_api.so": "" }
linux.x86_64 = { "res://addons/godotsteam/linux64/libsteam_api.so": "" }
linux.x86_32 = { "res://addons/godotsteam/linux32/libsteam_api.so": "" }
macos.universal = { "res://addons/godotsteam/osx/libsteam_api.dylib": "" }
windows.x86_64 = { "res://addons/godotsteam/win64/steam_api64.dll": "" }
windows.x86_32 = { "res://addons/godotsteam/win32/steam_api.dll": "" }

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uid://d4gadhvchsddo

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@tool
class_name GodotSteamPlugin
extends EditorPlugin
const EDITOR_PANEL = preload("uid://cyniebd6yahu5")
static var dock_frame
var link_changelog: String = "[url=https://godotsteam.com/changelog/gdextension/]changelog[/url]"
var link_website: String = "[url=https://godotsteam.com]website[/url]"
var steamworks_dock: Control
## Used specifically to add/remove additional dock content
static func get_dock_frame() -> Control:
return dock_frame
func _enable_plugin() -> void:
print("GodotSteam GDExtension updater functionality enabled")
func _disable_plugin() -> void:
print("GodotSteam GDEXtension updater functionality disabled")
func _enter_tree() -> void:
print_rich("GodotSteam v%s | %s | %s" % [Steam.get_godotsteam_version(), link_website, link_changelog])
add_project_settings()
add_steamworks_dock()
func _exit_tree() -> void:
remove_steamworks_dock()
func _make_visible(visible) -> void:
if steamworks_dock:
steamworks_dock.set_visible(visible)
#region Add and remove things
func add_project_settings() -> void:
# Used for the Updater looking for redist files and SteamCMD
if not ProjectSettings.has_setting("steam/updates/godotsteam/check_for_updates"):
ProjectSettings.set_setting("steam/updates/godotsteam/check_for_updates", true)
ProjectSettings.add_property_info({
"name": "steam/updates/godotsteam/check_for_updates",
"type": TYPE_BOOL
})
ProjectSettings.set_initial_value("steam/updates/godotsteam/check_for_updates", true)
ProjectSettings.set_as_basic("steam/updates/godotsteam/check_for_updates", true)
# Which channel of updates to pull from
# Sponsors repo should require the user to have access to that repository already
# In theory, they can connect via SSH?
if not ProjectSettings.has_setting("steam/updates/godotsteam/update_channel"):
ProjectSettings.set_setting("steam/updates/godotsteam/update_channel", 0)
ProjectSettings.add_property_info({
"name": "steam/updates/godotsteam/update_channel",
"type": TYPE_INT,
"hint": PROPERTY_HINT_ENUM,
"hint_string": "Community, Sponsors"
})
ProjectSettings.set_initial_value("steam/updates/godotsteam/update_channel", 0)
ProjectSettings.set_as_basic("steam/updates/godotsteam/update_channel", true)
func add_steamworks_dock() -> void:
steamworks_dock = EDITOR_PANEL.instantiate()
# This will be used when 4.4.x is deprecated
#add_control_to_dock(DockSlot.DOCK_SLOT_BOTTOM, steamworks_dock)
# This is deprecated as of 4.6; when it is removed then 4.4.x will be deprecated for GodotSteam
add_control_to_bottom_panel(steamworks_dock, "Steamworks")
dock_frame = steamworks_dock
func remove_steamworks_dock() -> void:
# This will be used when 4.4.x is deprecated
#remove_control_from_docks(steamworks_dock)
# This is deprecated as of 4.6; when it is removed then 4.4.x will be deprecated for GodotSteam
remove_control_from_bottom_panel(steamworks_dock)
# This may be causing crashes for some people and is unnecessary with the call above
# steamworks_dock.queue_free()
steamworks_dock = null
dock_frame = null
#endregion

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uid://btts11rgropcp

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MIT License
Copyright (c) 2015-Current | GP Garcia, Chris Ridenour, and Contributors
View all contributors at https://godotsteam.com/contribute/contributors/
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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[plugin]
name="GodotSteam GDExtension Updater"
description="An updater for GodotSteam GDExtension. This is not required to use Steamworks functionality, just updating the plug-in."
author="Gramps Garcia, GodotSteam"
version="4.19.1"
script="godotsteam_plugin.gd"

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# GodotSteam for GDExtension | Community Edition
An ecosystem of tools for [Godot Engine](https://godotengine.org) and [Valve's Steam](https://store.steampowered.com). For the Windows, Linux, and Mac platforms.
Additional Flavors
---
Standard Module | Standard Plug-ins | Server Module | Server Plug-ins | Examples
--- | --- | --- | --- | ---
[Godot 2.x](https://codeberg.org/godotsteam/godotsteam/src/branch/godot2) | [GDNative](https://codeberg.org/godotsteam/godotsteam/src/branch/gdnative) | [Server 3.x](https://codeberg.org/godotsteam/godotsteam-server/src/branch/godot3) | [GDNative](https://codeberg.org/godotsteam/godotsteam-server/src/branch/gdnative) | [Skillet](https://codeberg.org/godotsteam/skillet)
[Godot 3.x](https://codeberg.org/godotsteam/godotsteam/src/branch/godot3) | [GDExtension](https://codeberg.org/godotsteam/godotsteam/src/branch/gdextension) | [Server 4.x](https://codeberg.org/godotsteam/godotsteam-server/src/branch/godot4) | [GDExtension](https://codeberg.org/godotsteam/godotsteam-server/src/branch/gdextension) | [Skillet UGC Editor](https://codeberg.org/godotsteam/skillet/src/branch/ugc_editor)
[Godot 4.x](https://codeberg.org/godotsteam/godotsteam/src/branch/godot4) | --- | --- | --- | ---
[MultiplayerPeer](https://codeberg.org/godotsteam/multiplayerpeer)| --- | --- | --- | ---
Documentation
---
[Documentation is available here](https://godotsteam.com/). You can also check out the Search Help section inside Godot Engine. [To start, try checking out our tutorial on initializing Steam.](https://godotsteam.com/tutorials/initializing/) There are additional tutorials, with more in the works. You can also [check out additional Godot and Steam related videos, text, additional tools, plug-ins, etc. here.](https://godotsteam.com/resources/external/)
Feel free to chat with us about GodotSteam or ask for assistance on the [Stoat server](https://stt.gg/9DxQ3Dcd) or [IRC on Libera Chat](irc://irc.libera.chat/#godotsteam).
Donate
---
Pull-requests are the best way to help the project out but you can also donate through [Github Sponsors](https://github.com/sponsors/Gramps) or [LiberaPay](https://liberapay.com/godotsteam/donate)! [You can read more about donor perks here.](https://godotsteam.com/contribute/donations/) [You can also view all our awesome donors here.](https://godotsteam.com/contribute/donors/)
Current Build
---
You can [download pre-compiled versions of this repo here](https://codeberg.org/godotsteam/godotsteam/releases).
**Version 4.19.1 Changes**
- Changed: commented out possible issue with removing dock node
- Fixed: in-editor docs error, thanks to ***evanwang0***
[You can read more change-logs here](https://godotsteam.com/changelog/gdextension/).
Compatibility
---
While rare, sometimes Steamworks SDK updates will break compatilibity with older GodotSteam versions. Any compatability breaks are noted below. Newer API files (dll, so, dylib) _should_ still work for older versions.
Steamworks SDK Version | GodotSteam Version
---|---
1.63 or newer | 4.17
1.62 | 4.14 or 4.16.2
1.61 | 4.12 to 4.13
1.60 | 4.6 to 4.11
1.59 | 4.6 to 4.8
1.58a or older | 4.5.4 or older
Versions of GodotSteam that have compatibility breaks introduced.
GodotSteam Version | Broken Compatibility
---|---
4.8 | Networking identity system removed, replaced with Steam IDs
4.9 | sendMessages returns an Array
4.11 | setLeaderboardDetailsMax removed
4.13 | getItemDefinitionProperty return a dictionary, html_needs_paint key 'bgra' changed to 'rbga'
4.14 | Removed first argument for stat request in steamInit and steamInitEx, steamInit returns intended bool value
4.16 | Variety of small break points, refer to [4.16 changelog for details](https://godotsteam.com/changelog/godot4/#version-416)
4.17 | Windows projects using Steam SDK 1.63 are meant to work with Proton 11 or Experimental on Linux / Steam Deck.
4.19 | Lots of changes to Voice functions, refer to [4.19 changelog for details](https://godotsteam.com/changelog/godot4/#version-419)
Known Issues
---
- GDExtension for 4.4 is **not** compatible with 4.3.x or lower. Please check the versions you are using.
- Overlay will not work in the editor but will work in export projects when uploaded to Steam. This seems to a limitation with Vulkan currently.
Quick How-To
---
For complete instructions on how to build the GDExtension version of GodotSteam, [please refer to our documentation's 'How-To GDExtension' section.](https://godotsteam.com/howto/gdextension/) It will have the most up-to-date information.
Alternatively, you can just [download the pre-compiled versions in our Releases section](https://codeberg.org/godotsteam/godotsteam/releases) or [from the Godot Asset Library](https://godotengine.org/asset-library/asset/2445) and skip compiling it yourself!
Usage
---
Once the plug-in is added to your project, the Steam class should be available and ready to go. Enabling the plug-in in the ProjectSettings only affects the Steamworks dock and not the actual functionality.
Do not use the GDExtension version of GodotSteam with any of the module versions whether it be our pre-compiled versions or ones you compile. They are not compatible with each other.
When exporting with the GDExtension version, please use the normal Godot Engine templates instead of our GodotSteam templates or you will have a lot of issues.
No LLM Policy / No "AI" Policy
---
No LLMs are allowed to be used for issues, patches, or pull-requests. They will be closed or rejected and the submitter may be blocked from future submissions.
License
---
MIT license

