Add character damage #15
							
								
								
									
										18
									
								
								godot-jolt/LICENSE.txt
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										18
									
								
								godot-jolt/LICENSE.txt
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,18 @@
 | 
			
		||||
Copyright (c) Mikael Hermansson and Godot Jolt 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.
 | 
			
		||||
							
								
								
									
										91
									
								
								godot-jolt/THIRDPARTY.txt
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										91
									
								
								godot-jolt/THIRDPARTY.txt
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,91 @@
 | 
			
		||||
Godot Jolt incorporates third-party material from the projects listed below.
 | 
			
		||||
 | 
			
		||||
Godot Engine (https://github.com/godotengine/godot)
 | 
			
		||||
 | 
			
		||||
    Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md).
 | 
			
		||||
    Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.
 | 
			
		||||
 | 
			
		||||
    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.
 | 
			
		||||
 | 
			
		||||
godot-cpp (https://github.com/godot-jolt/godot-cpp)
 | 
			
		||||
 | 
			
		||||
    Copyright (c) 2017-present Godot Engine contributors.
 | 
			
		||||
    Copyright (c) 2022-present Mikael Hermansson.
 | 
			
		||||
 | 
			
		||||
    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.
 | 
			
		||||
 | 
			
		||||
Jolt Physics (https://github.com/godot-jolt/jolt)
 | 
			
		||||
 | 
			
		||||
    Copyright (c) 2021 Jorrit Rouwe.
 | 
			
		||||
 | 
			
		||||
    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.
 | 
			
		||||
 | 
			
		||||
mimalloc (https://github.com/godot-jolt/mimalloc)
 | 
			
		||||
 | 
			
		||||
    Copyright (c) 2018-2021 Microsoft Corporation, Daan Leijen.
 | 
			
		||||
 | 
			
		||||
    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.
 | 
			
		||||
							
								
								
									
										
											BIN
										
									
								
								godot-jolt/android/libgodot-jolt_android-arm32.so
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										
											BIN
										
									
								
								godot-jolt/android/libgodot-jolt_android-arm32.so
									
									
									
									
									
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											BIN
										
									
								
								godot-jolt/android/libgodot-jolt_android-arm32_editor.so
									
									
									
									
									
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											BIN
										
									
								
								godot-jolt/android/libgodot-jolt_android-arm32_editor.so
									
									
									
									
									
										Normal file
									
								
							
										
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											BIN
										
									
								
								godot-jolt/android/libgodot-jolt_android-arm64.so
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										
											BIN
										
									
								
								godot-jolt/android/libgodot-jolt_android-arm64.so
									
									
									
									
									
										Normal file
									
								
							
										
											Binary file not shown.
										
									
								
							
							
								
								
									
										
											BIN
										
									
								
								godot-jolt/android/libgodot-jolt_android-arm64_editor.so
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										
											BIN
										
									
								
								godot-jolt/android/libgodot-jolt_android-arm64_editor.so
									
									
									
									
									
										Normal file
									
								
							
										
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											BIN
										
									
								
								godot-jolt/android/libgodot-jolt_android-x64.so
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										
											BIN
										
									
								
								godot-jolt/android/libgodot-jolt_android-x64.so
									
									
									
									
									
										Normal file
									
								
							
										
											Binary file not shown.
										
									
								
							
							
								
								
									
										
											BIN
										
									
								
								godot-jolt/android/libgodot-jolt_android-x64_editor.so
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										
											BIN
										
									
								
								godot-jolt/android/libgodot-jolt_android-x64_editor.so
									
									
									
									
									
										Normal file
									
								
							
										
											Binary file not shown.
										
									
								
							
							
								
								
									
										
											BIN
										
									
								
								godot-jolt/android/libgodot-jolt_android-x86.so
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										
											BIN
										
									
								
								godot-jolt/android/libgodot-jolt_android-x86.so
									
									
									
									
									
										Normal file
									
								
							
										
											Binary file not shown.
										
									
								
							
							
								
								
									
										
											BIN
										
									
								
								godot-jolt/android/libgodot-jolt_android-x86_editor.so
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										
											BIN
										
									
								
								godot-jolt/android/libgodot-jolt_android-x86_editor.so
									
									
									
									
									
										Normal file
									
								
							
										
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										41
									
								
								godot-jolt/godot-jolt.gdextension
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										41
									
								
								godot-jolt/godot-jolt.gdextension
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,41 @@
 | 
			
		||||
[godot-jolt]
 | 
			
		||||
version = "0.14.0-stable"
 | 
			
		||||
build = "3392156fab"
 | 
			
		||||
 | 
			
		||||
[configuration]
 | 
			
		||||
 | 
			
		||||
entry_symbol = "godot_jolt_main"
 | 
			
		||||
compatibility_minimum = "4.3"
 | 
			
		||||
compatibility_maximum = "4.3"
 | 
			
		||||
 | 
			
		||||
[libraries]
 | 
			
		||||
 | 
			
		||||
windows.release.single.x86_64 = "windows/godot-jolt_windows-x64.dll"
 | 
			
		||||
windows.debug.single.x86_64 = "windows/godot-jolt_windows-x64_editor.dll"
 | 
			
		||||
 | 
			
		||||
windows.release.single.x86_32 = "windows/godot-jolt_windows-x86.dll"
 | 
			
		||||
windows.debug.single.x86_32 = "windows/godot-jolt_windows-x86_editor.dll"
 | 
			
		||||
 | 
			
		||||
linux.release.single.x86_64 = "linux/godot-jolt_linux-x64.so"
 | 
			
		||||
linux.debug.single.x86_64 = "linux/godot-jolt_linux-x64_editor.so"
 | 
			
		||||
 | 
			
		||||
linux.release.single.x86_32 = "linux/godot-jolt_linux-x86.so"
 | 
			
		||||
linux.debug.single.x86_32 = "linux/godot-jolt_linux-x86_editor.so"
 | 
			
		||||
 | 
			
		||||
macos.release.single = "macos/godot-jolt_macos.framework"
 | 
			
		||||
macos.debug.single = "macos/godot-jolt_macos_editor.framework"
 | 
			
		||||
 | 
			
		||||
ios.release.single = "ios/godot-jolt_ios.framework"
 | 
			
		||||
ios.debug.single = "ios/godot-jolt_ios_editor.framework"
 | 
			
		||||
 | 
			
		||||
android.release.single.arm64 = "android/libgodot-jolt_android-arm64.so"
 | 
			
		||||
android.debug.single.arm64 = "android/libgodot-jolt_android-arm64_editor.so"
 | 
			
		||||
 | 
			
		||||
android.release.single.arm32 = "android/libgodot-jolt_android-arm32.so"
 | 
			
		||||
android.debug.single.arm32 = "android/libgodot-jolt_android-arm32_editor.so"
 | 
			
		||||
 | 
			
		||||
android.release.single.x86_64 = "android/libgodot-jolt_android-x64.so"
 | 
			
		||||
android.debug.single.x86_64 = "android/libgodot-jolt_android-x64_editor.so"
 | 
			
		||||
 | 
			
		||||
android.release.single.x86_32 = "android/libgodot-jolt_android-x86.so"
 | 
			
		||||
android.debug.single.x86_32 = "android/libgodot-jolt_android-x86_editor.so"
 | 
			
		||||
							
								
								
									
										51
									
								
								godot-jolt/ios/godot-jolt_ios.framework/Info.plist
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										51
									
								
								godot-jolt/ios/godot-jolt_ios.framework/Info.plist
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,51 @@
 | 
			
		||||
<?xml version="1.0" encoding="UTF-8"?>
 | 
			
		||||
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
 | 
			
		||||
<plist version="1.0">
 | 
			
		||||
<dict>
 | 
			
		||||
	<key>CFBundleInfoDictionaryVersion</key>
 | 
			
		||||
	<string>6.0</string>
 | 
			
		||||
	<key>CFBundleDevelopmentRegion</key>
 | 
			
		||||
	<string>en</string>
 | 
			
		||||
	<key>CFBundleExecutable</key>
 | 
			
		||||
	<string>godot-jolt_ios</string>
 | 
			
		||||
	<key>CFBundleName</key>
 | 
			
		||||
	<string>Godot Jolt</string>
 | 
			
		||||
	<key>CFBundleDisplayName</key>
 | 
			
		||||
	<string>Godot Jolt</string>
 | 
			
		||||
	<key>CFBundleIdentifier</key>
 | 
			
		||||
	<string>org.godot-jolt.godot-jolt</string>
 | 
			
		||||
	<key>NSHumanReadableCopyright</key>
 | 
			
		||||
	<string>Copyright (c) Mikael Hermansson and Godot Jolt contributors.</string>
 | 
			
		||||
	<key>CFBundleVersion</key>
 | 
			
		||||
	<string>0.14.0</string>
 | 
			
		||||
	<key>CFBundleShortVersionString</key>
 | 
			
		||||
	<string>0.14.0</string>
 | 
			
		||||
	<key>CFBundlePackageType</key>
 | 
			
		||||
	<string>FMWK</string>
 | 
			
		||||
	<key>CFBundleSupportedPlatforms</key>
 | 
			
		||||
	<array>
 | 
			
		||||
		<string>iPhoneOS</string>
 | 
			
		||||
	</array>
 | 
			
		||||
	<key>CSResourcesFileMapped</key>
 | 
			
		||||
	<true/>
 | 
			
		||||
	<key>DTPlatformName</key>
 | 
			
		||||
	<string>iphoneos</string>
 | 
			
		||||
	<key>MinimumOSVersion</key>
 | 
			
		||||
	<string>12.0</string>
 | 
			
		||||
 | 
			
		||||
	<!--
 | 
			
		||||
	    HACK(mihe): This is to work around a bug in Godot 4.3-beta1, where it treats Framework
 | 
			
		||||
	    bundles the same as XCFramework bundles, and expects there to be an `AvailableLibraries`
 | 
			
		||||
	    entry, which is really only a thing in XCFramework bundles. Note that we also lie about the
 | 
			
		||||
	    binary path having a `.dylib` extension in order for Godot to correctly identify this as a
 | 
			
		||||
	    dynamically linked bundle.
 | 
			
		||||
	-->
 | 
			
		||||
	<key>AvailableLibraries</key>
 | 
			
		||||
	<array>
 | 
			
		||||
		<dict>
 | 
			
		||||
			<key>BinaryPath</key>
 | 
			
		||||
			<string>godot-jolt_ios.dylib</string>
 | 
			
		||||
		</dict>
 | 
			
		||||
	</array>
 | 
			
		||||
</dict>
 | 
			
		||||
</plist>
 | 
			
		||||
							
								
								
									
										
											BIN
										
									
								
								godot-jolt/ios/godot-jolt_ios.framework/godot-jolt_ios
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										
											BIN
										
									
								
								godot-jolt/ios/godot-jolt_ios.framework/godot-jolt_ios
									
									
									
									
									
										Normal file
									
								
							
										
											Binary file not shown.
										
