Use Special Room script type to mark rooms that don't have monster/item/player spawns

Fix some minimap display issues
Fix michael animation state
This commit is contained in:
2025-10-06 14:20:08 -07:00
parent 57b61e86a4
commit 0bf87c0dc2
52 changed files with 560 additions and 490 deletions

View File

@@ -1,4 +1,4 @@
[gd_scene load_steps=142 format=3 uid="uid://bjg8wyvp8q6oc"]
[gd_scene load_steps=145 format=3 uid="uid://bjg8wyvp8q6oc"]
[ext_resource type="Script" uid="uid://cvr1qimxpignl" path="res://src/enemy/EnemyModelView2D.cs" id="1_o4cc2"]
[ext_resource type="Script" uid="uid://dlsgyx4i1jmp3" path="res://src/enemy/EnemyLoreInfo.cs" id="2_3eot4"]
@@ -803,12 +803,20 @@ advance_mode = 2
switch_mode = 2
advance_mode = 2
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_fxhv6"]
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_pxi1p"]
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_gejfr"]
[sub_resource type="AnimationNodeStateMachine" id="AnimationNodeStateMachine_gejfr"]
states/Idle/node = ExtResource("74_pxi1p")
states/Idle/position = Vector2(417, 93)
"states/Primary Attack/node" = ExtResource("74_fxhv6")
"states/Primary Attack/position" = Vector2(428, 248)
transitions = ["Start", "Idle", SubResource("AnimationNodeStateMachineTransition_d8ow6"), "Idle", "Primary Attack", SubResource("AnimationNodeStateMachineTransition_ck0ak"), "Primary Attack", "Idle", SubResource("AnimationNodeStateMachineTransition_y4gx8")]
states/Walking/node = ExtResource("74_pxi1p")
states/Walking/position = Vector2(611, 93)
transitions = ["Start", "Idle", SubResource("AnimationNodeStateMachineTransition_d8ow6"), "Idle", "Primary Attack", SubResource("AnimationNodeStateMachineTransition_ck0ak"), "Primary Attack", "Idle", SubResource("AnimationNodeStateMachineTransition_y4gx8"), "Idle", "Walking", SubResource("AnimationNodeStateMachineTransition_fxhv6"), "Walking", "Idle", SubResource("AnimationNodeStateMachineTransition_pxi1p"), "Walking", "Primary Attack", SubResource("AnimationNodeStateMachineTransition_gejfr")]
[sub_resource type="Animation" id="Animation_fxhv6"]
resource_name = "Attack VFX"