View File

@@ -4,7 +4,6 @@ class_name AIBase
@export_group("Settings") @export_group("Settings")
@export var speed: float = 4.0 @export var speed: float = 4.0
@export_flags_3d_navigation var navigation_layers: int = 1
var _enable_state_machine: bool = true var _enable_state_machine: bool = true
@export var enable_state_machine: bool: @export var enable_state_machine: bool:
set(value): set(value):
@@ -15,8 +14,8 @@ var _enable_state_machine: bool = true
@export var anim_player: AnimationPlayer @export var anim_player: AnimationPlayer
@export_group("Entities") @export_group("Entities")
enum EntityType { FARMER, CITIZEN_WALKER, CITIZEN_SITTER, CAT, CROW, FOX, GOAT, RACOON, WAGYU } enum EntityType { HUMANOID, ANIMAL }
@export var entity_type: EntityType = EntityType.FARMER @export var entity_type: EntityType = EntityType.HUMANOID
@export var entity_name: String = "" @export var entity_name: String = ""
@export var allowed_biomes: Array[String] = [] @export var allowed_biomes: Array[String] = []
@export_range(0.0, 100.0, 0.1) var spawn_uniqueness: float = 1.0 @export_range(0.0, 100.0, 0.1) var spawn_uniqueness: float = 1.0
@@ -27,13 +26,10 @@ enum EntityType { FARMER, CITIZEN_WALKER, CITIZEN_SITTER, CAT, CROW, FOX, GOAT,
func _ready() -> void: func _ready() -> void:
randomize() randomize()
if nav_agent:
nav_agent.navigation_layers = navigation_layers
toggle_enable_state_machine() toggle_enable_state_machine()
func toggle_enable_state_machine() -> void: func toggle_enable_state_machine() -> void:
if state_machine: state_machine.enable = _enable_state_machine
state_machine.enable = _enable_state_machine
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
if !_enable_state_machine: if !_enable_state_machine:
@@ -56,7 +52,7 @@ func _physics_process(delta: float) -> void:
var look_dir = Vector3(velocity.x, 0, velocity.z) var look_dir = Vector3(velocity.x, 0, velocity.z)
var target_transform = global_transform.looking_at(global_position - look_dir, Vector3.UP) var target_transform = global_transform.looking_at(global_position - look_dir, Vector3.UP)
global_transform = global_transform.interpolate_with(target_transform, delta * 10.0) global_transform = global_transform.interpolate_with(target_transform, delta * 10.0)
move_and_slide() move_and_slide()
func navigate_to_random_point() -> void: func navigate_to_random_point() -> void:
@@ -71,6 +67,4 @@ func navigate_to_random_point() -> void:
if nav_agent.is_target_reachable(): if nav_agent.is_target_reachable():
return return
# Fallback: if we can't find a reachable point (e.g. we drifted slightly off navmesh), nav_agent.target_position = global_position
# try to navigate to the closest navmesh point to our CURRENT position to get unstuck.
nav_agent.target_position = NavigationServer3D.map_get_closest_point(nav_map_rid, global_position)

Binary file not shown.

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@@ -1,38 +0,0 @@
extends AIBase
class_name AICat
@export_group("Cat Colors")
@export var mesh: MeshInstance3D
@export var fur_colors: Array[Color] = []
@export var eye_colors: Array[Color] = []
@export var fur_material_index: int = 0
@export var eye_material_index: int = 1
func _ready() -> void:
super._ready()
_apply_random_color()
func _apply_random_color() -> void:
if fur_colors.is_empty() or eye_colors.is_empty():
return
if not mesh or not mesh.mesh:
return
var max_index = min(fur_colors.size(), eye_colors.size())
var random_idx = randi() % max_index
_override_material_color(mesh, fur_material_index, fur_colors[random_idx])
_override_material_color(mesh, eye_material_index, eye_colors[random_idx])
func _override_material_color(mesh_node: MeshInstance3D, surface_idx: int, color: Color) -> void:
if surface_idx < 0 or surface_idx >= mesh_node.mesh.get_surface_count():
return
var mat = mesh_node.mesh.surface_get_material(surface_idx)
if mat and mat is StandardMaterial3D:
var new_mat = mat.duplicate() as StandardMaterial3D
new_mat.albedo_color = color
mesh_node.set_surface_override_material(surface_idx, new_mat)