									
								
							
							
								
								
									
										51
									
								
								godot-jolt/ios/godot-jolt_ios_editor.framework/Info.plist
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										51
									
								
								godot-jolt/ios/godot-jolt_ios_editor.framework/Info.plist
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,51 @@
 | 
			
		||||
<?xml version="1.0" encoding="UTF-8"?>
 | 
			
		||||
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
 | 
			
		||||
<plist version="1.0">
 | 
			
		||||
<dict>
 | 
			
		||||
	<key>CFBundleInfoDictionaryVersion</key>
 | 
			
		||||
	<string>6.0</string>
 | 
			
		||||
	<key>CFBundleDevelopmentRegion</key>
 | 
			
		||||
	<string>en</string>
 | 
			
		||||
	<key>CFBundleExecutable</key>
 | 
			
		||||
	<string>godot-jolt_ios_editor</string>
 | 
			
		||||
	<key>CFBundleName</key>
 | 
			
		||||
	<string>Godot Jolt</string>
 | 
			
		||||
	<key>CFBundleDisplayName</key>
 | 
			
		||||
	<string>Godot Jolt</string>
 | 
			
		||||
	<key>CFBundleIdentifier</key>
 | 
			
		||||
	<string>org.godot-jolt.godot-jolt</string>
 | 
			
		||||
	<key>NSHumanReadableCopyright</key>
 | 
			
		||||
	<string>Copyright (c) Mikael Hermansson and Godot Jolt contributors.</string>
 | 
			
		||||
	<key>CFBundleVersion</key>
 | 
			
		||||
	<string>0.14.0</string>
 | 
			
		||||
	<key>CFBundleShortVersionString</key>
 | 
			
		||||
	<string>0.14.0</string>
 | 
			
		||||
	<key>CFBundlePackageType</key>
 | 
			
		||||
	<string>FMWK</string>
 | 
			
		||||
	<key>CFBundleSupportedPlatforms</key>
 | 
			
		||||
	<array>
 | 
			
		||||
		<string>iPhoneOS</string>
 | 
			
		||||
	</array>
 | 
			
		||||
	<key>CSResourcesFileMapped</key>
 | 
			
		||||
	<true/>
 | 
			
		||||
	<key>DTPlatformName</key>
 | 
			
		||||
	<string>iphoneos</string>
 | 
			
		||||
	<key>MinimumOSVersion</key>
 | 
			
		||||
	<string>12.0</string>
 | 
			
		||||
 | 
			
		||||
	<!--
 | 
			
		||||
	    HACK(mihe): This is to work around a bug in Godot 4.3-beta1, where it treats Framework
 | 
			
		||||
	    bundles the same as XCFramework bundles, and expects there to be an `AvailableLibraries`
 | 
			
		||||
	    entry, which is really only a thing in XCFramework bundles. Note that we also lie about the
 | 
			
		||||
	    binary path having a `.dylib` extension in order for Godot to correctly identify this as a
 | 
			
		||||
	    dynamically linked bundle.
 | 
			
		||||
	-->
 | 
			
		||||
	<key>AvailableLibraries</key>
 | 
			
		||||
	<array>
 | 
			
		||||
		<dict>
 | 
			
		||||
			<key>BinaryPath</key>
 | 
			
		||||
			<string>godot-jolt_ios_editor.dylib</string>
 | 
			
		||||
		</dict>
 | 
			
		||||
	</array>
 | 
			
		||||
</dict>
 | 
			
		||||
</plist>
 | 
			
		||||
										
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											BIN
										
									
								
								godot-jolt/linux/godot-jolt_linux-x64.so
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										
											BIN
										
									
								
								godot-jolt/linux/godot-jolt_linux-x64.so
									
									
									
									
									
										Normal file
									
								
							
										
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										Normal file
									
								
							
							
						
						
									
										
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								godot-jolt/linux/godot-jolt_linux-x64_editor.so
									
									
									
									
									
										Normal file
									
								
							
										
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								godot-jolt/macos/godot-jolt_macos.framework/godot-jolt_macos
									
									
									
									
									
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								godot-jolt/macos/godot-jolt_macos.framework/godot-jolt_macos
									
									
									
									
									
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							@@ -0,0 +1,36 @@
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											BIN
										
									
								
								godot-jolt/windows/godot-jolt_windows-x64_editor.dll
									
									
									
									
									
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								godot-jolt/windows/godot-jolt_windows-x86.dll
									
									
									
									
									
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								godot-jolt/windows/godot-jolt_windows-x86.dll
									
									
									
									
									
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								godot-jolt/windows/godot-jolt_windows-x86_editor.dll
									
									
									
									
									
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							@@ -13,6 +13,7 @@ config_version=5
 | 
			
		||||
config/name="Open Strike"
 | 
			
		||||
run/main_scene="res://scenes/utils/Menu.tscn"
 | 
			
		||||
config/features=PackedStringArray("4.3", "Forward Plus")
 | 
			
		||||
run/max_fps=120
 | 
			
		||||
config/icon="res://icon.svg"
 | 
			
		||||
 | 
			
		||||
[autoload]
 | 
			
		||||
@@ -25,6 +26,7 @@ window/size/viewport_width=1920
 | 
			
		||||
window/size/viewport_height=1964
 | 
			
		||||
window/size/mode=4
 | 
			
		||||
window/size/borderless=true
 | 
			
		||||
window/vsync/vsync_mode=2
 | 
			
		||||
 | 
			
		||||
[filesystem]
 | 
			
		||||
 | 
			
		||||
@@ -34,6 +36,7 @@ import/blender/enabled=false
 | 
			
		||||
 | 
			
		||||
body=""
 | 
			
		||||
target=""
 | 
			
		||||
player_placeholder=""
 | 
			
		||||
 | 
			
		||||
[input]
 | 
			
		||||
 | 
			
		||||
@@ -90,6 +93,7 @@ crouch={
 | 
			
		||||
 | 
			
		||||
[physics]
 | 
			
		||||
 | 
			
		||||
3d/physics_engine="JoltPhysics3D"
 | 
			
		||||
3d/default_gravity=15.0
 | 
			
		||||
 | 
			
		||||
[rendering]
 | 
			
		||||
 
 | 
			
		||||
@@ -1,8 +1,11 @@
 | 
			
		||||
extends Node3D
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
var owner_placeholder: CharacterBody3D = null
 | 
			
		||||
# Called when the node enters the scene tree for the first time.
 | 
			
		||||
func _ready() -> void:
 | 
			
		||||
	$Body/Armature/Skeleton3D.physical_bones_start_simulation()
 | 
			
		||||
	owner_placeholder = _get_owner()
 | 
			
		||||
	pass # Replace with function body.
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
@@ -12,5 +15,27 @@ func _process(delta: float) -> void:
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
func _on_head_collision_body_part_hit(dam: Variant) -> void:
 | 
			
		||||
	print("head is hit")
 | 
			
		||||
	#print("head is hit" + str(dam))
 | 
			
		||||
	#print(owner_placeholder)
 | 
			
		||||
	#if owner_placeholder.has_method("take_damage"):
 | 
			
		||||
	if owner_placeholder:
 | 
			
		||||
		owner_placeholder.take_damage(dam)
 | 
			
		||||
	pass # Replace with function body.
 | 
			
		||||
 | 
			
		||||
func _get_owner() -> CharacterBody3D:
 | 
			
		||||
	var owner_placeholder := find_parent("PlayerPlaceholder*")
 | 
			
		||||
	return owner_placeholder
 | 
			
		||||
 | 
			
		||||
func die():
 | 
			
		||||
	for child in $Body/Armature/Skeleton3D/PhysicalBoneSimulator3D.get_children():
 | 
			
		||||
		if child is PhysicalBone3D:
 | 
			
		||||
			child.collision_layer = 1
 | 
			
		||||
			child.collision_mask = 1
 | 
			
		||||
	$Body/Armature/Skeleton3D.physical_bones_stop_simulation()
 | 
			
		||||
	$Body/Armature/Skeleton3D/PhysicalBoneSimulator3D.physical_bones_start_simulation()
 | 
			
		||||
	
 | 
			
		||||
func make_invisible():
 | 
			
		||||
	$Body/Armature/Skeleton3D/Alpha_Joints.set_layer_mask_value(1, false)
 | 
			
		||||
	$Body/Armature/Skeleton3D/Alpha_Surface.set_layer_mask_value(1, false)
 | 
			
		||||
	$Body/Armature/Skeleton3D/Alpha_Joints.set_layer_mask_value(2, true)
 | 
			
		||||
	$Body/Armature/Skeleton3D/Alpha_Surface.set_layer_mask_value(2, true)
 | 
			
		||||
 
 | 
			
		||||
@@ -1,4 +1,4 @@
 | 
			
		||||
[gd_scene load_steps=12 format=4 uid="uid://1txob6jskn5s"]
 | 
			
		||||
[gd_scene load_steps=28 format=4 uid="uid://1txob6jskn5s"]
 | 
			
		||||
 | 
			
		||||
[ext_resource type="Script" path="res://scenes/characters/blue/dummy.gd" id="1_cyeub"]
 | 
			
		||||
[ext_resource type="Script" path="res://scenes/characters/blue/head_collision.gd" id="1_lianf"]
 | 
			
		||||
@@ -258,9 +258,70 @@ blend_shape_mode = 0
 | 
			
		||||
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_j3emx"]
 | 
			
		||||
albedo_color = Color(0, 0, 1, 1)
 | 
			
		||||
 | 
			
		||||
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_k5bjr"]
 | 
			
		||||
radius = 11.245
 | 
			
		||||
height = 27.8
 | 
			
		||||
[sub_resource type="SphereShape3D" id="SphereShape3D_axep3"]
 | 
			
		||||
 | 
			
		||||
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_0ptuo"]
 | 
			
		||||
radius = 11.7055
 | 
			
		||||
height = 28.953
 | 
			
		||||
 | 
			
		||||
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_126jt"]
 | 
			
		||||
radius = 3.944
 | 
			
		||||
height = 12.926
 | 
			
		||||
 | 
			
		||||
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_1gw5y"]
 | 
			
		||||
radius = 10.779
 | 
			
		||||
height = 24.58
 | 
			
		||||
 | 
			
		||||
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_krlof"]
 | 
			
		||||
radius = 2.74047
 | 
			
		||||
height = 27.4047
 | 
			
		||||
 | 
			
		||||
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_2k34c"]
 | 
			
		||||
radius = 2.76145
 | 
			
		||||
height = 27.6145
 | 
			
		||||
 | 
			
		||||
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_5fgdh"]
 | 
			
		||||
radius = 5.286
 | 
			
		||||
height = 20.647
 | 
			
		||||
 | 
			
		||||
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_8vkyv"]
 | 
			
		||||
radius = 2.74047
 | 
			
		||||
height = 27.4047
 | 
			
		||||
 | 
			
		||||
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_fh1k4"]
 | 
			
		||||
radius = 2.76144
 | 
			
		||||
height = 27.6144
 | 
			
		||||
 | 
			
		||||
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_1m8r5"]
 | 
			
		||||
radius = 5.286
 | 
			
		||||
height = 20.647
 | 
			
		||||
 | 
			
		||||
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_3cygo"]
 | 
			
		||||
radius = 4.05994
 | 
			
		||||
height = 40.5994
 | 
			
		||||
 | 
			
		||||
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_vwdij"]
 | 
			
		||||
radius = 4.2099
 | 
			
		||||
height = 42.099
 | 
			
		||||
 | 
			
		||||
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_qyg6j"]
 | 
			
		||||
radius = 1.57216
 | 
			
		||||
height = 15.7216
 | 
			
		||||
 | 
			
		||||
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_a81km"]
 | 
			
		||||
radius = 4.05995
 | 
			
		||||
height = 40.5995
 | 
			
		||||
 | 
			
		||||
[sub_resource type="CylinderShape3D" id="CylinderShape3D_2binp"]
 | 
			
		||||
height = 42.0
 | 
			
		||||
radius = 3.0
 | 
			
		||||
 | 
			
		||||
[sub_resource type="CylinderShape3D" id="CylinderShape3D_l2il6"]
 | 
			
		||||
height = 27.0
 | 
			
		||||
radius = 1.75
 | 
			
		||||
 | 
			
		||||
[sub_resource type="SphereShape3D" id="SphereShape3D_wnhib"]
 | 
			
		||||
radius = 1.2
 | 
			
		||||
 | 
			
		||||
[sub_resource type="Animation" id="Animation_6g1lc"]
 | 
			
		||||
resource_name = "Run Forward"
 | 
			
		||||
@@ -867,7 +928,7 @@ _data = {
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
[node name="Dummy" type="Node3D"]
 | 
			
		||||
transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 0, 0)
 | 
			
		||||
transform = Transform3D(-1, 0, -1.50996e-07, 0, 1, 0, 1.50996e-07, 0, -1, 0, 0, 0)
 | 
			
		||||
script = ExtResource("1_cyeub")
 | 
			
		||||
 | 
			
		||||
[node name="Body" type="Node3D" parent="."]
 | 
			
		||||
@@ -1048,7 +1109,7 @@ bones/24/name = "mixamorig_LeftHandRing2"
 | 
			
		||||
bones/24/parent = 23
 | 
			
		||||
bones/24/rest = Transform3D(1, 1.61871e-05, -9.45085e-08, -1.61871e-05, 1, 3.29224e-06, 9.45618e-08, -3.29224e-06, 1, 6.3543e-07, 3.60118, -1.47875e-05)
 | 
			
