Fixed up most A1 specular textures, added some lamp parts, took out basin from basin room to be added as individually placed object.
@@ -27,14 +27,14 @@ public partial class EnemyModelView2D : EnemyModelView, IEnemyModelView
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public new void OnReady()
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public new void OnReady()
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{
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{
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Hitbox.AreaEntered += Hitbox_AreaEntered;
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Hitbox.AreaEntered += Hitbox_AreaEntered;
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base.OnReady();
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base.OnReady();
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}
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}
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public override Vector2 GetSize()
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public override Vector2 GetSize()
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{
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{
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return Sprite3D.GetItemRect().Size;
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return Sprite3D.GetItemRect().Size;
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}
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}
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private void Hitbox_AreaEntered(Area3D area) => OnPlayerHit(new AttackEventArgs(AttackData));
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private void Hitbox_AreaEntered(Area3D area) => OnPlayerHit(new AttackEventArgs(AttackData));
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@@ -43,103 +43,103 @@ public partial class EnemyModelView2D : EnemyModelView, IEnemyModelView
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public override void PlayHitAnimation()
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public override void PlayHitAnimation()
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{
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{
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LoadShader("res://src/vfx/shaders/DamageHit.gdshader");
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LoadShader("res://src/vfx/shaders/DamageHit.gdshader");
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var tweener = GetTree().CreateTween();
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var tweener = GetTree().CreateTween();
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tweener.TweenMethod(Callable.From((float x) => SetShaderValue(x)), 0.0f, 1.0f, 1.0f);
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tweener.TweenMethod(Callable.From((float x) => SetShaderValue(x)), 0.0f, 1.0f, 1.0f);
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}
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}
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public override void PlayDeathAnimation()
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public override void PlayDeathAnimation()
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{
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{
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AnimationPlayer.Stop();
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AnimationPlayer.Stop();
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LoadShader("res://src/vfx/shaders/PixelMelt.gdshader");
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LoadShader("res://src/vfx/shaders/PixelMelt.gdshader");
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var tweener = GetTree().CreateTween();
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var tweener = GetTree().CreateTween();
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tweener.TweenMethod(Callable.From((float x) => SetShaderValue(x)), 0.0f, 0.1f, 0.8f);
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tweener.TweenMethod(Callable.From((float x) => SetShaderValue(x)), 0.0f, 0.1f, 0.8f);
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}
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}
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private EnemyDirection GetEnemyDirection(
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private EnemyDirection GetEnemyDirection(
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Basis enemyBasis,
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Basis enemyBasis,
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Vector3 cameraDirection,
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Vector3 cameraDirection,
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float rotateUpperThreshold,
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float rotateUpperThreshold,
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float rotateLowerThreshold)
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float rotateLowerThreshold)
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{
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{
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var enemyForwardDirection = enemyBasis.Z;
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var enemyForwardDirection = enemyBasis.Z;
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var enemyLeftDirection = enemyBasis.X;
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var enemyLeftDirection = enemyBasis.X;
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var leftDotProduct = enemyLeftDirection.Dot(cameraDirection);
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var leftDotProduct = enemyLeftDirection.Dot(cameraDirection);
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var forwardDotProduct = enemyForwardDirection.Dot(cameraDirection);
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var forwardDotProduct = enemyForwardDirection.Dot(cameraDirection);
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// Check if forward facing. If the dot product is -1, the enemy is facing the camera.
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// Check if forward facing. If the dot product is -1, the enemy is facing the camera.
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if (forwardDotProduct < _lowerThreshold)
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if (forwardDotProduct < _lowerThreshold)
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{
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{
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SetForward();
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SetForward();
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return EnemyDirection.Forward;
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return EnemyDirection.Forward;
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}
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}
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// Check if backward facing. If the dot product is 1, the enemy is facing the same direction as the camera.
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// Check if backward facing. If the dot product is 1, the enemy is facing the same direction as the camera.
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else if (forwardDotProduct > rotateUpperThreshold)
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else if (forwardDotProduct > rotateUpperThreshold)
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{
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{
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SetBack();
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SetBack();
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return EnemyDirection.Backward;
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return EnemyDirection.Backward;
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}
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}
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else
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else
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||||||
{
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{
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// If the dot product of the perpendicular direction is positive (up to 1), the enemy is facing to the left (since it's mirrored).
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// If the dot product of the perpendicular direction is positive (up to 1), the enemy is facing to the left (since it's mirrored).
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if (leftDotProduct < _lowerThreshold)
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if (leftDotProduct < _lowerThreshold)
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{
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{
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SetRight();
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SetRight();
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||||||
return EnemyDirection.Left;
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return EnemyDirection.Left;
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}
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}
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// Check if side facing. If the dot product is close to zero in the positive or negative direction, its close to the threshold for turning.
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// Check if side facing. If the dot product is close to zero in the positive or negative direction, its close to the threshold for turning.