View File

@@ -1 +0,0 @@
uid://cx67xas1hxv3x

View File

@@ -1,122 +0,0 @@
[gd_scene format=3 uid="uid://duppccreftg3v"]
[ext_resource type="PackedScene" uid="uid://clx701xdwelgx" path="res://core/ai/agents/base/ai_base.tscn" id="1_85o24"]
[ext_resource type="Script" uid="uid://d3hy70ec8vqo5" path="res://core/ai/framework/run_animation_state.gd" id="2_6mu8r"]
[ext_resource type="Script" uid="uid://cx67xas1hxv3x" path="res://core/ai/agents/cat/ai_cat.gd" id="2_cat_script"]
[ext_resource type="PackedScene" uid="uid://c5rccx22gs6jt" path="res://core/ai/agents/cat/Cat_rig.fbx" id="2_rohxe"]
[ext_resource type="Script" uid="uid://bngfthvt04ivv" path="res://core/ai/framework/patrol_state.gd" id="3_0jm3k"]
[ext_resource type="Script" uid="uid://dty1p02kqviwf" path="res://core/ai/framework/sit_state.gd" id="3_scd7t"]
[ext_resource type="Shader" uid="uid://d0ch5ofrgf7y6" path="res://core/daynight/trunk_shader.gdshader" id="7_rxsfd"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_1rb57"]
render_priority = 0
shader = ExtResource("7_rxsfd")
shader_parameter/albedo_color = Color(0.7389186, 0.53468716, 0.19165063, 1)
shader_parameter/use_texture = true
shader_parameter/uv_scale = Vector2(1, 1)
shader_parameter/palette_shift_y = 0.0
shader_parameter/gradient_start_y = 0.0
shader_parameter/gradient_end_y = 10.0
shader_parameter/light_steps = 3.0
shader_parameter/step_softness = 0.1
shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1)
shader_parameter/shadow_offset = 0.0
shader_parameter/cast_shadow_strength = 0.6
shader_parameter/use_ghibli_glint = true
shader_parameter/glint_color = Color(1, 0.95, 0.85, 1)
shader_parameter/glint_intensity = 1.0
shader_parameter/glint_sharpness = 32.0
shader_parameter/emission_color = Color(0, 0, 0, 1)
shader_parameter/emission_energy = 0.0
[sub_resource type="ShaderMaterial" id="ShaderMaterial_42ie3"]
render_priority = 0
shader = ExtResource("7_rxsfd")
shader_parameter/albedo_color = Color(0.099985994, 0.09998601, 0.099985965, 1)
shader_parameter/use_texture = true
shader_parameter/uv_scale = Vector2(1, 1)
shader_parameter/palette_shift_y = 0.0
shader_parameter/gradient_start_y = 0.0
shader_parameter/gradient_end_y = 10.0
shader_parameter/light_steps = 3.0
shader_parameter/step_softness = 0.1
shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1)
shader_parameter/shadow_offset = 0.0
shader_parameter/cast_shadow_strength = 0.6
shader_parameter/use_ghibli_glint = true
shader_parameter/glint_color = Color(1, 0.95, 0.85, 1)
shader_parameter/glint_intensity = 1.0
shader_parameter/glint_sharpness = 32.0
shader_parameter/emission_color = Color(0, 0, 0, 1)
shader_parameter/emission_energy = 0.0
[node name="AiCat" unique_id=1228675528 node_paths=PackedStringArray("mesh", "anim_player") instance=ExtResource("1_85o24")]
script = ExtResource("2_cat_script")
mesh = NodePath("Cat_rig/Rig_Cat/Skeleton3D/Cat")
fur_colors = Array[Color]([Color(0.8716863, 0.762116, 0.1809479, 1)])
eye_colors = Array[Color]([Color(0.12955844, 0.12955847, 0.12955844, 1), Color(0.6901961, 0.3019608, 0.12156863, 1), Color(0.6830768, 0.6830776, 0.68307686, 1), Color(0.6273405, 0.15743047, 0, 1)])
fur_material_index = 0
eye_material_index = 1
anim_player = NodePath("Cat_rig/AnimationPlayer")
entity_type = 3
entity_name = "Cat"
[node name="StateMachine" parent="." index="1" unique_id=1286404264 node_paths=PackedStringArray("initial_state")]
initial_state = NodePath("IdleState")
[node name="IdleState" type="Node" parent="StateMachine" index="0" unique_id=1884542620]
script = ExtResource("2_6mu8r")
state_id = &"idle"
next_state_id = &"patrol"
random_next_state_ids = Array[StringName]([&"patrol", &"sit"])
animation_name = "Cat_Idle"
[node name="SitState" type="Node" parent="StateMachine" index="1" unique_id=860354787]
script = ExtResource("3_scd7t")
state_id = &"sit"
next_state_id = &"idle"
animation_name = "Cat_Sit"
[node name="PatrolState" type="Node" parent="StateMachine" index="2" unique_id=1861645340]
script = ExtResource("3_0jm3k")
state_id = &"patrol"
next_state_id = &"idle"
animation_name = "Cat_Walk"
exit_on_action_finished = true
[node name="Cat_rig" parent="." index="3" unique_id=1332997618 instance=ExtResource("2_rohxe")]
[node name="Skeleton3D" parent="Cat_rig/Rig_Cat" parent_id_path=PackedInt32Array(1332997618, 1024066488) index="0" unique_id=1455145313]
bones/1/position = Vector3(1.6719584e-08, 0.23547882, 0.34218493)
bones/1/rotation = Quaternion(0.12769094, -0.6954821, -0.12769029, 0.69548184)
bones/2/rotation = Quaternion(-1.5819447e-07, -1.9079575e-07, -0.5904159, 0.8070992)
bones/3/position = Vector3(0.21655759, -1.1490099e-06, 4.6904738e-08)
bones/3/rotation = Quaternion(4.4475364e-08, -1.16689236e-07, 0.042394996, 0.999101)
bones/4/rotation = Quaternion(4.694551e-09, 1.2888964e-07, 0.30337927, 0.9528699)
bones/7/rotation = Quaternion(9.573777e-09, -1.3302474e-07, -0.40028554, 0.9163905)
bones/9/rotation = Quaternion(0.0005057682, -0.00040186392, -0.7732871, 0.63405573)
bones/10/rotation = Quaternion(7.318899e-08, 1.07771655e-07, 0.23513123, 0.97196364)
bones/11/rotation = Quaternion(-0.013215952, -0.0063107302, 0.33804607, 0.9410156)
bones/13/rotation = Quaternion(-0.00018823319, 2.7849663e-05, -0.77314246, 0.6342325)
bones/14/rotation = Quaternion(7.324482e-08, 1.0779509e-07, 0.23506226, 0.9719804)
bones/15/rotation = Quaternion(0.01474526, 0.007664346, 0.33750835, 0.94117594)
bones/17/rotation = Quaternion(0.06574773, -0.012684476, 0.9796892, 0.18901183)
bones/18/rotation = Quaternion(-0.046865243, -0.04779876, -0.69851494, 0.7124576)
bones/19/position = Vector3(0.18072681, -0.041122876, -4.2319297e-08)
bones/19/rotation = Quaternion(-0.0051541063, -0.0666377, -0.080000654, 0.9945516)
bones/21/rotation = Quaternion(1.2657155e-07, 4.030732e-07, 0.96184576, -0.27359232)
bones/22/position = Vector3(0.0749221, -0.0072982265, -0.03856178)
bones/22/rotation = Quaternion(-8.139895e-08, 1.15607975e-07, -0.47071916, 0.88228315)
bones/23/position = Vector3(0.18089643, -0.000116025236, -0.011642921)
bones/23/rotation = Quaternion(2.998039e-07, -1.6746765e-07, 0.5290288, 0.84860384)
bones/26/position = Vector3(-0.03817617, 0.03956073, 0.04669925)
bones/26/rotation = Quaternion(-3.380398e-05, -0.00016875651, 0.9618461, -0.27359122)
bones/27/rotation = Quaternion(-8.140452e-08, 1.1560887e-07, -0.47071794, 0.8822838)
bones/28/position = Vector3(0.18089616, -0.000116375166, 0.011642809)
bones/28/rotation = Quaternion(4.5638826e-05, -8.8217595e-05, 0.5290293, 0.84860367)
[node name="Cat" parent="Cat_rig/Rig_Cat/Skeleton3D" index="0" unique_id=869144045]
surface_material_override/0 = SubResource("ShaderMaterial_1rb57")
surface_material_override/1 = SubResource("ShaderMaterial_42ie3")
[editable path="Cat_rig"]

View File

@@ -0,0 +1,32 @@
[gd_scene format=3 uid="uid://dd8wn62anbts8"]
[ext_resource type="PackedScene" uid="uid://clx701xdwelgx" path="res://core/ai/agents/base/ai_base.tscn" id="1_p2hpa"]
[ext_resource type="PackedScene" uid="uid://bjp8wbrtfl4v2" path="res://core/ai/agents/cow/cow_mannequin.tscn" id="2_6gadt"]
[ext_resource type="Script" uid="uid://d3hy70ec8vqo5" path="res://core/ai/framework/run_animation_state.gd" id="2_vlvvc"]
[ext_resource type="Script" uid="uid://bngfthvt04ivv" path="res://core/ai/framework/patrol_state.gd" id="3_su7en"]
[node name="AiCow" unique_id=1228675528 node_paths=PackedStringArray("anim_player") instance=ExtResource("1_p2hpa")]
anim_player = NodePath("CowMannequin/AnimationPlayer")
entity_type = 1
entity_name = "Cow"
[node name="StateMachine" parent="." index="1" unique_id=1286404264 node_paths=PackedStringArray("initial_state")]
initial_state = NodePath("IdleState")
[node name="IdleState" type="Node" parent="StateMachine" index="0" unique_id=2033863310]
script = ExtResource("2_vlvvc")
state_id = &"idle"
next_state_id = &"patrol"
animation_name = "custom/idle"
[node name="PatrolState" type="Node" parent="StateMachine" index="1" unique_id=2076820654]
script = ExtResource("3_su7en")
state_id = &"patrol"
next_state_id = &"idle"
animation_name = "custom/walking"
exit_on_action_finished = true
[node name="CowMannequin" parent="." index="3" unique_id=1390675137 instance=ExtResource("2_6gadt")]
transform = Transform3D(0.25, 0, 0, 0, 0.25, 0, 0, 0, 0.25, 0, -0.9, 0)
[editable path="CowMannequin"]

BIN
core/ai/agents/cow/cow.fbx Normal file

Binary file not shown.

View File

@@ -3,13 +3,13 @@
importer="scene" importer="scene"
importer_version=1 importer_version=1
type="PackedScene" type="PackedScene"
uid="uid://b3s7f6ntc8lua" uid="uid://b7d57tyxi41r1"
path="res://.godot/imported/Raccoon_rig.fbx-c2cbf26e614b2eaddcf5fe9b4760002e.scn" path="res://.godot/imported/cow.fbx-4e6408597feff1912f096de01cca2997.scn"
[deps] [deps]
source_file="res://core/ai/agents/racoon/Raccoon_rig.fbx" source_file="res://core/ai/agents/cow/cow.fbx"
dest_files=["res://.godot/imported/Raccoon_rig.fbx-c2cbf26e614b2eaddcf5fe9b4760002e.scn"] dest_files=["res://.godot/imported/cow.fbx-4e6408597feff1912f096de01cca2997.scn"]
[params] [params]
@@ -39,12 +39,12 @@ materials/extract_format=0
materials/extract_path="" materials/extract_path=""
_subresources={ _subresources={
"animations": { "animations": {
"Raccoon_Idle": { "Armature|Idle": {
"save_to_file/enabled": false, "save_to_file/enabled": true,
"save_to_file/fallback_path": "", "save_to_file/fallback_path": "res://core/ai/agents/cow/idle.res",
"save_to_file/keep_custom_tracks": "", "save_to_file/keep_custom_tracks": "",
"save_to_file/path": "", "save_to_file/path": "uid://b2elfct5e6p3m",
"settings/loop_mode": 1, "settings/loop_mode": 0,
"slice_1/end_frame": 0, "slice_1/end_frame": 0,
"slice_1/loop_mode": 0, "slice_1/loop_mode": 0,
"slice_1/name": "", "slice_1/name": "",
@@ -2095,12 +2095,12 @@ _subresources={
"slice_99/start_frame": 0, "slice_99/start_frame": 0,
"slices/amount": 0 "slices/amount": 0
}, },
"Raccoon_walk": { "Armature|Walk": {
"save_to_file/enabled": false, "save_to_file/enabled": true,
"save_to_file/fallback_path": "", "save_to_file/fallback_path": "res://core/ai/agents/cow/walking.res",
"save_to_file/keep_custom_tracks": "", "save_to_file/keep_custom_tracks": "",
"save_to_file/path": "", "save_to_file/path": "uid://c7x1g6c4eh1od",
"settings/loop_mode": 1, "settings/loop_mode": 0,
"slice_1/end_frame": 0, "slice_1/end_frame": 0,
"slice_1/loop_mode": 0, "slice_1/loop_mode": 0,
"slice_1/name": "", "slice_1/name": "",