		||||
bones/24/enabled = true
 | 
			
		||||
bones/24/position = Vector3(-3.30613e-06, 3.60119, 1.50863e-07)
 | 
			
		||||
bones/24/position = Vector3(-3.30613e-06, 3.60119, 1.50864e-07)
 | 
			
		||||
bones/24/rotation = Quaternion(0.563924, -3.30111e-07, -0.0577891, 0.823803)
 | 
			
		||||
bones/24/scale = Vector3(1, 1, 1)
 | 
			
		||||
bones/25/name = "mixamorig_LeftHandRing3"
 | 
			
		||||
@@ -1077,7 +1138,7 @@ bones/28/parent = 27
 | 
			
		||||
bones/28/rest = Transform3D(1, 0.000736602, -7.57697e-07, -0.000736602, 1, 9.24707e-06, 7.64508e-07, -9.24651e-06, 1, 1.0844e-06, 4.13666, 1.41886e-05)
 | 
			
		||||
bones/28/enabled = true
 | 
			
		||||
bones/28/position = Vector3(-9.08385e-06, 4.13665, 5.47372e-06)
 | 
			
		||||
bones/28/rotation = Quaternion(0.433129, -6.53828e-07, -0.0443853, 0.900239)
 | 
			
		||||
bones/28/rotation = Quaternion(0.433129, -6.53827e-07, -0.0443853, 0.900239)
 | 
			
		||||
bones/28/scale = Vector3(1, 1, 1)
 | 
			
		||||
bones/29/name = "mixamorig_LeftHandPinky3"
 | 
			
		||||
bones/29/parent = 28
 | 
			
		||||
@@ -1126,7 +1187,7 @@ bones/35/parent = 34
 | 
			
		||||
bones/35/rest = Transform3D(0.894428, 0.447212, -8.12113e-07, -0.387297, 0.774597, -0.500001, -0.223606, 0.447215, 0.866025, 3.00297, 3.7888, 2.16716)
 | 
			
		||||
bones/35/enabled = true
 | 
			
		||||
bones/35/position = Vector3(3.00297, 3.7888, 2.16716)
 | 
			
		||||
bones/35/rotation = Quaternion(0.227577, -0.0598799, -0.162411, 0.958252)
 | 
			
		||||
bones/35/rotation = Quaternion(0.227577, -0.0598799, -0.162411, 0.958251)
 | 
			
		||||
bones/35/scale = Vector3(1, 1, 1)
 | 
			
		||||
bones/36/name = "mixamorig_RightHandThumb2"
 | 
			
		||||
bones/36/parent = 35
 | 
			
		||||
@@ -1210,14 +1271,14 @@ bones/47/parent = 34
 | 
			
		||||
bones/47/rest = Transform3D(1, 9.66599e-06, -1.40744e-07, -9.66599e-06, 1, -2.81994e-06, 1.40717e-07, 2.81994e-06, 1, -2.21663, 12.147, -0.00999829)
 | 
			
		||||
bones/47/enabled = true
 | 
			
		||||
bones/47/position = Vector3(-2.21664, 12.147, -0.00998812)
 | 
			
		||||
bones/47/rotation = Quaternion(0.0911117, 0.11369, 0.100504, 0.984211)
 | 
			
		||||
bones/47/rotation = Quaternion(0.0911117, 0.11369, 0.100504, 0.984212)
 | 
			
		||||
bones/47/scale = Vector3(1, 1, 1)
 | 
			
		||||
bones/48/name = "mixamorig_RightHandRing2"
 | 
			
		||||
bones/48/parent = 47
 | 
			
		||||
bones/48/rest = Transform3D(1, -1.60845e-05, 3.26056e-09, 1.60845e-05, 1, 1.32059e-06, -3.2818e-09, -1.32059e-06, 1, -2.50026e-07, 3.6012, -7.75122e-07)
 | 
			
		||||
bones/48/enabled = true
 | 
			
		||||
bones/48/position = Vector3(-2.50026e-07, 3.6012, -7.75122e-07)
 | 
			
		||||
bones/48/rotation = Quaternion(0.836665, 8.70473e-07, 0.068157, 0.543457)
 | 
			
		||||
bones/48/rotation = Quaternion(0.836665, 8.70474e-07, 0.068157, 0.543457)
 | 
			
		||||
bones/48/scale = Vector3(1, 1, 1)
 | 
			
		||||
bones/49/name = "mixamorig_RightHandRing3"
 | 
			
		||||
bones/49/parent = 48
 | 
			
		||||
@@ -1301,14 +1362,14 @@ bones/60/parent = 0
 | 
			
		||||
bones/60/rest = Transform3D(-0.999981, -0.00611455, -7.52684e-05, 0.00611501, -0.999901, -0.0126672, 2.1931e-06, -0.0126674, 0.99992, -9.12503, -6.6556, -0.0553527)
 | 
			
		||||
bones/60/enabled = true
 | 
			
		||||
bones/60/position = Vector3(-9.12503, -6.6556, -0.0553527)
 | 
			
		||||
bones/60/rotation = Quaternion(-0.0339456, 0.334676, 0.92684, -0.166754)
 | 
			
		||||
bones/60/rotation = Quaternion(-0.0339455, 0.334676, 0.92684, -0.166754)
 | 
			
		||||
bones/60/scale = Vector3(1, 1, 1)
 | 
			
		||||
bones/61/name = "mixamorig_RightLeg"
 | 
			
		||||
bones/61/parent = 60
 | 
			
		||||
bones/61/rest = Transform3D(0.99993, -0.0118315, -0.000580536, 0.0118448, 0.999271, 0.0362854, 0.000150802, -0.0362897, 0.999341, 3.28565e-07, 40.5995, 1.49012e-08)
 | 
			
		||||
bones/61/enabled = true
 | 
			
		||||
bones/61/position = Vector3(3.28565e-07, 40.5995, 1.49012e-08)
 | 
			
		||||
bones/61/rotation = Quaternion(-0.581827, -0.0846291, -0.0166473, 0.808727)
 | 
			
		||||
bones/61/rotation = Quaternion(-0.581827, -0.0846291, -0.0166473, 0.808726)
 | 
			
		||||
bones/61/scale = Vector3(1, 1, 1)
 | 
			
		||||
bones/62/name = "mixamorig_RightFoot"
 | 
			
		||||
bones/62/parent = 61
 | 
			
		||||
@@ -1344,7 +1405,7 @@ surface_material_override/0 = SubResource("StandardMaterial3D_j3emx")
 | 
			
		||||
[node name="HitCollisions" type="Node3D" parent="Body/Armature/Skeleton3D"]
 | 
			
		||||
 | 
			
		||||
[node name="BoneAttachment3D" type="BoneAttachment3D" parent="Body/Armature/Skeleton3D"]
 | 
			
		||||
transform = Transform3D(0.978017, -0.176546, -0.110972, 0.15839, 0.282801, 0.94601, -0.135631, -0.942791, 0.304547, -11.8203, 17.7472, -135.936)
 | 
			
		||||
transform = Transform3D(0.978017, -0.176546, -0.110973, 0.15839, 0.282801, 0.946011, -0.135631, -0.942791, 0.304547, -11.8203, 17.7472, -135.936)
 | 
			
		||||
bone_name = "mixamorig_Head"
 | 
			
		||||
bone_idx = 5
 | 
			
		||||
 | 
			
		||||
@@ -1352,10 +1413,265 @@ bone_idx = 5
 | 
			
		||||
transform = Transform3D(9.90229, 1.3945, -6.09554e-08, 0, -4.37114e-07, -10, -1.3945, 9.90229, -4.32843e-07, 0.58762, 7.43451, 1.4646)
 | 
			
		||||
script = ExtResource("1_lianf")
 | 
			
		||||
 | 
			
		||||
[node name="Collision" type="CollisionShape3D" parent="Body/Armature/Skeleton3D/BoneAttachment3D/HeadCollision"]
 | 
			
		||||
shape = SubResource("CapsuleShape3D_k5bjr")
 | 
			
		||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Body/Armature/Skeleton3D/BoneAttachment3D/HeadCollision"]
 | 
			
		||||
shape = SubResource("SphereShape3D_axep3")
 | 
			
		||||
 | 
			
		||||
[node name="CSGCylinder3D" type="CSGCylinder3D" parent="Body/Armature/Skeleton3D/BoneAttachment3D"]
 | 
			
		||||
[node name="PhysicalBoneSimulator3D" type="PhysicalBoneSimulator3D" parent="Body/Armature/Skeleton3D"]
 | 
			
		||||
 | 
			
		||||
[node name="Physical Bone mixamorig_Hips" type="PhysicalBone3D" parent="Body/Armature/Skeleton3D/PhysicalBoneSimulator3D"]
 | 
			
		||||
transform = Transform3D(82.5044, -54.0559, -16.4615, 55.0482, 83.4649, 1.8195, 12.756, -10.5629, 98.619, 1.31498, 0.290623, -87.4646)
 | 
			
		||||
collision_layer = 4
 | 
			
		||||
collision_mask = 4
 | 
			
		||||
joint_type = 1
 | 
			
		||||
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -6.50607e-08, -5.58794e-09, 0.0499956)
 | 
			
		||||
body_offset = Transform3D(100, -0.0695305, -0.00860631, -1.00136e-05, 12.2744, -99.2438, 0.0700493, 99.2438, 12.2744, 0.000436783, 4.96175, -0.613665)
 | 
			
		||||
mass = 20.0
 | 
			
		||||
bone_name = "mixamorig_Hips"
 | 
			
		||||
joint_constraints/bias = 0.3
 | 
			
		||||
joint_constraints/damping = 1.0
 | 
			
		||||
joint_constraints/impulse_clamp = 0.0
 | 
			
		||||
 | 
			
		||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Body/Armature/Skeleton3D/PhysicalBoneSimulator3D/Physical Bone mixamorig_Hips"]
 | 
			
		||||
transform = Transform3D(0.01, 0, 0, 0, -4.37114e-10, 0.01, 0, -0.01, -4.37114e-10, 0.0161502, -2.32831e-11, 1.01774e-18)
 | 
			
		||||
shape = SubResource("CapsuleShape3D_0ptuo")
 | 
			
		||||
 | 
			
		||||
[node name="Physical Bone mixamorig_Spine" type="PhysicalBone3D" parent="Body/Armature/Skeleton3D/PhysicalBoneSimulator3D"]
 | 
			
		||||
transform = Transform3D(80.9412, -58.5461, -4.56913, 57.6046, 80.6695, -13.1964, 11.4119, 8.0493, 99.0201, 2.40599, 0.973749, -98.2036)
 | 
			
		||||
collision_layer = 4
 | 
			
		||||
collision_mask = 4
 | 
			
		||||
joint_type = 1
 | 
			
		||||
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 5.06134e-09, 2.2377e-09, 0.05866)
 | 
			
		||||
body_offset = Transform3D(100, 1.52588e-05, 7.62939e-06, 4.76837e-06, -9.53674e-07, -100, -1.52588e-05, 100, -3.8147e-06, -9.53674e-07, 5.866, 0)
 | 
			
		||||
mass = 20.0
 | 
			
		||||
bone_name = "mixamorig_Spine"
 | 
			
		||||
joint_constraints/bias = 0.3
 | 
			
		||||
joint_constraints/damping = 1.0
 | 
			
		||||
joint_constraints/impulse_clamp = 0.0
 | 
			
		||||
 | 
			
		||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Body/Armature/Skeleton3D/PhysicalBoneSimulator3D/Physical Bone mixamorig_Spine"]
 | 
			
		||||
transform = Transform3D(0.0318071, 3.86358e-14, 4.9738e-14, -2.13163e-14, -1.62981e-09, 0.0318071, -4.26326e-14, -0.0318071, -1.62981e-09, -0.00245133, -5.91656e-09, -0.223859)
 | 
			
		||||
shape = SubResource("CapsuleShape3D_126jt")
 | 
			
		||||
 | 
			
		||||
[node name="Physical Bone mixamorig_Head" type="PhysicalBone3D" parent="Body/Armature/Skeleton3D/PhysicalBoneSimulator3D"]
 | 
			
		||||
transform = Transform3D(-97.8019, 4.47329, 20.366, -15.8369, -79.4709, -58.5966, 13.5638, -60.5339, 78.4325, -13.8193, 23.4986, -143.635)
 | 
			