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if (leftDotProduct > rotateUpperThreshold)
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if (leftDotProduct > rotateUpperThreshold)
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||||||
{
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{
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||||||
SetLeft();
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SetLeft();
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||||||
return EnemyDirection.Right;
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return EnemyDirection.Right;
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}
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}
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}
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}
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||||||
return _enemyDirection;
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return _enemyDirection;
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||||||
}
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}
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||||||
private void LoadShader(string shaderPath)
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private void LoadShader(string shaderPath)
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||||||
{
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{
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||||||
var shader = GD.Load<Shader>(shaderPath);
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var shader = GD.Load<Shader>(shaderPath);
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||||||
var sprites = FindChildren("*", "AnimatedSprite2D", true).Cast<AnimatedSprite2D>();
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var sprites = FindChildren("*", "AnimatedSprite2D", true).Cast<AnimatedSprite2D>();
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||||||
foreach (var sprite in sprites)
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foreach (var sprite in sprites)
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||||||
{
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{
|
||||||
sprite.Material = new ShaderMaterial();
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sprite.Material = new ShaderMaterial();
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||||||
var shaderMaterial = (ShaderMaterial)sprite.Material;
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var shaderMaterial = (ShaderMaterial)sprite.Material;
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||||||
shaderMaterial.Shader = shader;
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shaderMaterial.Shader = shader;
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||||||
}
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}
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||||||
}
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}
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||||||
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||||||
private void SetShaderValue(float shaderValue)
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private void SetShaderValue(float shaderValue)
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||||||
{
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{
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||||||
var sprites = FindChildren("*", "AnimatedSprite2D", true).Cast<AnimatedSprite2D>();
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var sprites = FindChildren("*", "AnimatedSprite2D", true).Cast<AnimatedSprite2D>();
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||||||
foreach (var sprite in sprites)
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foreach (var sprite in sprites)
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||||||
{
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{
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||||||
var shaderMaterial = (ShaderMaterial)sprite.Material;
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var shaderMaterial = (ShaderMaterial)sprite.Material;
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||||||
shaderMaterial.SetShaderParameter("progress", shaderValue);
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shaderMaterial.SetShaderParameter("progress", shaderValue);
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||||||
}
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}
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}
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}
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||||||
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||||||
private void SetForward()
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private void SetForward()
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||||||
{
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{
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||||||
_enemyDirection = EnemyDirection.Forward;
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_enemyDirection = EnemyDirection.Forward;
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||||||
}
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}
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||||||
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||||||
private void SetLeft()
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private void SetLeft()
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||||||
{
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{
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||||||
_enemyDirection = EnemyDirection.Left;
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_enemyDirection = EnemyDirection.Left;
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||||||
}
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}
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private void SetRight()
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private void SetRight()
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||||||
{
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{
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||||||
_enemyDirection = EnemyDirection.Right;
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_enemyDirection = EnemyDirection.Right;
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||||||
}
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}
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||||||
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||||||
private void SetBack()
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private void SetBack()
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||||||
{
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{
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||||||
_enemyDirection = EnemyDirection.Backward;
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_enemyDirection = EnemyDirection.Backward;
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||||||
}
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}
|
||||||
}
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}
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||||||
|
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@@ -24,35 +24,35 @@ public partial class AqueousDemon : Enemy2D, IHavePatrolBehavior, IHaveEngagePla
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|||||||
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public void OnReady()
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public void OnReady()
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||||||
{
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{
|
||||||
FollowBehavior.Init(NavigationAgent);
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FollowBehavior.Init(NavigationAgent);