View File

@@ -0,0 +1,81 @@
[gd_scene format=3 uid="uid://bjp8wbrtfl4v2"]
[ext_resource type="PackedScene" uid="uid://b7d57tyxi41r1" path="res://core/ai/agents/cow/cow.fbx" id="1_60f5q"]
[ext_resource type="Animation" uid="uid://bsuoywknbbnm0" path="res://core/ai/agents/cow/idle.res" id="2_5ukcj"]
[ext_resource type="Animation" uid="uid://ckmybsnuf4stp" path="res://core/ai/agents/cow/walking.res" id="3_0mu5m"]
[sub_resource type="AnimationLibrary" id="AnimationLibrary_lowte"]
_data = {
&"idle": ExtResource("2_5ukcj"),
&"walking": ExtResource("3_0mu5m")
}
[node name="CowMannequin" unique_id=786985233 instance=ExtResource("1_60f5q")]
[node name="Skeleton3D" parent="Armature" parent_id_path=PackedInt32Array(792301245) index="0" unique_id=1950086664]
bones/1/rotation = Quaternion(0.7071068, -6.209646e-07, -6.209645e-07, 0.7071067)
bones/1/scale = Vector3(1, 1, 1)
bones/4/rotation = Quaternion(0.0015316998, -0.0015319793, 0.70710516, 0.70710516)
bones/5/position = Vector3(1.3183898e-16, 0.006025583, -6.675722e-10)
bones/5/rotation = Quaternion(0.703962, -0.69745475, -0.08083715, 0.10705068)
bones/5/scale = Vector3(1, 0.99999976, 1)
bones/6/position = Vector3(-1.403955e-10, 0.009248152, 3.7406075e-11)
bones/6/rotation = Quaternion(0.18324056, -0.018661192, 0.0034790868, 0.98288476)
bones/6/scale = Vector3(1, 1, 1)
bones/8/scale = Vector3(0.99999994, 0.99999994, 1)
bones/9/position = Vector3(-3.8163916e-17, 0.0046958304, 1.907358e-10)
bones/9/rotation = Quaternion(0.6754388, -0.68119305, 0.18401879, -0.21423234)
bones/9/scale = Vector3(1, 0.99999994, 1.0000001)
bones/10/position = Vector3(7.2902e-10, 0.011755081, -3.0995417e-10)
bones/10/rotation = Quaternion(-0.35146433, 0.018116632, 0.0068026204, 0.9360013)
bones/10/scale = Vector3(0.9999999, 1, 1.0000001)
bones/12/rotation = Quaternion(0.707105, 0.70710486, 0.0016303749, -0.0016306548)
bones/12/scale = Vector3(1, 1, 1)
bones/13/position = Vector3(-1.5265567e-16, 0.0060255853, 6.6757205e-10)
bones/13/rotation = Quaternion(-0.057434652, -0.13032891, 0.70625645, 0.69348216)
bones/13/scale = Vector3(0.99999994, 1, 0.9999999)
bones/14/position = Vector3(-4.5945833e-10, 0.009248151, -5.7053273e-09)
bones/14/rotation = Quaternion(0.18302466, 0.051401887, -0.0095829815, 0.9817169)
bones/14/scale = Vector3(1, 1.0000001, 0.99999994)
bones/16/rotation = Quaternion(0.7071062, 0.7071063, 0.0008663558, -0.0008670737)
bones/16/scale = Vector3(1, 1, 1)
bones/17/position = Vector3(1.7347235e-17, 0.0046958304, -1.9073432e-10)
bones/17/rotation = Quaternion(0.1907959, 0.2076444, 0.67355627, 0.6832297)
bones/17/scale = Vector3(1, 1, 1.0000001)
bones/18/position = Vector3(1.834215e-10, 0.011755081, -1.7500804e-09)
bones/18/rotation = Quaternion(-0.35151497, -0.0088962475, -0.003340601, 0.93613404)
bones/18/scale = Vector3(1, 1.0000001, 0.99999994)
bones/20/rotation = Quaternion(0.60080343, -0.03016121, 0.03526711, 0.7980488)
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BIN
core/ai/agents/cow/idle.res Normal file

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[ext_resource type="Script" uid="uid://tys4fmqvneom" path="res://core/ai/framework/fly_away_state.gd" id="4_fly"]
[node name="AiCrow" unique_id=1228675528 node_paths=PackedStringArray("anim_player") instance=ExtResource("1_tx3nx")]
anim_player = NodePath("Crow_rig/AnimationPlayer")
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entity_name = "Crow"
[node name="StateMachine" parent="." index="1" unique_id=1286404264 node_paths=PackedStringArray("initial_state")]
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[node name="WaitTrainState" type="Node" parent="StateMachine" index="0" unique_id=1000000000]
script = ExtResource("3_wait")
fly_distance_threshold = 10.0
state_id = &"wait"
next_state_id = &"fly"
animation_name = "Idle_Crow"
[node name="FlyAwayState" type="Node" parent="StateMachine" index="1" unique_id=1000000001]
script = ExtResource("4_fly")
destroy_after_seconds = 20.0
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[ext_resource type="Script" uid="uid://b5y4u0itec8g1" path="res://core/ai/framework/run_state.gd" id="4_d1sp2"]
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shader_parameter/cast_shadow_strength = 0.6
shader_parameter/use_ghibli_glint = true
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shader_parameter/emission_energy = 0.0
[node name="AiFox" unique_id=1228675528 node_paths=PackedStringArray("anim_player") instance=ExtResource("1_m3efo")]
navigation_layers = 4
anim_player = NodePath("Fox_rig/AnimationPlayer")
entity_type = 5
entity_name = "Fox"
[node name="StateMachine" parent="." index="1" unique_id=1286404264 node_paths=PackedStringArray("initial_state")]
initial_state = NodePath("IdleState")
[node name="IdleState" type="Node" parent="StateMachine" index="0" unique_id=933090954]
script = ExtResource("2_58gnd")
state_id = &"idle"
next_state_id = &"patrol"
random_next_state_ids = Array[StringName]([&"patrol", &"run"])
animation_name = "Idle_Fox"
[node name="PatrolState" type="Node" parent="StateMachine" index="1" unique_id=48187684]
script = ExtResource("3_d1sp2")
state_id = &"patrol"
next_state_id = &"idle"
animation_name = "Walk_Fox"
exit_on_action_finished = true
[node name="RunState" type="Node" parent="StateMachine" index="2" unique_id=30664919]
script = ExtResource("4_d1sp2")
state_id = &"run"
next_state_id = &"idle"
animation_name = "Run_Fox"
exit_on_action_finished = true
[node name="Fox_rig" parent="." index="3" unique_id=2044859181 instance=ExtResource("2_xaafp")]
[node name="Skeleton3D" parent="Fox_rig/Rig_Fox" parent_id_path=PackedInt32Array(2044859181, 975246732) index="0" unique_id=1559174379]
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bones/1/rotation = Quaternion(0.12769088, -0.6954821, -0.12769023, 0.69548184)
bones/2/rotation = Quaternion(-1.492881e-07, -1.7862074e-07, -0.5904159, 0.8070992)
bones/3/rotation = Quaternion(4.4853135e-08, 2.4038487e-09, 0.042394996, 0.999101)
bones/4/rotation = Quaternion(-3.9116873e-08, 1.0805254e-08, 0.30337915, 0.95286995)
bones/7/rotation = Quaternion(6.614782e-08, -2.2280902e-08, -0.4002855, 0.9163905)
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bones/14/rotation = Quaternion(4.4874945e-08, -6.797017e-09, 0.23506236, 0.9719803)
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bones/18/rotation = Quaternion(-0.0045532905, -0.06678549, -0.06784821, 0.99544746)
bones/19/rotation = Quaternion(-0.00312141, -0.06676418, -0.049661905, 0.99652725)
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bones/22/rotation = Quaternion(-1.9314905e-08, 4.503425e-08, -0.47071874, 0.88228333)
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bones/28/rotation = Quaternion(4.549153e-05, -8.8271285e-05, 0.5290293, 0.84860367)
[node name="fox" parent="Fox_rig/Rig_Fox/Skeleton3D" index="0" unique_id=2042924802]
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shader_parameter/light_steps = 3.0
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shader_parameter/shadow_offset = 0.0
shader_parameter/cast_shadow_strength = 0.6
shader_parameter/use_ghibli_glint = true
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shader_parameter/glint_sharpness = 32.0
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_lqqd8"]
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shader_parameter/albedo_color = Color(0.49370736, 0.43829006, 0.29924837, 1)
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script = ExtResource("2_ucoix")
state_id = &"idle"
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animation_name = "Goat_Idle"
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script = ExtResource("3_lqqd8")
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@@ -0,0 +1,71 @@
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[node name="AiHorse" unique_id=1228675528 node_paths=PackedStringArray("anim_player") instance=ExtResource("1_e5v3h")]
anim_player = NodePath("HorseMannequin/AnimationPlayer")
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entity_name = "Horse"
[node name="StateMachine" parent="." index="1" unique_id=1286404264 node_paths=PackedStringArray("initial_state")]
initial_state = NodePath("IdleState")
[node name="IdleState" type="Node" parent="StateMachine" index="0" unique_id=734754793]
script = ExtResource("2_or6xs")
state_id = &"idle"
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[node name="PatrolState" type="Node" parent="StateMachine" index="1" unique_id=1748382252]
script = ExtResource("3_n63jb")
state_id = &"patrol"
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exit_on_action_finished = true
[node name="HorseMannequin" parent="." index="3" unique_id=1289880358 instance=ExtResource("2_4t6jw")]
transform = Transform3D(0.2, 0, 0, 0, 0.2, 0, 0, 0, 0.2, 0, -0.9, 0)
[node name="Skeleton3D" parent="HorseMannequin/Armature" parent_id_path=PackedInt32Array(1289880358, 1841497289) index="0" unique_id=1502661928]
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bones/31/rotation = Quaternion(0.053752482, 0.0007617086, -0.013526975, 0.9984624)
bones/33/rotation = Quaternion(0.7071068, -6.209646e-07, -6.209645e-07, 0.7071067)
bones/35/rotation = Quaternion(0.7071068, -9.581396e-07, -9.581394e-07, 0.7071067)
bones/37/rotation = Quaternion(0.7071068, -9.581396e-07, -9.581394e-07, 0.7071067)
[node name="AnimationPlayer" parent="HorseMannequin" index="1" unique_id=1876493257]
libraries/custom = SubResource("AnimationLibrary_or6xs")
[editable path="HorseMannequin"]