		||||
collision_layer = 4
 | 
			
		||||
collision_mask = 4
 | 
			
		||||
joint_type = 1
 | 
			
		||||
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -8.83517e-10, -1.39698e-07, 0.0981531)
 | 
			
		||||
body_offset = Transform3D(-100, -0.00220108, -0.000778198, -5.24521e-06, 33.8066, -94.1122, 0.00232792, -94.1122, -33.8066, 7.62939e-05, 9.23741, 3.31821)
 | 
			
		||||
mass = 7.0
 | 
			
		||||
bone_name = "mixamorig_Head"
 | 
			
		||||
joint_constraints/bias = 0.3
 | 
			
		||||
joint_constraints/damping = 1.0
 | 
			
		||||
joint_constraints/impulse_clamp = 0.0
 | 
			
		||||
 | 
			
		||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Body/Armature/Skeleton3D/PhysicalBoneSimulator3D/Physical Bone mixamorig_Head"]
 | 
			
		||||
transform = Transform3D(0.01, 0, 0, 0, -4.37114e-10, 0.01, 0, -0.01, -4.37114e-10, 0, 0, 0)
 | 
			
		||||
shape = SubResource("CapsuleShape3D_1gw5y")
 | 
			
		||||
 | 
			
		||||
[node name="Physical Bone mixamorig_LeftArm" type="PhysicalBone3D" parent="Body/Armature/Skeleton3D/PhysicalBoneSimulator3D"]
 | 
			
		||||
transform = Transform3D(86.1165, 14.0252, -48.8594, -45.4995, 64.1262, -61.787, 22.6659, 75.4396, 61.6046, 16.1942, 31.0309, -132.592)
 | 
			
		||||
collision_layer = 4
 | 
			
		||||
collision_mask = 4
 | 
			
		||||
joint_type = 1
 | 
			
		||||
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4.70432e-08, 8.67479e-08, 0.137023)
 | 
			
		||||
body_offset = Transform3D(100, -3.05176e-05, -3.43323e-05, 1.71661e-05, 100, -7.62939e-06, 1.52588e-05, -3.8147e-06, 100, 0, -7.62939e-06, -13.7023)
 | 
			
		||||
mass = 3.0
 | 
			
		||||
bone_name = "mixamorig_LeftArm"
 | 
			
		||||
joint_constraints/bias = 0.3
 | 
			
		||||
joint_constraints/damping = 1.0
 | 
			
		||||
joint_constraints/impulse_clamp = 0.0
 | 
			
		||||
 | 
			
		||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Body/Armature/Skeleton3D/PhysicalBoneSimulator3D/Physical Bone mixamorig_LeftArm"]
 | 
			
		||||
transform = Transform3D(0.01, 0, 0, 0, 0.00997432, -0.000716193, 0, 0.000716193, 0.00997432, 4.61853e-15, 0.165399, 0.142978)
 | 
			
		||||
shape = SubResource("CapsuleShape3D_krlof")
 | 
			
		||||
 | 
			
		||||
[node name="Physical Bone mixamorig_LeftForeArm" type="PhysicalBone3D" parent="Body/Armature/Skeleton3D/PhysicalBoneSimulator3D"]
 | 
			
		||||
transform = Transform3D(-48.2566, -12.058, 86.752, -78.7312, -37.4258, -48.997, 38.3757, -91.9452, 8.56699, 1.36485, 46.9033, -104.66)
 | 
			
		||||
collision_layer = 4
 | 
			
		||||
collision_mask = 4
 | 
			
		||||
joint_type = 1
 | 
			
		||||
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.52506e-07, 1.36787e-07, 0.138072)
 | 
			
		||||
body_offset = Transform3D(100, 2.86102e-05, -3.8147e-05, -3.8147e-05, -1.90735e-06, -100, -3.8147e-06, 100, 1.14441e-05, 3.05176e-05, 13.8072, -1.52588e-05)
 | 
			
		||||
mass = 3.0
 | 
			
		||||
bone_name = "mixamorig_LeftForeArm"
 | 
			
		||||
joint_constraints/bias = 0.3
 | 
			
		||||
joint_constraints/damping = 1.0
 | 
			
		||||
joint_constraints/impulse_clamp = 0.0
 | 
			
		||||
 | 
			
		||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Body/Armature/Skeleton3D/PhysicalBoneSimulator3D/Physical Bone mixamorig_LeftForeArm"]
 | 
			
		||||
transform = Transform3D(0.01, 0, 0, 0, -4.37114e-10, 0.01, 0, -0.01, -4.37114e-10, 0, 0, 0)
 | 
			
		||||
shape = SubResource("CapsuleShape3D_2k34c")
 | 
			
		||||
 | 
			
		||||
[node name="Physical Bone mixamorig_LeftHand" type="PhysicalBone3D" parent="Body/Armature/Skeleton3D/PhysicalBoneSimulator3D"]
 | 
			
		||||
transform = Transform3D(9.11563, -98.6768, 13.4089, 23.9481, -10.8976, -96.4766, 96.6612, 12.0056, 22.6379, -10.9685, 56.2242, -106.442)
 | 
			
		||||
collision_layer = 4
 | 
			
		||||
collision_mask = 4
 | 
			
		||||
joint_type = 1
 | 
			
		||||
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1.24797e-07, -1.22003e-07, 0.0264902)
 | 
			
		||||
body_offset = Transform3D(-58.5197, 57.9894, 56.6805, 1.62125e-05, 69.899, -71.5132, -81.0891, -41.8493, -40.9047, -1.50148, 1.89441, 1.08356)
 | 
			
		||||
bone_name = "mixamorig_LeftHand"
 | 
			
		||||
joint_constraints/bias = 0.3
 | 
			
		||||
joint_constraints/damping = 1.0
 | 
			
		||||
joint_constraints/impulse_clamp = 0.0
 | 
			
		||||
 | 
			
		||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Body/Armature/Skeleton3D/PhysicalBoneSimulator3D/Physical Bone mixamorig_LeftHand"]
 | 
			
		||||
transform = Transform3D(0.01, 0, 0, 0, 0.00697578, 0.00716509, 0, -0.00716509, 0.00697578, 9.31323e-12, 0.0631712, -0.0648856)
 | 
			
		||||
shape = SubResource("CapsuleShape3D_5fgdh")
 | 
			
		||||
 | 
			
		||||
[node name="Physical Bone mixamorig_RightArm" type="PhysicalBone3D" parent="Body/Armature/Skeleton3D/PhysicalBoneSimulator3D"]
 | 
			
		||||
transform = Transform3D(30.7246, 72.8896, 61.1809, 93.7855, -34.092, -6.48192, 16.1331, 59.3704, -78.8345, -27.5296, -1.29566, -110.13)
 | 
			
		||||
collision_layer = 4
 | 
			
		||||
collision_mask = 4
 | 
			
		||||
joint_type = 1
 | 
			
		||||
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1.50277e-08, 1.15999e-07, 0.137023)
 | 
			
		||||
body_offset = Transform3D(100, -5.72205e-06, 1.09673e-05, 6.67572e-06, 1.07288e-05, -100, -1.90735e-06, 100, 2.67029e-05, 0, 13.7023, -1.52588e-05)
 | 
			
		||||
mass = 3.0
 | 
			
		||||
bone_name = "mixamorig_RightArm"
 | 
			
		||||
joint_constraints/bias = 0.3
 | 
			
		||||
joint_constraints/damping = 1.0
 | 
			
		||||
joint_constraints/impulse_clamp = 0.0
 | 
			
		||||
 | 
			
		||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Body/Armature/Skeleton3D/PhysicalBoneSimulator3D/Physical Bone mixamorig_RightArm"]
 | 
			
		||||
transform = Transform3D(0.01, 0, 0, 0, -4.37114e-10, 0.01, 0, -0.01, -4.37114e-10, 0, 0, 0)
 | 
			
		||||
shape = SubResource("CapsuleShape3D_8vkyv")
 | 
			
		||||
 | 
			
		||||
[node name="Physical Bone mixamorig_RightForeArm" type="PhysicalBone3D" parent="Body/Armature/Skeleton3D/PhysicalBoneSimulator3D"]
 | 
			
		||||
transform = Transform3D(24.3552, 37.4063, 89.4852, -25.0101, 91.5653, -31.4688, -93.7087, -14.716, 31.6563, -48.2682, 3.93749, -103.698)
 | 
			
		||||
collision_layer = 4
 | 
			
		||||
collision_mask = 4
 | 
			
		||||
joint_type = 1
 | 
			
		||||
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.38762e-07, -5.86307e-09, 0.138072)
 | 
			
		||||
body_offset = Transform3D(100, -9.53674e-06, 1.00136e-05, -3.8147e-06, 100, 3.8147e-06, 5.72205e-06, -5.72205e-06, 100, -1.52588e-05, 5.96046e-08, -13.8072)
 | 
			
		||||
mass = 3.0
 | 
			
		||||
bone_name = "mixamorig_RightForeArm"
 | 
			
		||||
joint_constraints/bias = 0.3
 | 
			
		||||
joint_constraints/damping = 1.0
 | 
			
		||||
joint_constraints/impulse_clamp = 0.0
 | 
			
		||||
 | 
			
		||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Body/Armature/Skeleton3D/PhysicalBoneSimulator3D/Physical Bone mixamorig_RightForeArm"]
 | 
			
		||||
transform = Transform3D(0.01, 0, 0, 0, 0.00999714, -0.000239087, 0, 0.000239087, 0.00999714, 2.23821e-15, 0.145694, 0.138911)
 | 
			
		||||
shape = SubResource("CapsuleShape3D_fh1k4")
 | 
			
		||||
 | 
			
		||||
[node name="Physical Bone mixamorig_RightHand" type="PhysicalBone3D" parent="Body/Armature/Skeleton3D/PhysicalBoneSimulator3D"]
 | 
			
		||||
transform = Transform3D(89.0767, -24.8074, -38.0781, 5.05123, 88.6726, -45.9527, 45.1645, 39.0097, 80.2397, -24.5746, 26.0951, -105.517)
 | 
			
		||||
collision_layer = 4
 | 
			
		||||
collision_mask = 4
 | 
			
		||||
joint_type = 1
 | 
			
		||||
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.86265e-08, 2.31434e-07, 0.0264903)
 | 
			
		||||
body_offset = Transform3D(-58.5197, -57.9893, -56.6805, -1.04904e-05, 69.8991, -71.5131, 81.0891, -41.8492, -40.9048, 1.5015, 1.89439, 1.08359)
 | 
			
		||||
bone_name = "mixamorig_RightHand"
 | 
			
		||||
joint_constraints/bias = 0.3
 | 
			
		||||
joint_constraints/damping = 1.0
 | 
			
		||||
joint_constraints/impulse_clamp = 0.0
 | 
			
		||||
 | 
			
		||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Body/Armature/Skeleton3D/PhysicalBoneSimulator3D/Physical Bone mixamorig_RightHand"]
 | 
			
		||||
transform = Transform3D(0.01, 0, 0, 0, 0.00693402, 0.00720551, 0, -0.00720551, 0.00693402, -3.72529e-11, 0.0680192, -0.0706824)
 | 
			
		||||
shape = SubResource("CapsuleShape3D_1m8r5")
 | 
			
		||||
 | 
			
		||||
[node name="Physical Bone mixamorig_LeftUpLeg" type="PhysicalBone3D" parent="Body/Armature/Skeleton3D/PhysicalBoneSimulator3D"]
 | 
			
		||||
transform = Transform3D(-96.1774, -26.2684, 7.73901, -23.4203, 64.2554, -72.957, 14.1919, -71.9807, -67.9513, 5.83707, 19.601, -60.9754)
 | 
			
		||||
collision_layer = 4
 | 
			
		||||
collision_mask = 4
 | 
			
		||||
joint_type = 1
 | 
			
		||||
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 3.78612e-08, -7.74374e-09, 0.202997)
 | 
			
		||||
body_offset = Transform3D(100, -2.67029e-05, 9.53674e-06, 5.72205e-06, 7.62939e-06, -100, 3.33786e-05, 100, 3.8147e-06, -5.72205e-06, 20.2997, 0)
 | 
			