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@@ -0,0 +1,5 @@
[gd_scene format=3 uid="uid://dqhueybnlrrqx"]
[ext_resource type="PackedScene" uid="uid://be1ql8okme4n7" path="res://core/ai/agents/horse/horse.fbx" id="1_fbqil"]
[node name="HorseMannequin" unique_id=1289880358 instance=ExtResource("1_fbqil")]

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@@ -1,44 +0,0 @@
[remap]
importer="scene"
importer_version=1
type="PackedScene"
uid="uid://b3j2dbcqwodx1"
path="res://.godot/imported/Farmer1.fbx-c6b3fa9e901f9ab5b38c67c1343eab85.scn"
[deps]
source_file="res://core/ai/agents/human/Farmer1.fbx"
dest_files=["res://.godot/imported/Farmer1.fbx-c6b3fa9e901f9ab5b38c67c1343eab85.scn"]
[params]
nodes/root_type=""
nodes/root_name=""
nodes/root_script=null
nodes/apply_root_scale=true
nodes/root_scale=1.0
nodes/import_as_skeleton_bones=false
nodes/use_name_suffixes=true
nodes/use_node_type_suffixes=true
meshes/ensure_tangents=true
meshes/generate_lods=true
meshes/create_shadow_meshes=true
meshes/light_baking=1
meshes/lightmap_texel_size=0.2
meshes/force_disable_compression=false
skins/use_named_skins=true
animation/import=true
animation/fps=30
animation/trimming=true
animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false
import_script/path=""
materials/extract=0
materials/extract_format=0
materials/extract_path=""
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fbx/importer=0
fbx/allow_geometry_helper_nodes=false
fbx/embedded_image_handling=1
fbx/naming_version=2

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@@ -1,44 +0,0 @@
[remap]
importer="scene"
importer_version=1
type="PackedScene"
uid="uid://c5x3ycaxixpxy"
path="res://.godot/imported/Farmer2.fbx-da830fcedaed7d46b77458a4c0e1f611.scn"
[deps]
source_file="res://core/ai/agents/human/Farmer2.fbx"
dest_files=["res://.godot/imported/Farmer2.fbx-da830fcedaed7d46b77458a4c0e1f611.scn"]
[params]
nodes/root_type=""
nodes/root_name=""
nodes/root_script=null
nodes/apply_root_scale=true
nodes/root_scale=1.0
nodes/import_as_skeleton_bones=false
nodes/use_name_suffixes=true
nodes/use_node_type_suffixes=true
meshes/ensure_tangents=true
meshes/generate_lods=true
meshes/create_shadow_meshes=true
meshes/light_baking=1
meshes/lightmap_texel_size=0.2
meshes/force_disable_compression=false
skins/use_named_skins=true
animation/import=true
animation/fps=30
animation/trimming=true
animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false
import_script/path=""
materials/extract=0
materials/extract_format=0
materials/extract_path=""
_subresources={}
fbx/importer=0
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@@ -3,53 +3,52 @@
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[node name="AiCitizenSitter" unique_id=1228675528 instance=ExtResource("1_cduuu")] [node name="AiCitizenSitter" unique_id=1228675528 instance=ExtResource("1_cduuu")]
entity_type = 2
entity_name = "CitizenSitter" entity_name = "CitizenSitter"
[node name="Skeleton3D" parent="BaseMesh/BaseMesh" parent_id_path=PackedInt32Array(1846171523, 1142246531) index="0" unique_id=928995817] [node name="SK_Mannequin" parent="HumanMannequin" parent_id_path=PackedInt32Array(333236377) index="0" unique_id=1085647626]
bones/0/position = Vector3(4.6274214e-05, 0.53962195, 0.01442101) transform = Transform3D(0.99906886, 0.025971904, -0.03444738, 0.038254507, -0.16420224, 0.98568463, 0.019943757, -0.98608464, -0.1650429, 0.034450583, -0.44864154, 0.18535595)
bones/0/rotation = Quaternion(-0.08261974, -0.011491157, 0.01847047, 0.99634373)
bones/1/rotation = Quaternion(0.14039387, -0.0048084054, -0.034078293, 0.9894974)
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bones/5/rotation = Quaternion(-0.1481004, 0.030818012, 0.027112251, 0.98812014)
bones/8/rotation = Quaternion(-0.64003974, -0.37008905, 0.49884537, -0.45225725)
bones/9/rotation = Quaternion(0.26399517, -0.016558504, 0.18318768, 0.9468234)
bones/10/rotation = Quaternion(-0.024250507, -0.09629851, 0.46758032, 0.8783548)
bones/11/rotation = Quaternion(-0.12018964, 0.24466898, 0.1851929, 0.9441373)
bones/12/rotation = Quaternion(0.23282185, 0.045711264, 0.11371554, 0.9647659)
bones/13/rotation = Quaternion(0.11161193, 0.015611293, -0.07621057, 0.9907024)
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bones/23/rotation = Quaternion(0.27320057, -0.0025043646, -0.0333917, 0.96137416)
bones/24/rotation = Quaternion(0.18236126, 0.0039793584, -0.014504941, 0.9831166)
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bones/28/rotation = Quaternion(0.2097779, 0.0323844, -0.30925584, 0.92698723)
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bones/30/rotation = Quaternion(0.023524001, -0.2031076, -0.21903762, 0.95405275)
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bones/33/rotation = Quaternion(0.09055836, 0.16444178, -0.016598457, 0.9820808)
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bones/37/rotation = Quaternion(0.3084902, -5.0797826e-06, 0.016977265, 0.9510761)
bones/38/rotation = Quaternion(0.15843387, -0.0010695796, -0.0025179624, 0.9873659)
bones/41/rotation = Quaternion(0.39090672, 0.07217823, 0.08132209, 0.9139852)
bones/42/rotation = Quaternion(0.23195146, -0.00022551513, 0.057113327, 0.97104925)
bones/43/rotation = Quaternion(0.04765674, -0.005312021, -0.037802245, 0.9981341)
bones/46/rotation = Quaternion(0.07913973, 0.67941314, 0.72431135, -0.08664747)
bones/47/rotation = Quaternion(-0.7301858, 0.021535583, -0.08527201, 0.6775645)
bones/48/rotation = Quaternion(0.42302147, 0.034331664, 0.030263728, 0.9049632)
bones/49/rotation = Quaternion(0.3195373, 0.059513275, -0.020113025, 0.94548905)
bones/52/rotation = Quaternion(-0.048473507, 0.6923688, 0.7180678, 0.05152073)
bones/53/rotation = Quaternion(-0.75171393, 0.06818038, -0.046880867, 0.6542782)
bones/54/rotation = Quaternion(0.44898874, -0.026657255, -0.051447295, 0.8916567)
bones/55/rotation = Quaternion(0.32369038, -0.05870039, 0.019949934, 0.9441297)
[node name="AnimationPlayer" parent="BaseMesh" parent_id_path=PackedInt32Array(1846171523) index="1" unique_id=2096005878] [node name="Skeleton3D" parent="HumanMannequin/SK_Mannequin" index="0" unique_id=1674820390]
autoplay = &"custom/sitting" bones/2/rotation = Quaternion(-0.007029906, 0.032859802, -0.23654123, 0.97104025)
bones/3/rotation = Quaternion(-0.000884556, 0.0033522977, 0.10280211, 0.99469584)
bones/4/rotation = Quaternion(-0.00040807336, 0.0034836144, 0.0045103733, 0.9999837)
bones/5/rotation = Quaternion(0.13797933, 0.74176145, 0.017092831, 0.6560942)
bones/6/rotation = Quaternion(0.049281683, 0.43982458, -0.36467218, 0.81923133)
bones/7/rotation = Quaternion(-0.049351897, 0.03842162, -0.476375, 0.87701494)
bones/8/rotation = Quaternion(-0.41694272, -0.05554785, -0.18030654, 0.889136)
bones/9/rotation = Quaternion(0.094457716, 0.050416686, 0.50820345, 0.85455555)
bones/10/rotation = Quaternion(0.011606372, 0.08610083, 0.2719557, 0.95838)
bones/12/rotation = Quaternion(-0.00016985182, 0.0032503307, 0.42722064, 0.90414155)
bones/13/rotation = Quaternion(-0.018024907, 0.015150134, 0.27278355, 0.9617873)
bones/15/rotation = Quaternion(-0.13467012, -0.10029431, 0.2853874, 0.94358844)
bones/16/rotation = Quaternion(0.010311794, -0.034373257, 0.13259757, 0.9905202)
bones/18/rotation = Quaternion(-0.09865642, -0.08747626, 0.37470394, 0.917721)
bones/19/rotation = Quaternion(0.0042531197, -0.033760007, 0.1860149, 0.98195755)
bones/21/rotation = Quaternion(0.70078146, 0.36200625, -0.001720201, 0.61469823)
bones/22/rotation = Quaternion(-0.001820262, 0.12128391, 0.22490783, 0.9668006)
bones/26/rotation = Quaternion(0.76902086, -0.13267346, -0.62528044, -0.005393706)
bones/27/rotation = Quaternion(0.034201004, 0.38763282, -0.48749813, 0.7816117)
bones/28/rotation = Quaternion(-0.053170834, 0.025972798, -0.32202634, 0.9448796)
bones/29/rotation = Quaternion(-0.43919632, 0.049489442, -0.098192796, 0.89163643)
bones/30/rotation = Quaternion(0.103668794, 0.04579189, 0.46590617, 0.8775462)
bones/31/rotation = Quaternion(0.011519267, 0.09922818, 0.29214594, 0.95114243)
bones/33/rotation = Quaternion(9.437185e-05, 0.009016322, 0.44048977, 0.89771235)
bones/34/rotation = Quaternion(-0.018226523, 0.017689873, 0.23132406, 0.97254515)
bones/36/rotation = Quaternion(-0.13272016, -0.101737194, 0.26830983, 0.9487069)
bones/37/rotation = Quaternion(0.010193698, -0.046628788, 0.19672133, 0.97929704)
bones/39/rotation = Quaternion(-0.110196866, -0.05036995, 0.35450295, 0.9271716)
bones/40/rotation = Quaternion(0.0042593707, -0.028552007, 0.17841409, 0.983532)
bones/42/rotation = Quaternion(0.7297342, 0.26573184, -0.09265223, 0.6231294)
bones/43/rotation = Quaternion(0.06426929, 0.22943345, 0.1991351, 0.95056564)
bones/47/rotation = Quaternion(0.00421817, -0.00037953872, -0.21590644, 0.9764049)
bones/49/rotation = Quaternion(0.14012733, -0.038448263, 0.6819175, 0.7168505)
bones/50/rotation = Quaternion(-0.05631607, 0.020481886, -0.74316776, 0.6664162)
bones/52/rotation = Quaternion(-0.0004946971, -0.048858073, -0.0074254284, 0.998778)
bones/55/rotation = Quaternion(0.0132777635, 0.10731075, 0.71409845, -0.6916441)
bones/56/rotation = Quaternion(0.03920827, -0.09832406, -0.75485575, 0.64729285)
bones/58/rotation = Quaternion(0.01656407, -0.06386153, 0.030505493, 0.9973549)
[editable path="BaseMesh"] [node name="AnimationPlayer" parent="HumanMannequin" parent_id_path=PackedInt32Array(333236377) index="1" unique_id=1460197763]
autoplay = &"custom/sit"
[editable path="HumanMannequin"]