		||||
mass = 5.0
 | 
			
		||||
bone_name = "mixamorig_LeftUpLeg"
 | 
			
		||||
joint_constraints/bias = 0.3
 | 
			
		||||
joint_constraints/damping = 1.0
 | 
			
		||||
joint_constraints/impulse_clamp = 0.0
 | 
			
		||||
 | 
			
		||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Body/Armature/Skeleton3D/PhysicalBoneSimulator3D/Physical Bone mixamorig_LeftUpLeg"]
 | 
			
		||||
transform = Transform3D(0.01, 0, 0, 0, -4.37114e-10, 0.01, 0, -0.01, -4.37114e-10, 0, 0, 0)
 | 
			
		||||
shape = SubResource("CapsuleShape3D_3cygo")
 | 
			
		||||
 | 
			
		||||
[node name="Physical Bone mixamorig_LeftLeg" type="PhysicalBone3D" parent="Body/Armature/Skeleton3D/PhysicalBoneSimulator3D"]
 | 
			
		||||
transform = Transform3D(-97.5216, -11.6193, -18.8291, -22.0483, 58.1427, 78.3154, 1.84805, 80.5259, -59.2635, 8.22949, 17.9261, -34.7068)
 | 
			
		||||
collision_layer = 4
 | 
			
		||||
collision_mask = 4
 | 
			
		||||
joint_type = 1
 | 
			
		||||
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5.01576e-09, -2.10753e-08, 0.210495)
 | 
			
		||||
body_offset = Transform3D(100, 4.76837e-06, 1.14441e-05, 5.72205e-06, 0, -100, -9.53674e-07, 100, 1.90735e-05, -1.90735e-06, 21.0495, -1.90735e-06)
 | 
			
		||||
mass = 5.0
 | 
			
		||||
bone_name = "mixamorig_LeftLeg"
 | 
			
		||||
joint_constraints/bias = 0.3
 | 
			
		||||
joint_constraints/damping = 1.0
 | 
			
		||||
joint_constraints/impulse_clamp = 0.0
 | 
			
		||||
 | 
			
		||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Body/Armature/Skeleton3D/PhysicalBoneSimulator3D/Physical Bone mixamorig_LeftLeg"]
 | 
			
		||||
transform = Transform3D(0.01, 0, 0, 0, -4.37114e-10, 0.01, 0, -0.01, -4.37114e-10, 0, 0, 0)
 | 
			
		||||
shape = SubResource("CapsuleShape3D_vwdij")
 | 
			
		||||
 | 
			
		||||
[node name="Physical Bone mixamorig_LeftFoot" type="PhysicalBone3D" parent="Body/Armature/Skeleton3D/PhysicalBoneSimulator3D"]
 | 
			
		||||
transform = Transform3D(-93.6712, -34.5296, 5.78095, -34.9451, 91.207, -21.4506, 2.13418, -22.1132, -97.501, 11.7385, 3.12728, -14.5678)
 | 
			
		||||
collision_layer = 4
 | 
			
		||||
collision_mask = 4
 | 
			
		||||
joint_type = 1
 | 
			
		||||
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -6.53808e-09, 5.17146e-08, 0.078608)
 | 
			
		||||
body_offset = Transform3D(100, 5.72205e-06, -3.8147e-06, -3.8147e-06, -1.52588e-05, -100, -5.72205e-06, 100, -3.24249e-05, 9.53674e-07, 7.8608, -2.6226e-06)
 | 
			
		||||
bone_name = "mixamorig_LeftFoot"
 | 
			
		||||
joint_constraints/bias = 0.3
 | 
			
		||||
joint_constraints/damping = 1.0
 | 
			
		||||
joint_constraints/impulse_clamp = 0.0
 | 
			
		||||
 | 
			
		||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Body/Armature/Skeleton3D/PhysicalBoneSimulator3D/Physical Bone mixamorig_LeftFoot"]
 | 
			
		||||
transform = Transform3D(0.01, 0, 0, 0, -4.37114e-10, 0.01, 0, -0.01, -4.37114e-10, 0, 0, 0)
 | 
			
		||||
shape = SubResource("CapsuleShape3D_qyg6j")
 | 
			
		||||
 | 
			
		||||
[node name="Physical Bone mixamorig_RightUpLeg" type="PhysicalBone3D" parent="Body/Armature/Skeleton3D/PhysicalBoneSimulator3D"]
 | 
			
		||||
transform = Transform3D(-83.6898, -51.5224, 18.4786, -50.5592, 59.8312, -62.161, 20.9708, -61.3651, -76.122, -11.4062, 7.37456, -61.646)
 | 
			
		||||
collision_layer = 4
 | 
			
		||||
collision_mask = 4
 | 
			
		||||
joint_type = 1
 | 
			
		||||
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 2.08665e-08, 7.74372e-09, 0.202997)
 | 
			
		||||
body_offset = Transform3D(100, -1.52588e-05, 3.8147e-06, 5.72205e-06, -3.8147e-06, -100, 1.14441e-05, 100, -3.8147e-06, -2.86102e-06, 20.2997, 0)
 | 
			
		||||
mass = 5.0
 | 
			
		||||
bone_name = "mixamorig_RightUpLeg"
 | 
			
		||||
joint_constraints/bias = 0.3
 | 
			
		||||
joint_constraints/damping = 1.0
 | 
			
		||||
joint_constraints/impulse_clamp = 0.0
 | 
			
		||||
 | 
			
		||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Body/Armature/Skeleton3D/PhysicalBoneSimulator3D/Physical Bone mixamorig_RightUpLeg"]
 | 
			
		||||
transform = Transform3D(0.01, 0, 0, 0, -4.37114e-10, 0.01, 0, -0.01, -4.37114e-10, 0, 0, 0)
 | 
			
		||||
shape = SubResource("CapsuleShape3D_a81km")
 | 
			
		||||
 | 
			
		||||
[node name="Physical Bone mixamorig_RightLeg" type="PhysicalBone3D" parent="Body/Armature/Skeleton3D/PhysicalBoneSimulator3D"]
 | 
			
		||||
transform = Transform3D(-91.8175, -23.5086, -31.8888, -36.0103, 83.0805, 42.437, 16.517, 50.4478, -84.7479, -8.44487, 11.0604, -28.3544)
 | 
			
		||||
collision_layer = 4
 | 
			
		||||
collision_mask = 4
 | 
			
		||||
joint_type = 1
 | 
			
		||||
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 5.06137e-10, -2.07784e-07, 0.210495)
 | 
			
		||||
body_offset = Transform3D(100, -1.52588e-05, 1.33514e-05, -9.53674e-07, 3.8147e-05, -100, 1.90735e-05, 100, 5.34058e-05, -2.86102e-06, 21.0495, 9.53674e-06)
 | 
			
		||||
mass = 5.0
 | 
			
		||||
bone_name = "mixamorig_RightLeg"
 | 
			
		||||
joint_constraints/bias = 0.3
 | 
			
		||||
joint_constraints/damping = 1.0
 | 
			
		||||
joint_constraints/impulse_clamp = 0.0
 | 
			
		||||
 | 
			
		||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Body/Armature/Skeleton3D/PhysicalBoneSimulator3D/Physical Bone mixamorig_RightLeg"]
 | 
			
		||||
transform = Transform3D(0.01, 0, 0, 0, -4.37114e-10, 0.01, 0, -0.01, -4.37114e-10, 0, 0, 0)
 | 
			
		||||
shape = SubResource("CylinderShape3D_2binp")
 | 
			
		||||
 | 
			
		||||
[node name="Physical Bone mixamorig_RightFoot" type="PhysicalBone3D" parent="Body/Armature/Skeleton3D/PhysicalBoneSimulator3D"]
 | 
			
		||||
transform = Transform3D(-88.192, -17.3351, 43.8367, -46.8549, 42.4444, -77.4796, -5.17505, -88.8705, -45.5549, -5.17837, 8.21811, -6.93437)
 | 
			
		||||
collision_layer = 4
 | 
			
		||||
collision_mask = 4
 | 
			
		||||
joint_type = 1
 | 
			
		||||
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5.24153e-08, -2.70381e-09, 0.078608)
 | 
			
		||||
body_offset = Transform3D(100, 1.14441e-05, -7.62939e-06, -7.62939e-06, -1.90735e-05, -100, 0, 100, -5.72205e-05, 5.84126e-06, 7.8608, 4.76837e-06)
 | 
			
		||||
bone_name = "mixamorig_RightFoot"
 | 
			
		||||
joint_constraints/bias = 0.3
 | 
			
		||||
joint_constraints/damping = 1.0
 | 
			
		||||
joint_constraints/impulse_clamp = 0.0
 | 
			
		||||
 | 
			
		||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Body/Armature/Skeleton3D/PhysicalBoneSimulator3D/Physical Bone mixamorig_RightFoot"]
 | 
			
		||||
transform = Transform3D(0.01, 1.50737e-10, 9.12129e-10, 0, 0.00258819, 0.00965926, -4.42378e-09, -0.00965926, 0.00258819, 6.02947e-10, 0.0103528, -0.038637)
 | 
			
		||||
shape = SubResource("CylinderShape3D_l2il6")
 | 
			
		||||
 | 
			
		||||
[node name="Collision" type="CollisionShape3D" parent="Body/Armature/Skeleton3D/PhysicalBoneSimulator3D"]
 | 
			
		||||
transform = Transform3D(9.83936, 0.264962, 1.76546, 0.249217, 9.58855, -2.82801, -1.76775, 2.82658, 9.42791, -12.7207, 21.3283, -142.579)
 | 
			
		||||
shape = SubResource("SphereShape3D_wnhib")
 | 
			
		||||
 | 
			
		||||
[node name="AnimationPlayer" type="AnimationPlayer" parent="Body"]
 | 
			
		||||
libraries = {
 | 
			
		||||
 
 | 
			
		||||
@@ -1,13 +1,13 @@
 | 
			
		||||
extends Area3D
 | 
			
		||||
 | 
			
		||||
@export var damage: int = 100
 | 
			
		||||
@export var damage: int = 20
 | 
			
		||||
 | 
			
		||||
signal body_part_hit(dam)
 | 
			
		||||
# Called when the node enters the scene tree for the first time.
 | 
			
		||||
 | 
			
		||||
func _ready() -> void:
 | 
			
		||||
	pass # Replace with function body.
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
 | 
			
		||||
func _process(delta: float) -> void:
 | 
			
		||||
	pass
 | 
			
		||||
 
 | 
			
		||||
@@ -1,4 +1,4 @@
 | 
			
		||||
[gd_scene load_steps=9 format=3 uid="uid://b10lpwfjgxds4"]
 | 
			
		||||
[gd_scene load_steps=11 format=3 uid="uid://b10lpwfjgxds4"]
 | 
			
		||||
 | 
			
		||||
[ext_resource type="Script" path="res://scripts/player/player_input_controller.gd" id="1_q75ai"]
 | 
			
		||||
[ext_resource type="Texture2D" uid="uid://oopj5mj1vdp0" path="res://assets/crosshairs/crosshair_default.png" id="2_lsd7c"]
 | 
			
		||||
@@ -14,6 +14,9 @@ properties/0/replication_mode = 1
 | 
			
		||||
properties/1/path = NodePath(".:rotation")
 | 
			
		||||
properties/1/spawn = true
 | 
			
		||||
properties/1/replication_mode = 1
 | 
			
		||||
properties/2/path = NodePath(".:health")
 | 
			
		||||
properties/2/spawn = true
 | 
			
		||||
properties/2/replication_mode = 2
 | 
			
		||||
 | 
			
		||||
[sub_resource type="Animation" id="Animation_falg4"]
 | 
			
		||||
length = 0.001
 | 
			
		||||
@@ -72,6 +75,13 @@ _data = {
 | 
			
		||||
"shooting": SubResource("Animation_ah507")
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
[sub_resource type="LabelSettings" id="LabelSettings_toaij"]
 | 
			
		||||
font_size = 70
 | 
			
		||||
 | 
			
		||||
[sub_resource type="LabelSettings" id="LabelSettings_1j1uq"]
 | 
			
		||||
font_size = 100
 | 
			
		||||
font_color = Color(0.756874, 0, 0.223924, 1)
 | 
			
		||||
 | 
			
		||||
[node name="CharacterPlaceholder" type="CharacterBody3D"]
 | 
			
		||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.799455, 0)
 | 
			
		||||
collision_layer = 9
 | 
			
		||||
@@ -85,7 +95,7 @@ shape = SubResource("CapsuleShape3D_jc50w")
 | 
			
		||||
replication_config = SubResource("SceneReplicationConfig_tl74a")
 | 
			
		||||
 | 
			
		||||
[node name="FirstPersonCameraMount" type="Node3D" parent="."]
 | 
			
		||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.609154, 0)
 | 
			
		||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.609154, -0.209324)
 | 
			
		||||
 | 
			
		||||
[node name="Camera" type="Camera3D" parent="FirstPersonCameraMount"]
 | 
			
		||||
fov = 40.0
 | 
			
		||||
@@ -96,6 +106,7 @@ transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 0,
 | 
			
		||||
[node name="AimRay" type="RayCast3D" parent="FirstPersonCameraMount/BulletStartingPoint"]
 | 
			
		||||
target_position = Vector3(0, 0, 1000)
 | 
			
		||||
hit_from_inside = true
 | 
			
		||||
collide_with_areas = true
 | 
			
		||||
 | 
			
		||||
[node name="GunMount" type="Node3D" parent="FirstPersonCameraMount"]
 | 
			
		||||
 | 
			
		||||
@@ -130,5 +141,23 @@ grow_horizontal = 2
 | 
			
		||||
grow_vertical = 2
 | 
			
		||||
texture = ExtResource("2_lsd7c")
 | 
			
		||||
 | 
			
		||||
[node name="HealthIndicator" type="Label" parent="FirstPersonCameraMount/HUD"]
 | 
			
		||||
layout_mode = 1
 | 
			
		||||
anchors_preset = 2
 | 
			
		||||
anchor_top = 1.0
 | 
			
		||||
anchor_bottom = 1.0
 | 
			
		||||
offset_top = -23.0
 | 
			
		||||
offset_right = 40.0
 | 
			
		||||
grow_vertical = 0
 | 
			
		||||
text = "100"
 | 
			
		||||
label_settings = SubResource("LabelSettings_toaij")
 | 
			
		||||
 | 
			
		||||
[node name="FPS" type="Label" parent="FirstPersonCameraMount/HUD" groups=["player_placeholder"]]
 | 
			
		||||
layout_mode = 1
 | 
			
		||||
offset_right = 40.0
 | 
			
		||||
offset_bottom = 23.0
 | 
			
		||||
text = "0"
 | 
			
		||||
label_settings = SubResource("LabelSettings_1j1uq")
 | 
			
		||||
 | 
			
		||||
[node name="ModelMount" type="Node3D" parent="."]
 | 
			
		||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.790262, 0)
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										1333
									
								
								scenes/characters/skins/dummy.tscn
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										1333
									
								
								scenes/characters/skins/dummy.tscn
									
									
									
									
									
										Normal file
									
								
							
										
											
												File diff suppressed because one or more lines are too long
											
										
									
								
							@@ -2,8 +2,15 @@ extends CSGBox3D
 | 
			
		||||
 | 
			
		||||
var health = 5
 | 
			
		||||
 | 
			
		||||
@export var color: Color = Color(0, 0, 0)
 | 
			
		||||
 | 
			
		||||
var colors = [Color(1.0, 0.0, 0.0, 1.0),
 | 
			
		||||
		  Color(0.0, 1.0, 0.0, 1.0),
 | 
			
		||||
		  Color(0.0, 0.0, 1.0, 0.0)]
 | 
			
		||||
		
 | 
			
		||||
func take_damage():
 | 
			
		||||
	health -= 1
 | 
			
		||||
	color = Color(randf(), randf(), randf())
 | 
			
		||||
	
 | 
			
		||||
# Called when the node enters the scene tree for the first time.
 | 
			
		||||
func _ready() -> void:
 | 
			
		||||
	pass # Replace with function body.
 | 
			
		||||
@@ -11,5 +18,6 @@ func _ready() -> void:
 | 
			
		||||
 | 
			
		||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
 | 
			
		||||
func _process(delta: float) -> void:
 | 
			
		||||
	material_override.albedo_color = color
 | 
			
		||||
	if health < 1:
 | 
			
		||||
		queue_free()
 | 
			
		||||
 
 | 
			
		||||
@@ -16,7 +16,7 @@ func _ready() -> void:
 | 
			
		||||
	if multiplayer.is_server():
 | 
			
		||||
		for i in GameServerManager.players:
 | 
			
		||||
			char = ResourceLoader.load("res://scenes/characters/placeholder.tscn").instantiate()
 | 
			
		||||
			char.name = str(GameServerManager.players[i].name)
 | 
			
		||||
			char.name = "PlayerPlaceholder_" + str(GameServerManager.players[i].name)
 | 
			
		||||
			char.global_position = position
 | 
			
		||||
			var my_random_number = RandomNumberGenerator.new().randf_range(0.0, 5.0)
 | 
			
		||||
			char.global_position = position
 | 
			
		||||
@@ -26,7 +26,15 @@ func _ready() -> void:
 | 
			
		||||
			$MultiplayerSpawner.spawn(char)
 | 
			
		||||
			players.add_child(char)
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
var bullet_amount: int = 0
 | 
			
		||||
func spawn_bullet(position):
 | 
			
		||||
	var node: Node3D = ResourceLoader.load("res://scenes/weapon/bullet.tscn").instantiate()
 | 
			
		||||
	node.position = position.global_position
 | 
			
		||||
	node.transform.basis = position.global_transform.basis
 | 
			
		||||
	node.name = str(bullet_amount)
 | 
			
		||||
	bullet_amount += 1
 | 
			
		||||
	#$BulletSpawner.spawn(node)
 | 
			
		||||
	$Bullets.add_child(node)
 | 
			
		||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
 | 
			
		||||
func _process(delta: float) -> void:
 | 
			
		||||
	pass
 | 
			
		||||
 
 | 
			
		||||
										
											
												File diff suppressed because one or more lines are too long
											
										
									
								
							
							
								
								
									
										11
									
								
								scenes/maps/hit_counter.gd
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										11
									
								
								scenes/maps/hit_counter.gd
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,11 @@
 | 
			
		||||
extends CSGBox3D
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
# Called when the node enters the scene tree for the first time.
 | 
			
		||||
func _ready() -> void:
 | 
			
		||||
	pass # Replace with function body.
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
 | 
			
		||||
func _process(delta: float) -> void:
 | 
			
		||||
	pass
 | 
			
		||||
							
								
								
									
										17
									
								
								scenes/maps/hud.gd
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										17
									
								
								scenes/maps/hud.gd
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,17 @@
 | 
			
		||||
extends Control
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
# Called when the node enters the scene tree for the first time.
 | 
			
		||||
func _ready() -> void:
 | 
			
		||||
	pass # Replace with function body.
 | 
			
		||||
	
 | 
			
		||||
@onready var health_indicator: Label = $HealthIndicator
 | 
			
		||||
 | 
			
		||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
 | 
			
		||||
func _process(delta: float) -> void:
 | 
			
		||||
	var root := get_tree().get_root()
 | 
			
		||||
	var id := multiplayer.get_unique_id()
 | 
			
		||||
	var player_data = GameServerManager.get_player_health.rpc_id(1, id)
 | 
			
		||||
	health_indicator.text = str(player_data["health"])
 | 
			
		||||
	
 | 
			
		||||
	pass
 | 
			
		||||
@@ -13,7 +13,6 @@ func _ready() -> void:
 | 
			
		||||
func _process(delta: float) -> void:
 | 
			
		||||
	var blue := $ChooseTeam/Blue
 | 
			
		||||
	var red := $ChooseTeam/Read
 | 
			
		||||
	if 
 | 
			
		||||
	if raycast.is_colliding():
 | 
			
		||||
		var collider = raycast.get_collider()
 | 
			
		||||
		if collider and collider.name == target_node_name:
 | 
			
		||||
 
 | 
			
		||||
@@ -35,6 +35,14 @@ offset_right = 224.0
 | 
			
		||||
offset_bottom = 220.0
 | 
			
		||||
text = "Join"
 | 
			
		||||
 | 
			
		||||
[node name="TextEdit" type="TextEdit" parent="."]
 | 
			
		||||
layout_mode = 0
 | 
			
		||||
offset_left = 238.0
 | 
			
		||||
offset_top = 151.0
 | 
			
		||||
offset_right = 497.0
 | 
			
		||||
offset_bottom = 220.0
 | 
			
		||||
text = "192.168.0.28"
 | 
			
		||||
 | 
			
		||||
[connection signal="player_connected" from="." to="." method="_on_player_connected"]
 | 
			
		||||
[connection signal="player_disconnected" from="." to="." method="_on_player_disconnected"]
 | 
			
		||||
[connection signal="server_disconnected" from="." to="." method="_on_server_disconnected"]
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										11
									
								
								scenes/utils/in_game_hud.gd
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										11
									
								
								scenes/utils/in_game_hud.gd
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,11 @@
 | 
			
		||||
extends Control
 | 
			
		||||
 | 
			
		||||
@onready =
 | 
			
		||||
# Called when the node enters the scene tree for the first time.
 | 
			
		||||
func _ready() -> void:
 | 
			
		||||
	pass # Replace with function body.
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
 | 
			
		||||
func _process(delta: float) -> void:
 | 
			
		||||
	pass
 | 
			
		||||
							
								
								
									
										55
									
								
								scenes/utils/in_game_hud.tscn
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										55
									
								
								scenes/utils/in_game_hud.tscn
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,55 @@
 | 
			
		||||
[gd_scene load_steps=5 format=3 uid="uid://c137wl6ls3knx"]
 | 
			
		||||
 | 
			
		||||
[ext_resource type="Script" path="res://scenes/utils/in_game_hud.gd" id="1_sttf0"]
 | 
			
		||||
[ext_resource type="Texture2D" uid="uid://oopj5mj1vdp0" path="res://assets/crosshairs/crosshair_default.png" id="2_fjr6q"]
 | 
			
		||||
 | 
			
		||||
[sub_resource type="LabelSettings" id="LabelSettings_ds4qb"]
 | 
			
		||||
font_size = 70
 | 
			
		||||
 | 
			
		||||
[sub_resource type="LabelSettings" id="LabelSettings_vhjwu"]
 | 
			
		||||
font_size = 100
 | 
			
		||||
font_color = Color(0.756874, 0, 0.223924, 1)
 | 
			
		||||
 | 
			
		||||
[node name="InGameHud" type="Control"]
 | 
			
		||||
layout_mode = 3
 | 
			
		||||
anchors_preset = 15
 | 
			
		||||
anchor_right = 1.0
 | 
			
		||||
anchor_bottom = 1.0
 | 
			
		||||
grow_horizontal = 2
 | 
			
		||||
grow_vertical = 2
 | 
			
		||||
script = ExtResource("1_sttf0")
 | 
			
		||||
 | 
			
		||||
[node name="TextureRect" type="TextureRect" parent="."]
 | 
			
		||||
layout_mode = 1
 | 
			
		||||
anchors_preset = 8
 | 
			
		||||
anchor_left = 0.5
 | 
			
		||||
anchor_top = 0.5
 | 
			
		||||
anchor_right = 0.5
 | 
			
		||||
anchor_bottom = 0.5
 | 
			
		||||
offset_left = -28.0
 | 
			
		||||
offset_top = -36.0
 | 
			
		||||
offset_right = 44.0
 | 
			
		||||
offset_bottom = 36.0
 | 
			
		||||
grow_horizontal = 2
 | 
			
		||||
grow_vertical = 2
 | 
			
		||||
texture = ExtResource("2_fjr6q")
 | 
			
		||||
 | 
			
		||||
[node name="HealthIndicator" type="Label" parent="."]
 | 
			
		||||
layout_mode = 1
 | 
			
		||||
anchors_preset = 2
 | 
			
		||||
anchor_top = 1.0
 | 
			
		||||
anchor_bottom = 1.0
 | 
			
		||||
offset_left = 8.0
 | 
			
		||||
offset_top = -96.0
 | 
			
		||||
offset_right = 128.0
 | 
			
		||||
grow_vertical = 0
 | 
			
		||||
text = "100"
 | 
			
		||||
label_settings = SubResource("LabelSettings_ds4qb")
 | 
			
		||||
 | 
			
		||||
[node name="FPS" type="Label" parent="." groups=["player_placeholder"]]
 | 
			
		||||
layout_mode = 1
 | 
			
		||||
offset_left = 8.0
 | 
			
		||||
offset_right = 65.0
 | 
			
		||||
offset_bottom = 137.0
 | 
			
		||||
text = "0"
 | 
			
		||||
label_settings = SubResource("LabelSettings_vhjwu")
 | 
			
		||||
@@ -10,7 +10,7 @@ signal server_disconnected
 | 
			
		||||
const PORT = 7000
 | 
			
		||||
const DEFAULT_SERVER_IP = "127.0.0.1" # IPv4 localhost
 | 
			
		||||
const MAX_CONNECTIONS = 20
 | 
			
		||||
 | 
			
		||||
@onready var address_input: TextEdit = $TextEdit
 | 
			
		||||
var players = {}
 | 
			
		||||
var my_random_number = RandomNumberGenerator.new().randf_range(-2.0, 2.0)
 | 
			