View File

@@ -5,7 +5,6 @@
[ext_resource type="Script" uid="uid://bngfthvt04ivv" path="res://core/ai/framework/patrol_state.gd" id="3_8d0tj"] [ext_resource type="Script" uid="uid://bngfthvt04ivv" path="res://core/ai/framework/patrol_state.gd" id="3_8d0tj"]
[node name="AiCitizenWalker" unique_id=1228675528 instance=ExtResource("1_dms8s")] [node name="AiCitizenWalker" unique_id=1228675528 instance=ExtResource("1_dms8s")]
entity_type = 1
entity_name = "CitizenWalker" entity_name = "CitizenWalker"
[node name="StateMachine" parent="." index="1" unique_id=1286404264 node_paths=PackedStringArray("initial_state")] [node name="StateMachine" parent="." index="1" unique_id=1286404264 node_paths=PackedStringArray("initial_state")]
@@ -24,8 +23,4 @@ next_state_id = &"idle"
animation_name = "custom/walking" animation_name = "custom/walking"
exit_on_action_finished = true exit_on_action_finished = true
[node name="Skeleton3D" parent="BaseMesh/BaseMesh" parent_id_path=PackedInt32Array(1846171523, 1142246531) index="0" unique_id=928995817] [editable path="HumanMannequin"]
bones/8/rotation = Quaternion(-0.6173422, -0.37346625, 0.5666242, -0.3979305)
bones/46/rotation = Quaternion(0.059241787, 0.12928401, 0.9836761, -0.110261135)
[editable path="BaseMesh"]