		||||
var player_info = {"name": str(my_random_number)}
 | 
			
		||||
@@ -25,8 +25,7 @@ func _ready() -> void:
 | 
			
		||||
	multiplayer.server_disconnected.connect(_on_server_disconnected)
 | 
			
		||||
 | 
			
		||||
func join_game(address = ""):
 | 
			
		||||
	if address.is_empty():
 | 
			
		||||
		address = DEFAULT_SERVER_IP
 | 
			
		||||
	address = address_input.text
 | 
			
		||||
	var peer = ENetMultiplayerPeer.new()
 | 
			
		||||
	var error = peer.create_client(address, PORT)
 | 
			
		||||
	if error:
 | 
			
		||||
@@ -66,7 +65,7 @@ func player_loaded():
 | 
			
		||||
# When a peer connects, send them my player info.
 | 
			
		||||
# This allows transfer of all desired data for each player, not only the unique ID.
 | 
			
		||||
func _on_player_connected(id):
 | 
			
		||||
	player_info = {"name": multiplayer.get_unique_id()}
 | 
			
		||||
	player_info = {"name": multiplayer.get_unique_id(), "health": 100}
 | 
			
		||||
	_register_player.rpc_id(1, multiplayer.get_unique_id(), player_info)
 | 
			
		||||
	
 | 
			
		||||
@rpc("any_peer", "reliable")
 | 
			
		||||
@@ -104,7 +103,7 @@ func _on_server_disconnected():
 | 
			
		||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
 | 
			
		||||
 | 
			
		||||
func _on_host_pressed() -> void:
 | 
			
		||||
	player_info = {"name":  str(1)}
 | 
			
		||||
	player_info = {"name":  str(1), "health": 100}
 | 
			
		||||
	_register_player(1, player_info)
 | 
			
		||||
	create_game()
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
@@ -1,6 +1,6 @@
 | 
			
		||||
extends Node3D
 | 
			
		||||
 | 
			
		||||
const SPEED = 715
 | 
			
		||||
const SPEED = 200 # 200
 | 
			
		||||
 | 
			
		||||
@onready var mesh = $RigidBody3D/MeshInstance3D
 | 
			
		||||
@onready var rigid_body_3d: RigidBody3D = $RigidBody3D
 | 
			
		||||
@@ -14,12 +14,19 @@ func _ready() -> void:
 | 
			
		||||
 | 
			
		||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
 | 
			
		||||
func _process(delta):
 | 
			
		||||
	var time_per_frame: float = 1 / Engine.get_frames_per_second()
 | 
			
		||||
	var distance: float = time_per_frame * SPEED * 1.5
 | 
			
		||||
	ray.target_position.z = distance
 | 
			
		||||
	position += transform.basis * Vector3(0, 0, SPEED) * delta
 | 
			
		||||
	rigid_body_3d.set_use_continuous_collision_detection(true)
 | 
			
		||||
	#ray.collision_mask = 1
 | 
			
		||||
	#ray.enabled = 1
 | 
			
		||||
	ray.target_position.z = SPEED / Engine.get_frames_per_second()    
 | 
			
		||||
	if ray.is_colliding():
 | 
			
		||||
		var collider = ray.get_collider()
 | 
			
		||||
		if collider != null and collider.is_in_group("target"):
 | 
			
		||||
			ray.get_collider().take_damage()
 | 
			
		||||
		if collider != null and collider.is_in_group("body"):
 | 
			
		||||
			ray.get_collider().hit()
 | 
			
		||||
		rigid_body_3d.visible = false
 | 
			
		||||
		particles.emitting = true
 | 
			
		||||
		#if ray.get_collider().is_in_group("body"):
 | 
			
		||||
 
 | 
			
		||||
@@ -1,4 +1,4 @@
 | 
			
		||||
[gd_scene load_steps=8 format=3 uid="uid://b0agqeg53tey5"]
 | 
			
		||||
[gd_scene load_steps=9 format=3 uid="uid://b0agqeg53tey5"]
 | 
			
		||||
 | 
			
		||||
[ext_resource type="Script" path="res://scenes/weapon/bullet.gd" id="1_th28m"]
 | 
			
		||||
 | 
			
		||||
@@ -30,7 +30,16 @@ linear_accel_max = 6.67
 | 
			
		||||
[sub_resource type="BoxMesh" id="BoxMesh_mfkmi"]
 | 
			
		||||
size = Vector3(0.05, 0.05, 0.05)
 | 
			
		||||
 | 
			
		||||
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_b8q4c"]
 | 
			
		||||
properties/0/path = NodePath(".:position")
 | 
			
		||||
properties/0/spawn = true
 | 
			
		||||
properties/0/replication_mode = 0
 | 
			
		||||
properties/1/path = NodePath(".:rotation")
 | 
			
		||||
properties/1/spawn = true
 | 
			
		||||
properties/1/replication_mode = 0
 | 
			
		||||
 | 
			
		||||
[node name="Bullet" type="Node3D"]
 | 
			
		||||
transform = Transform3D(20, 0, 0, 0, 20, 0, 0, 0, 20, 0, 0, 0)
 | 
			
		||||
script = ExtResource("1_th28m")
 | 
			
		||||
 | 
			
		||||
[node name="RigidBody3D" type="RigidBody3D" parent="."]
 | 
			
		||||
@@ -62,11 +71,14 @@ shape = SubResource("CylinderShape3D_l3sdq")
 | 
			
		||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.18476)
 | 
			
		||||
material_override = SubResource("StandardMaterial3D_ynv38")
 | 
			
		||||
emitting = false
 | 
			
		||||
amount = 10
 | 
			
		||||
amount = 100
 | 
			
		||||
lifetime = 6.29
 | 
			
		||||
one_shot = true
 | 
			
		||||
explosiveness = 1.0
 | 
			
		||||
process_material = SubResource("ParticleProcessMaterial_58cgi")
 | 
			
		||||
draw_pass_1 = SubResource("BoxMesh_mfkmi")
 | 
			
		||||
 | 
			
		||||
[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
 | 
			
		||||
replication_config = SubResource("SceneReplicationConfig_b8q4c")
 | 
			
		||||
 | 
			
		||||
[connection signal="timeout" from="RigidBody3D/Timer" to="." method="_on_timer_timeout"]
 | 
			
		||||
 
 | 
			
		||||
@@ -1,6 +1,6 @@
 | 
			
		||||
extends Node3D
 | 
			
		||||
 | 
			
		||||
const SPEED = 715
 | 
			
		||||
const SPEED = 10
 | 
			
		||||
 | 
			
		||||
@onready var mesh = $Object_10
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
@@ -19,9 +19,9 @@ func shoot() -> Error:
 | 
			
		||||
			return ERR_CANT_OPEN
 | 
			
		||||
		
 | 
			
		||||
		var node: MeshInstance3D = scene.instantiate()
 | 
			
		||||
		node.init(bullet_start_node.global_position, bullet_end_node.global_position)
 | 
			
		||||
		var root := get_tree().get_root()
 | 
			
		||||
		root.add_child(node)
 | 
			
		||||
		node.init(bullet_start_node.position, bullet_end_node.position)
 | 
			
		||||
		#var root := get_tree().get_root()
 | 
			
		||||
		bullet_start_node.add_child(node)
 | 
			
		||||
		return OK
 | 
			
		||||
	else:
 | 
			
		||||
		push_warning("Couldn't generate a bullet trace, no distance node found")
 | 
			
		||||
 
 | 
			
		||||
@@ -1,5 +1,6 @@
 | 
			
		||||
extends MeshInstance3D
 | 
			
		||||
 | 
			
		||||
var  alpha = 1.0
 | 
			
		||||
func init(pos1, pos2):
 | 
			
		||||
	var draw_mesh := ImmediateMesh.new()
 | 
			
		||||
	mesh = draw_mesh
 | 
			
		||||
@@ -10,12 +11,15 @@ func init(pos1, pos2):
 | 
			
		||||
 | 
			
		||||
# Called when the node enters the scene tree for the first time.
 | 
			
		||||
func _ready() -> void:
 | 
			
		||||
	var dup_material = material_override.duplicate()
 | 
			
		||||
	material_override = dup_material 
 | 
			
		||||
	pass # Replace with function body.
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
 | 
			
		||||
func _process(delta: float) -> void:
 | 
			
		||||
	pass
 | 
			
		||||
	alpha -= delta * 3.5
 | 
			
		||||
	material_override.albedo_color.a = alpha
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
func _on_timer_timeout() -> void:
 | 
			
		||||
 
 | 
			
		||||
@@ -3,9 +3,12 @@
 | 
			
		||||
[ext_resource type="Script" path="res://scenes/weapon/misc/bullet_trail_generic.gd" id="1_k8eg1"]
 | 
			
		||||
 | 
			
		||||
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_ybqvs"]
 | 
			
		||||
albedo_color = Color(0.934388, 0.967243, 0.955863, 1)
 | 
			
		||||
emission = Color(1, 1, 1, 1)
 | 
			
		||||
emission_energy_multiplier = 2.7
 | 
			
		||||
transparency = 1
 | 
			
		||||
albedo_color = Color(0.300204, 0.908317, 1.54018e-06, 0.458824)
 | 
			
		||||
emission_enabled = true
 | 
			
		||||
emission = Color(0.454139, 0.861507, 0, 1)
 | 
			
		||||
emission_energy_multiplier = 16.0
 | 
			
		||||
distance_fade_min_distance = 2.0
 | 
			
		||||
 | 
			
		||||
[node name="BulletTrailGeneric" type="MeshInstance3D"]
 | 
			
		||||
material_override = SubResource("StandardMaterial3D_ybqvs")
 | 
			
		||||
 
 | 
			
		||||
@@ -1,11 +1,15 @@
 | 
			
		||||
extends Node
 | 
			
		||||
 | 
			
		||||
var players = {}
 | 
			
		||||
 | 
			
		||||
var local_player_health = 0
 | 
			
		||||
# Called when the node enters the scene tree for the first time.
 | 
			
		||||
@rpc("reliable", "call_local")
 | 
			
		||||
func get_player_health(id: int) -> int:
 | 
			
		||||
	return players.get(id)["health"]
 | 
			
		||||
func _ready() -> void:
 | 
			
		||||
	pass # Replace with function body.
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
	
 | 
			
		||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
 | 
			
		||||
func _process(delta: float) -> void:
 | 
			
		||||
	pass
 | 
			
		||||
 
 | 
			
		||||
@@ -3,7 +3,8 @@
 | 
			
		||||
# ---------------------------------------------------------------------
 | 
			
		||||
class_name PlayerInput extends CharacterBody3D
 | 
			
		||||
 | 
			
		||||
var health: int = 100
 | 
			
		||||
 | 
			
		||||
@export var health: int = 100
 | 
			
		||||
 | 
			
		||||
@export_category("PlayerInput")
 | 
			
		||||
 | 
			
		||||
@@ -16,6 +17,7 @@ var mouse_captured: bool = false
 | 
			
		||||
@onready var first_view_camera_mount: Node3D = $FirstPersonCameraMount
 | 
			
		||||
@onready var first_view_camera: Camera3D = $FirstPersonCameraMount/Camera
 | 
			
		||||
@onready var model_mount: Node3D = $ModelMount
 | 
			
		||||
var model: Node3D = null
 | 
			
		||||
 | 
			
		||||
# -- This node is supposed to be spawned per player, and since each
 | 
			
		||||
# -- player has an id, it is used for giving a node a name. So we can
 | 
			
		||||
@@ -38,32 +40,59 @@ func _ready() -> void:
 | 
			
		||||
		var err := _add_first_view_model()
 | 
			
		||||
		if err != OK:
 | 
			
		||||
			print("Error occured: " + str(err))
 | 
			
		||||
		_enable_camera()
 | 
			
		||||
	else:
 | 
			
		||||
		var err := _add_world_model()
 | 
			
		||||
		err = _add_legs_to_first_view()
 | 
			
		||||
		if err != OK:
 | 
			
		||||
			print("Error occured: " + str(err))
 | 
			
		||||
		var world_model := _add_world_model()
 | 
			
		||||
		if world_model == null:
 | 
			
		||||
			print("Error occured: " + "couldn't load the world model")
 | 
			
		||||
		
 | 
			
		||||
		_enable_camera()
 | 
			
		||||
	else:
 | 
			
		||||
		var world_model := _add_world_model()
 | 
			
		||||
		if world_model == null:
 | 
			
		||||
			print("Error occured: " + "couldn't load the world model")
 | 
			
		||||
		_hide_camera_mount()
 | 
			
		||||
		
 | 
			
		||||
	_capture_mouse()
 | 
			
		||||
 | 
			
		||||
# -- Add a world model to the player, that should be seen by other players 
 | 
			
		||||
# -- on the server
 | 
			
		||||
func _add_world_model() -> Error :
 | 
			
		||||
func _add_world_model() -> Node3D :
 | 
			
		||||
	# -- TODO: It should not be hardcoded
 | 
			
		||||
	var path := "res://scenes/characters/blue/dummy.tscn"
 | 
			
		||||
	if not ResourceLoader.exists(path):
 | 
			
		||||
		return ERR_DOES_NOT_EXIST
 | 
			
		||||
		push_error(ERR_DOES_NOT_EXIST)
 | 
			
		||||
		return null
 | 
			
		||||
	var scene: PackedScene = ResourceLoader.load(path)
 | 
			
		||||
	if not scene.can_instantiate():
 | 
			
		||||
		return ERR_CANT_OPEN
 | 
			
		||||
		push_error(ERR_CANT_OPEN)
 | 
			
		||||
		return null
 | 
			
		||||
	var node: Node3D = scene.instantiate()
 | 
			
		||||
	model = node
 | 
			
		||||
	model_mount.add_child(node)
 | 
			
		||||
	return OK
 | 
			
		||||
	if _is_current_player():
 | 
			
		||||
		node.make_invisible()
 | 
			
		||||
		first_view_camera.cull_mask &= ~(1 << 1)
 | 
			
		||||
	return node
 | 
			
		||||
 | 
			
		||||
func _hide_camera_mount():
 | 
			
		||||
	first_view_camera_mount.visible = 0
 | 
			
		||||
	hud.visible = 0
 | 
			
		||||
	
 | 
			
		||||
 | 
			
		||||
func make_node_invisible_for_camera(node: Node3D, camera: Camera3D):
 | 
			
		||||
	if node and camera:
 | 
			
		||||
	# Set the node to Layer 2 (or any other layer you want)
 | 
			
		||||
		node.visibility_layer = 1 << 1  # Assign the node to Layer 2
 | 
			
		||||
		# Disable Layer 2 on the camera's culling mask (this makes it invisible to this camera)
 | 
			
		||||
		camera.cull_mask &= ~(1 << 1)  # Disable Layer 2 on this camera
 | 
			
		||||
 | 
			
		||||
var current_gun: String = "ak"
 | 
			
		||||
@onready var gun_mount: Node3D = $FirstPersonCameraMount/GunMount
 | 
			
		||||
@onready var gun_mount_anim: AnimationPlayer = $FirstPersonCameraMount/GunMount/AnimationPlayer
 | 
			
		||||
var gun_with_hands: Node3D = null
 | 
			
		||||
 | 
			
		||||
# -- Add the first person view to pthe player
 | 
			
		||||
func _add_first_view_model() -> Error :
 | 
			
		||||
	# -- TODO: It should not be hardcoded
 | 
			
		||||
@@ -81,6 +110,30 @@ func _add_first_view_model() -> Error :
 | 
			
		||||
	gun_with_hands = node
 | 
			
		||||
	gun_mount.add_child(node)
 | 
			
		||||
	return OK
 | 
			
		||||
	
 | 
			
		||||
	
 | 
			
		||||
var first_view_legs_anim: AnimationPlayer = null
 | 
			
		||||
# -- Add a world model to the player, that should be seen by other players 
 | 
			
		||||
# -- on the server
 | 
			
		||||
func _add_legs_to_first_view() -> Error :
 | 
			
		||||
	# -- TODO: It should not be hardcoded
 | 
			
		||||
	var path := "res://scenes/characters/blue/dummy.tscn"
 | 
			
		||||
	if not ResourceLoader.exists(path):
 | 
			
		||||
		return ERR_DOES_NOT_EXIST
 | 
			
		||||
	var scene: PackedScene = ResourceLoader.load(path)
 | 
			
		||||
	if not scene.can_instantiate():
 | 
			
		||||
		return ERR_CANT_OPEN
 | 
			
		||||
	var node: Node3D = scene.instantiate()
 | 
			
		||||
	var skeleton: Skeleton3D = node.find_child("Skeleton3D")
 | 
			
		||||
	var bone := skeleton.find_bone("mixamorig_Spine")
 | 
			
		||||
	if bone != -1:
 | 
			
		||||
		skeleton.set_bone_pose_scale(bone, Vector3(0, 0, 0))
 | 
			
		||||
	model_mount.add_child(node)
 | 
			
		||||
	var animation_node: AnimationPlayer = node.find_child("AnimationPlayer")
 | 
			
		||||
	if animation_node != null:
 | 
			
		||||
		first_view_legs_anim = animation_node
 | 
			
		||||
	return OK
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
func _enable_camera():
 | 
			
		||||
	first_view_camera.make_current()
 | 
			
		||||
@@ -130,6 +183,23 @@ func _rotate_camera(sens_mod: float = 1.0) -> void:
 | 
			
		||||
	rotation.y -= look_dir.x * camera_sens * sens_mod
 | 
			
		||||
	first_view_camera_mount.rotation.x = clamp(first_view_camera_mount.rotation.x - look_dir.y * camera_sens * sens_mod, -1.5, 1.5)
 | 
			
		||||
 | 
			
		||||
@onready var hud = $FirstPersonCameraMount/HUD
 | 
			
		||||
@onready var health_indicator = $FirstPersonCameraMount/HUD/HealthIndicator
 | 
			
		||||
@onready var fps_indicator = $FirstPersonCameraMount/HUD/FPS
 | 
			
		||||
func _process(delta: float) -> void:
 | 
			
		||||
	health_indicator.text = str(health)
 | 
			
		||||
	fps_indicator.text = str(Engine.get_frames_per_second())
 | 
			
		||||
	if health == 0:
 | 
			
		||||
		alive = false
 | 
			
		||||
		var world: Node3D = find_parent("ElTest")
 | 
			
		||||
		var spawner: MultiplayerSpawner = world.find_child("ObjectsSpawner")
 | 
			
		||||
		var objects_root: Node3D = world.find_child("Objects")
 | 
			
		||||
		spawner.spawn(model)
 | 
			
		||||
		model.reparent(get_tree().get_root())
 | 
			
		||||
		model.die()
 | 
			
		||||
		queue_free()
 | 
			
		||||
		
 | 
			
		||||
	
 | 
			
		||||
func _physics_process(delta: float) -> void:
 | 
			
		||||
	# Add the gravity.
 | 
			
		||||
	if not is_on_floor():
 | 
			
		||||
@@ -148,15 +218,19 @@ func _physics_process(delta: float) -> void:
 | 
			
		||||
		var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
 | 
			
		||||
		if direction:
 | 
			
		||||
			gun_mount_anim.play("move")
 | 
			
		||||
			if first_view_legs_anim != null:
 | 
			
		||||
				first_view_legs_anim.play("Run Forward")
 | 
			
		||||
			velocity.x = direction.x * SPEED
 | 
			
		||||
			velocity.z = direction.z * SPEED
 | 
			
		||||
		else:
 | 
			
		||||
			if gun_mount_anim.is_playing():
 | 
			
		||||
				gun_mount_anim.stop()
 | 
			
		||||
			if first_view_legs_anim != null and first_view_legs_anim.is_playing():
 | 
			
		||||
				first_view_legs_anim.stop()
 | 
			
		||||
			velocity.x = move_toward(velocity.x, 0, SPEED)
 | 
			
		||||
			velocity.z = move_toward(velocity.z, 0, SPEED)
 | 
			
		||||
 | 
			
		||||
	move_and_slide()
 | 
			
		||||
	if alive:
 | 
			
		||||
		move_and_slide()
 | 
			
		||||
# -- TODO: It shouldn't be hardcoded	
 | 
			
		||||
var bullet = load("res://scenes/weapon/bullet.tscn")
 | 
			
		||||
 | 
			
		||||
@@ -164,14 +238,28 @@ var bullet = load("res://scenes/weapon/bullet.tscn")
 | 
			
		||||
@onready var bullet_starting_point: Node3D = $FirstPersonCameraMount/BulletStartingPoint
 | 
			
		||||
@onready var aim_ray: RayCast3D = $FirstPersonCameraMount/BulletStartingPoint/AimRay
 | 
			
		||||
# --find the gun node and exec shoot
 | 
			
		||||
var cant_shoot: bool = false
 | 
			
		||||
func _shoot():
 | 
			
		||||
	if aim_ray.is_colliding():
 | 
			
		||||
		var collider := aim_ray.get_collider()
 | 
			
		||||
		if collider != null and collider.is_in_group("target"):
 | 
			
		||||
			aim_ray.get_collider().take_damage()
 | 
			
		||||
	var root := get_tree().get_root()
 | 
			
		||||
	gun_with_hands.shoot()
 | 
			
		||||
	if not cant_shoot:
 | 
			
		||||
		_send_shot_to_server.rpc_id(1, aim_ray.global_position)
 | 
			
		||||
		if aim_ray.is_colliding():
 | 
			
		||||
			var collider := aim_ray.get_collider()
 | 
			
		||||
			if collider != null and collider.is_in_group("target"):
 | 
			
		||||
				aim_ray.get_collider().take_damage()
 | 
			
		||||
			if collider != null and collider.is_in_group("body"):
 | 
			
		||||
				collider.hit()
 | 
			
		||||
		var root := get_tree().get_root()
 | 
			
		||||
		gun_with_hands.shoot()
 | 
			
		||||
		cant_shoot = true
 | 
			
		||||
		await get_tree().create_timer(0.2).timeout
 | 
			
		||||
		cant_shoot = false
 | 
			
		||||
 | 
			
		||||
@rpc("any_peer", "call_local", "unreliable_ordered")
 | 
			
		||||
func _send_shot_to_server(start_position):
 | 
			
		||||
	# -- TODO: Should not be hardcoded
 | 
			
		||||
	var world: Node3D = find_parent("ElTest")
 | 
			
		||||
	world.spawn_bullet(bullet_starting_point)
 | 
			
		||||
	
 | 
			
		||||
func _get_camera_collision():
 | 
			
		||||
	var viewport = get_viewport().size
 | 
			
		||||
	var ray_origin = first_view_camera.project_ray_origin(viewport / 2)
 | 
			
		||||
@@ -198,3 +286,13 @@ func _hit_scan_collision(collision_point):
 | 
			
		||||
func _hit_scan_damage(Collider):
 | 
			
		||||
	#if Collider.is_in_group("target") and Collider.has_method("take_damage"):
 | 
			
		||||
	print("damaged")
 | 
			
		||||
 | 
			
		||||
func take_damage(dam: int):
 | 
			
		||||
	var new_health = health - dam
 | 
			
		||||
	set_health(new_health)
 | 
			
		||||
	if multiplayer.is_server():
 | 
			
		||||
		set_health.rpc(new_health)
 | 
			
		||||
 | 
			
		||||
@rpc("call_local", "reliable")
 | 
			
		||||
func set_health(val: int):
 | 
			
		||||
	health = val
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user