View File

@@ -3,39 +3,13 @@
[ext_resource type="PackedScene" uid="uid://mvh2v6v72stt" path="res://core/ai/agents/human/ai_human.tscn" id="1_l2y7m"] [ext_resource type="PackedScene" uid="uid://mvh2v6v72stt" path="res://core/ai/agents/human/ai_human.tscn" id="1_l2y7m"]
[ext_resource type="Script" uid="uid://bngfthvt04ivv" path="res://core/ai/framework/patrol_state.gd" id="3_2oda6"] [ext_resource type="Script" uid="uid://bngfthvt04ivv" path="res://core/ai/framework/patrol_state.gd" id="3_2oda6"]
[ext_resource type="Script" uid="uid://d3hy70ec8vqo5" path="res://core/ai/framework/run_animation_state.gd" id="4_2oda6"] [ext_resource type="Script" uid="uid://d3hy70ec8vqo5" path="res://core/ai/framework/run_animation_state.gd" id="4_2oda6"]
[ext_resource type="Shader" uid="uid://d0ch5ofrgf7y6" path="res://core/daynight/trunk_shader.gdshader" id="6_ejkex"]
[ext_resource type="Texture2D" uid="uid://jn4seoee6vtw" path="res://tgcc/chunk/prop/house/main_texture.png" id="7_ax7ee"]
[ext_resource type="Material" uid="uid://b2lg2y1k7grmo" path="res://tgcc/chunk/prop/tree/trunk.tres" id="9_gownw"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_gownw"]
render_priority = 0
shader = ExtResource("6_ejkex")
shader_parameter/albedo_color = Color(1, 1, 1, 1)
shader_parameter/albedo_texture = ExtResource("7_ax7ee")
shader_parameter/use_texture = true
shader_parameter/uv_scale = Vector2(1, 1)
shader_parameter/palette_shift_y = 0.0
shader_parameter/gradient_start_y = 0.0
shader_parameter/gradient_end_y = 10.0
shader_parameter/light_steps = 3.0
shader_parameter/step_softness = 0.1
shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1)
shader_parameter/shadow_offset = 0.0
shader_parameter/cast_shadow_strength = 0.6
shader_parameter/use_ghibli_glint = true
shader_parameter/glint_color = Color(1, 0.95, 0.85, 1)
shader_parameter/glint_intensity = 0.446000021185
shader_parameter/glint_sharpness = 7.000000285
shader_parameter/emission_color = Color(0, 0, 0, 1)
shader_parameter/emission_energy = 0.0
[node name="AiFarmer" unique_id=1228675528 instance=ExtResource("1_l2y7m")] [node name="AiFarmer" unique_id=1228675528 instance=ExtResource("1_l2y7m")]
navigation_layers = 2
entity_name = "Farmer" entity_name = "Farmer"
allowed_biomes = Array[String](["countryside"]) allowed_biomes = Array[String](["countryside"])
[node name="StateMachine" parent="." index="1" unique_id=1286404264 node_paths=PackedStringArray("initial_state")] [node name="StateMachine" parent="." index="1" unique_id=1286404264 node_paths=PackedStringArray("initial_state")]
initial_state = NodePath("IdleState") initial_state = NodePath("GatherState")
[node name="PatrolState" type="Node" parent="StateMachine" index="0" unique_id=930272128] [node name="PatrolState" type="Node" parent="StateMachine" index="0" unique_id=930272128]
script = ExtResource("3_2oda6") script = ExtResource("3_2oda6")
@@ -47,76 +21,8 @@ exit_on_action_finished = true
[node name="GatherState" type="Node" parent="StateMachine" index="1" unique_id=48091671] [node name="GatherState" type="Node" parent="StateMachine" index="1" unique_id=48091671]
script = ExtResource("4_2oda6") script = ExtResource("4_2oda6")
state_id = &"gather" state_id = &"gather"
next_state_id = &"idle"
animation_name = "custom/gathering"
exit_on_animation_finished = true
min_wait_time = 0.0
max_wait_time = 0.0
[node name="IdleState" type="Node" parent="StateMachine" index="2" unique_id=402985597]
script = ExtResource("4_2oda6")
state_id = &"idle"
next_state_id = &"patrol" next_state_id = &"patrol"
animation_name = "custom/idle" animation_name = "custom/gather"
exit_on_animation_finished = true
[node name="Skeleton3D" parent="BaseMesh/BaseMesh" parent_id_path=PackedInt32Array(1846171523, 1363988051) index="0" unique_id=1848874512] [editable path="HumanMannequin"]
bones/0/position = Vector3(-0.0015795716, 0.9761277, 0.0012886743)
bones/0/rotation = Quaternion(0.008345705, 0.02440254, -0.0222881, 0.999419)
bones/1/rotation = Quaternion(-0.033856627, 0.0019547925, 0.01148837, 0.9993588)
bones/2/rotation = Quaternion(0.003385691, 0.0057030413, 0.004773842, 0.9999666)
bones/3/rotation = Quaternion(0.0033856947, 0.0057030534, 0.0047738357, 0.9999666)
bones/4/rotation = Quaternion(0.03554347, -0.0036022358, -0.01067691, 0.9993046)
bones/5/rotation = Quaternion(0.023500564, -0.0268053, 0.016007349, 0.9992362)
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bones/18/rotation = Quaternion(0.6449709, -0.022805, 0.11591787, 0.7550203)
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bones/30/rotation = Quaternion(-0.040577345, -0.20657076, -0.14159827, 0.96728075)
bones/31/rotation = Quaternion(0.18718895, 0.11185156, -0.005364931, 0.97592044)
bones/32/rotation = Quaternion(0.077440694, -0.18545257, 0.02808432, 0.9791944)
bones/36/rotation = Quaternion(0.33726785, 0.06133867, 0.07482985, 0.93642324)
bones/37/rotation = Quaternion(0.5483169, 0.027307179, -0.058035128, 0.83380747)
bones/41/rotation = Quaternion(0.4086348, 0.09420283, 0.037183065, 0.90706164)
bones/42/rotation = Quaternion(0.59161603, 0.030198008, -0.037664413, 0.8047733)
bones/46/rotation = Quaternion(0.060233127, 0.24369022, 0.966249, -0.05787964)
bones/47/rotation = Quaternion(-0.56581247, 0.0105282655, -0.0027436528, 0.8244622)
bones/48/rotation = Quaternion(0.46872035, 0.0146656195, -0.0033694527, 0.88321847)
bones/49/rotation = Quaternion(0.49349385, 0.06718427, -0.01829647, 0.86695755)
bones/52/rotation = Quaternion(-0.0765912, 0.12600712, 0.988389, -0.03665043)
bones/53/rotation = Quaternion(-0.25056988, -0.06629382, 0.018621337, 0.96564656)
bones/54/rotation = Quaternion(0.549743, -0.041815143, -0.046032935, 0.83301574)
bones/55/rotation = Quaternion(0.3627838, -0.05369254, 0.01255593, 0.9302406)
[node name="hat_001" parent="Farmer1/BaseMesh/Skeleton3D" parent_id_path=PackedInt32Array(925374995, 224377346) index="1" unique_id=1950307793]
surface_material_override/0 = SubResource("ShaderMaterial_gownw")
[node name="pants" parent="Farmer1/BaseMesh/Skeleton3D" parent_id_path=PackedInt32Array(925374995, 224377346) index="2" unique_id=1080342530]
surface_material_override/0 = ExtResource("9_gownw")
[node name="shirt2" parent="Farmer1/BaseMesh/Skeleton3D" parent_id_path=PackedInt32Array(925374995, 224377346) index="3" unique_id=1846653994]
surface_material_override/0 = ExtResource("9_gownw")
surface_material_override/1 = ExtResource("9_gownw")
surface_material_override/2 = ExtResource("9_gownw")
[node name="pants" parent="Farmer2/BaseMesh/Skeleton3D" parent_id_path=PackedInt32Array(1239853450, 1824387143) index="1" unique_id=1777820543]
surface_material_override/0 = ExtResource("9_gownw")
[node name="shirt1" parent="Farmer2/BaseMesh/Skeleton3D" parent_id_path=PackedInt32Array(1239853450, 1824387143) index="2" unique_id=1243989703]
surface_material_override/0 = ExtResource("9_gownw")
surface_material_override/1 = ExtResource("9_gownw")
[node name="DressHuman" parent="." index="6" unique_id=107727715]
colors = Array[Color]([Color(0.8, 0.45490196, 0.32156864, 1), Color(0.84797, 0.6868576, 0.24382448, 1), Color(0.4862745, 0.60784316, 0.6901961, 1), Color(0.24718326, 0.3552445, 0.23638204, 1), Color(0.34000763, 0.32978323, 0.29223797, 1)])
[editable path="BaseMesh"]
[editable path="Farmer1"]
[editable path="Farmer2"]

View File

@@ -1,274 +1,55 @@
[gd_scene format=3 uid="uid://mvh2v6v72stt"] [gd_scene format=3 uid="uid://mvh2v6v72stt"]
[ext_resource type="PackedScene" uid="uid://clx701xdwelgx" path="res://core/ai/agents/base/ai_base.tscn" id="1_hko2w"] [ext_resource type="PackedScene" uid="uid://clx701xdwelgx" path="res://core/ai/agents/base/ai_base.tscn" id="1_hko2w"]
[ext_resource type="Animation" uid="uid://qhkny5iyd4mi" path="res://core/ai/agents/human/gathering.res" id="3_8kg0q"] [ext_resource type="PackedScene" uid="uid://legcajdd0jsy" path="res://core/ai/agents/human/human_mannequin.tscn" id="2_cnrgi"]
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[ext_resource type="Animation" uid="uid://ptj85lvvtjpg" path="res://core/ai/agents/human/sitting.res" id="4_8kg0q"]
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[ext_resource type="Animation" uid="uid://6xnsf8x7nmsl" path="res://core/ai/agents/human/walking.res" id="6_cuxdk"]
[ext_resource type="PackedScene" uid="uid://b3j2dbcqwodx1" path="res://core/ai/agents/human/Farmer1.fbx" id="7_hguxe"]
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[ext_resource type="PackedScene" uid="uid://c5x3ycaxixpxy" path="res://core/ai/agents/human/Farmer2.fbx" id="8_ke7sb"]
[ext_resource type="Script" uid="uid://dauqq8cqmwrqh" path="res://core/ai/agents/human/dress_human.gd" id="9_2tpdi"]
[ext_resource type="Material" uid="uid://b4luvp3fi0p43" path="res://tgcc/chunk/material/railway_chunk.tres" id="9_12auf"]
[ext_resource type="Shader" uid="uid://d0ch5ofrgf7y6" path="res://core/daynight/trunk_shader.gdshader" id="10_3t1a4"]
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[ext_resource type="Material" uid="uid://wkegx4a21x7u" path="res://tgcc/chunk/prop/fence/fences.tres" id="11_v2pkc"]
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shader = ExtResource("10_3t1a4")
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shader_parameter/albedo_texture = ExtResource("11_o6vi4")
shader_parameter/use_texture = true
shader_parameter/uv_scale = Vector2(1, 1)
shader_parameter/palette_shift_y = 0.0
shader_parameter/gradient_start_y = 0.0
shader_parameter/gradient_end_y = 10.0
shader_parameter/light_steps = 3.0
shader_parameter/step_softness = 0.1
shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1)
shader_parameter/shadow_offset = 0.0
shader_parameter/cast_shadow_strength = 0.6
shader_parameter/use_ghibli_glint = false
shader_parameter/glint_color = Color(1, 0.95, 0.85, 1)
shader_parameter/glint_intensity = 2.000000095
shader_parameter/glint_sharpness = 7.000000285
shader_parameter/emission_color = Color(0, 0, 0, 1)
shader_parameter/emission_energy = 0.0
[sub_resource type="AnimationLibrary" id="AnimationLibrary_ke7sb"]
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&"walking": ExtResource("6_cuxdk")
}
[sub_resource type="ShaderMaterial" id="ShaderMaterial_v2pkc"]
render_priority = 0
shader = ExtResource("10_3t1a4")
shader_parameter/albedo_color = Color(1, 1, 1, 1)
shader_parameter/albedo_texture = ExtResource("11_o6vi4")
shader_parameter/use_texture = true
shader_parameter/uv_scale = Vector2(1, 1)
shader_parameter/palette_shift_y = 0.0
shader_parameter/gradient_start_y = 0.0
shader_parameter/gradient_end_y = 10.0
shader_parameter/light_steps = 3.0
shader_parameter/step_softness = 0.1
shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1)
shader_parameter/shadow_offset = 0.0
shader_parameter/cast_shadow_strength = 0.6
shader_parameter/use_ghibli_glint = false
shader_parameter/glint_color = Color(1, 0.95, 0.85, 1)
shader_parameter/glint_intensity = 2.000000095
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shader_parameter/emission_energy = 0.0
[sub_resource type="AnimationLibrary" id="AnimationLibrary_2tpdi"]
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[node name="AiHuman" unique_id=1228675528 node_paths=PackedStringArray("anim_player") instance=ExtResource("1_hko2w")] [node name="AiHuman" unique_id=1228675528 node_paths=PackedStringArray("anim_player") instance=ExtResource("1_hko2w")]
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[node name="BaseMesh" parent="." index="3" unique_id=1846171523 instance=ExtResource("3_ef4cu")] [node name="HumanMannequin" parent="." index="3" unique_id=333236377 instance=ExtResource("2_cnrgi")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.9, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.9, 0)
[node name="Skeleton3D" parent="BaseMesh/BaseMesh" parent_id_path=PackedInt32Array(1846171523, 1363988051) index="0" unique_id=1848874512] [node name="SK_Mannequin" parent="HumanMannequin" index="0" unique_id=2096894453]
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[node name="AnimationPlayer" parent="BaseMesh" index="1" unique_id=930749540] [node name="Skeleton3D" parent="HumanMannequin/SK_Mannequin" index="0" unique_id=1402189960]
libraries/custom = SubResource("AnimationLibrary_8kg0q") bones/2/rotation = Quaternion(-2.1971985e-24, 0, -0.062388558, 0.99805194)
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bones/58/rotation = Quaternion(-0.0058857696, 0.03199128, 0.07035475, 0.9969916)
[node name="Farmer1" parent="." index="4" unique_id=925374995 instance=ExtResource("7_hguxe")] [editable path="HumanMannequin"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.9, 0)
visible = false
[node name="Skeleton3D" parent="Farmer1/BaseMesh" parent_id_path=PackedInt32Array(925374995, 1608049295) index="0" unique_id=224377346]
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bones/0/rotation = Quaternion(-0.03158553, -0.024531638, -0.086598895, 0.9954402)
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[node name="Cesto" parent="Farmer1/BaseMesh/Skeleton3D" index="0" unique_id=1473592366]
surface_material_override/0 = ExtResource("8_362f3")
surface_material_override/1 = ExtResource("9_12auf")
surface_material_override/2 = ExtResource("9_12auf")
[node name="hat_001" parent="Farmer1/BaseMesh/Skeleton3D" index="1" unique_id=1950307793]
surface_material_override/0 = SubResource("ShaderMaterial_vuqrb")
surface_material_override/1 = ExtResource("11_v2pkc")
[node name="pants" parent="Farmer1/BaseMesh/Skeleton3D" index="2" unique_id=1080342530]
surface_material_override/0 = ExtResource("11_v2pkc")
[node name="shirt2" parent="Farmer1/BaseMesh/Skeleton3D" index="3" unique_id=1846653994]
surface_material_override/0 = ExtResource("11_v2pkc")
surface_material_override/1 = ExtResource("11_v2pkc")
surface_material_override/2 = ExtResource("11_v2pkc")
[node name="AnimationPlayer" parent="Farmer1" index="1" unique_id=2137081705]
libraries/custom = SubResource("AnimationLibrary_ke7sb")
[node name="Farmer2" parent="." index="5" unique_id=1239853450 instance=ExtResource("8_ke7sb")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.9, 0)
visible = false
[node name="Skeleton3D" parent="Farmer2/BaseMesh" parent_id_path=PackedInt32Array(1239853450, 2068119799) index="0" unique_id=1824387143]
bones/0/position = Vector3(0.00060560287, 0.9719096, 0.007789615)
bones/0/rotation = Quaternion(-0.03158553, -0.024531638, -0.086598895, 0.9954402)
bones/1/rotation = Quaternion(-0.068302006, -0.011589706, 0.088431515, 0.99367017)
bones/2/rotation = Quaternion(0.013750468, -0.0028497525, 0.022636604, 0.99964523)
bones/3/rotation = Quaternion(0.014052153, -0.0046672956, 0.021981178, 0.99964875)
bones/4/rotation = Quaternion(0.08060878, 0.0009885994, -0.05385771, 0.99528927)
bones/5/rotation = Quaternion(-0.08819712, -0.010719821, 0.004734955, 0.9960341)
bones/8/rotation = Quaternion(-0.6173422, -0.37346625, 0.5666242, -0.3979305)
bones/9/rotation = Quaternion(0.5403529, 0.038538188, -0.087646246, 0.8359735)
bones/10/rotation = Quaternion(-0.009744837, 0.0007412914, 0.18789424, 0.98214066)
bones/11/rotation = Quaternion(0.019992959, 0.15807849, 0.15262179, 0.9753554)
bones/12/rotation = Quaternion(0.11525436, -0.03521942, -0.0147265345, 0.9926023)
bones/13/rotation = Quaternion(0.004553697, -0.0011956134, 0.0748576, 0.9971832)
bones/14/rotation = Quaternion(-0.021573644, -0.09607655, -0.02610063, 0.9947978)
bones/17/rotation = Quaternion(0.10615231, -0.012490018, -0.06538699, 0.9921191)
bones/18/rotation = Quaternion(0.112639524, -0.0005986789, -0.020016164, 0.99343413)
bones/19/rotation = Quaternion(0.13624819, 0.001439244, -0.018421004, 0.9905025)
bones/22/rotation = Quaternion(0.051831737, -0.007218998, -0.063239366, 0.9966254)
bones/23/rotation = Quaternion(0.12439526, 0.00031310506, -0.03746358, 0.99152523)
bones/24/rotation = Quaternion(0.14832872, 0.0028264069, -0.017447466, 0.9887802)
bones/27/rotation = Quaternion(0.6085938, -0.37735197, 0.5827399, 0.3842309)
bones/28/rotation = Quaternion(0.42811802, -0.12440211, 0.04666202, 0.8939026)
bones/29/rotation = Quaternion(-0.010464899, -0.0008133942, -0.24076757, 0.97052604)
bones/30/rotation = Quaternion(0.01554073, -0.15455346, -0.11519627, 0.9811226)
bones/31/rotation = Quaternion(0.109474085, 0.02398801, 0.02464503, 0.99339455)
bones/32/rotation = Quaternion(-0.03558804, 0.04901748, 0.08471445, 0.9945624)
bones/33/rotation = Quaternion(0.014632019, 0.019343862, -0.1317728, 0.9909832)
bones/36/rotation = Quaternion(0.19392295, 0.020005528, 0.11780725, 0.973712)
bones/37/rotation = Quaternion(0.090232305, 2.462184e-07, 0.01726049, 0.9957712)
bones/38/rotation = Quaternion(0.13336712, -0.0009009653, 0.002359003, 0.9910635)
bones/41/rotation = Quaternion(0.12012116, 0.015946638, 0.088212825, 0.9887037)
bones/42/rotation = Quaternion(0.11693482, 0.00096280884, 0.06057904, 0.99128985)
bones/43/rotation = Quaternion(0.22191456, 0.026510797, -0.016629422, 0.9745638)
bones/46/rotation = Quaternion(0.059241787, 0.12928401, 0.9836761, -0.110261135)
bones/47/rotation = Quaternion(-0.34151906, -0.06546942, 0.0071559767, 0.93756455)
bones/48/rotation = Quaternion(0.60213244, 0.010313871, -0.012120304, 0.7982376)
bones/49/rotation = Quaternion(0.31586254, 0.059334766, -0.020474449, 0.9467265)
bones/52/rotation = Quaternion(-0.07240856, 0.034467246, 0.9931159, -0.085380435)
bones/53/rotation = Quaternion(-0.20515193, 0.049833227, 0.0071537, 0.9774345)
bones/54/rotation = Quaternion(0.55275166, -0.049315806, -0.007871797, 0.8318483)
bones/55/rotation = Quaternion(0.326561, -0.058840513, 0.019667907, 0.9431378)
[node name="hat_001" parent="Farmer2/BaseMesh/Skeleton3D" index="0" unique_id=1838787788]
surface_material_override/0 = SubResource("ShaderMaterial_v2pkc")
surface_material_override/1 = ExtResource("11_v2pkc")
[node name="pants" parent="Farmer2/BaseMesh/Skeleton3D" index="1" unique_id=1777820543]
surface_material_override/0 = ExtResource("11_v2pkc")
[node name="shirt1" parent="Farmer2/BaseMesh/Skeleton3D" index="2" unique_id=1243989703]
surface_material_override/0 = ExtResource("11_v2pkc")
surface_material_override/1 = ExtResource("11_v2pkc")
[node name="AnimationPlayer" parent="Farmer2" index="1" unique_id=995025267]
libraries/custom = SubResource("AnimationLibrary_2tpdi")
[node name="DressHuman" type="Node3D" parent="." index="6" unique_id=107727715 node_paths=PackedStringArray("farmers", "main_anim_player")]
script = ExtResource("9_2tpdi")
farmers = [NodePath("../Farmer1"), NodePath("../Farmer2")]
colors = Array[Color]([Color(0.4089676, 0.23789883, 0.083061926, 1), Color(0.4862745, 0.60784316, 0.6901961, 1), Color(0.3529412, 0.41960785, 0.32941177, 1), Color(0.31533447, 0.3330399, 0.29725653, 1)])
main_anim_player = NodePath("../BaseMesh/AnimationPlayer")
[editable path="BaseMesh"]
[editable path="Farmer1"]
[editable path="Farmer2"]

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