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||||||
PatrolBehavior.Init(NavigationAgent);
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PatrolBehavior.Init(NavigationAgent);
|
||||||
PatrolBehavior.HomePosition = GlobalPosition;
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PatrolBehavior.HomePosition = GlobalPosition;
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||||||
PatrolBehavior.OnVelocityComputed += OnVelocityComputed;
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PatrolBehavior.OnVelocityComputed += OnVelocityComputed;
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||||||
FollowBehavior.OnVelocityComputed += OnVelocityComputed;
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FollowBehavior.OnVelocityComputed += OnVelocityComputed;
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||||||
EngagePlayerBehavior.TakeAction += EngagePlayerBehavior_TakeAction;
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EngagePlayerBehavior.TakeAction += EngagePlayerBehavior_TakeAction;
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||||||
EngagePlayerBehavior.AcquireTarget += EngagePlayerBehavior_AcquireTarget;
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EngagePlayerBehavior.AcquireTarget += EngagePlayerBehavior_AcquireTarget;
|
||||||
PlayerDetector.BodyEntered += PlayerDetector_BodyEntered;
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PlayerDetector.BodyEntered += PlayerDetector_BodyEntered;
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||||||
PlayerDetector.BodyExited += PlayerDetector_BodyExited;
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PlayerDetector.BodyExited += PlayerDetector_BodyExited;
|
||||||
SetPhysicsProcess(true);
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SetPhysicsProcess(true);
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||||||
}
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}
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||||||
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|
||||||
public override void Move() => EnemyModelView.PlayIdleAnimation();
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public override void Move() => EnemyModelView.PlayIdleAnimation();
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||||||
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||||||
public override void PerformAction()
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public override void PerformAction()
|
||||||
{
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{
|
||||||
var rng = new RandomNumberGenerator();
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var rng = new RandomNumberGenerator();
|
||||||
var options = new List<Action>() { EnemyModelView.PlayPrimaryAttackAnimation, EnemyModelView.PlaySecondaryAttackAnimation };
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var options = new List<Action>() { EnemyModelView.PlayPrimaryAttackAnimation, EnemyModelView.PlaySecondaryAttackAnimation };
|
||||||
var selection = rng.RandWeighted([PrimaryAttackChance, SecondaryAttackChance]);
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var selection = rng.RandWeighted([PrimaryAttackChance, SecondaryAttackChance]);
|
||||||
options[(int)selection].Invoke();
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options[(int)selection].Invoke();
|
||||||
}
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}
|
||||||
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|
||||||
public override void _ExitTree()
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public override void _ExitTree()
|
||||||
{
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{
|
||||||
PatrolBehavior.OnVelocityComputed -= OnVelocityComputed;
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PatrolBehavior.OnVelocityComputed -= OnVelocityComputed;
|
||||||
FollowBehavior.OnVelocityComputed -= OnVelocityComputed;
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FollowBehavior.OnVelocityComputed -= OnVelocityComputed;
|
||||||
EngagePlayerBehavior.TakeAction -= EngagePlayerBehavior_TakeAction;
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EngagePlayerBehavior.TakeAction -= EngagePlayerBehavior_TakeAction;
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||||||
EngagePlayerBehavior.AcquireTarget -= EngagePlayerBehavior_AcquireTarget;
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EngagePlayerBehavior.AcquireTarget -= EngagePlayerBehavior_AcquireTarget;
|
||||||
PlayerDetector.BodyEntered -= PlayerDetector_BodyEntered;
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PlayerDetector.BodyEntered -= PlayerDetector_BodyEntered;
|
||||||
PlayerDetector.BodyExited -= PlayerDetector_BodyExited;
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PlayerDetector.BodyExited -= PlayerDetector_BodyExited;
|
||||||
}
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}
|
||||||
}
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}
|
||||||
|
|||||||
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Before Width: | Height: | Size: 129 KiB |
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Before Width: | Height: | Size: 129 KiB |
@@ -1,35 +0,0 @@
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|||||||
[remap]
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|
||||||
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|
||||||
importer="texture"
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|
||||||
type="CompressedTexture2D"
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|
||||||
uid="uid://bccdtqmpevvrp"
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|
||||||
path.s3tc="res://.godot/imported/0062.png-53cff740e9e380b49c529a8bc862612d.s3tc.ctex"
|
|
||||||
metadata={
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|
||||||
"imported_formats": ["s3tc_bptc"],
|
|
||||||
"vram_texture": true
|
|
||||||
}
|
|
||||||
|
|
||||||
[deps]
|
|
||||||
|
|
||||||
source_file="res://src/enemy/enemy_types/9b. Aqueos Demon/animations/BACK/0062.png"
|
|
||||||
dest_files=["res://.godot/imported/0062.png-53cff740e9e380b49c529a8bc862612d.s3tc.ctex"]
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|
||||||
|
|
||||||
[params]
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|
||||||
|
|
||||||
compress/mode=2
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|
||||||
compress/high_quality=false
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|
||||||
compress/lossy_quality=0.7
|
|
||||||
compress/hdr_compression=1
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|
||||||
compress/normal_map=0
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|
||||||
compress/channel_pack=0
|
|
||||||
mipmaps/generate=false
|
|
||||||
mipmaps/limit=-1
|
|
||||||
roughness/mode=0
|
|
||||||
roughness/src_normal=""
|
|
||||||
process/fix_alpha_border=true
|
|
||||||
process/premult_alpha=false
|
|
||||||
process/normal_map_invert_y=false
|
|
||||||
process/hdr_as_srgb=false
|
|
||||||
process/hdr_clamp_exposure=false
|
|
||||||
process/size_limit=0
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|
||||||
detect_3d/compress_to=0
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|
||||||
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Before Width: | Height: | Size: 129 KiB |
|
Before Width: | Height: | Size: 129 KiB |
@@ -1,35 +0,0 @@
|
|||||||
[remap]
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|
||||||
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||||||
importer="texture"
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||||||
type="CompressedTexture2D"
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uid="uid://cwmfgfcjhsjda"
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path.s3tc="res://.godot/imported/0066.png-152b3239f4aa5884dae1656df81fa87e.s3tc.ctex"
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||||||
metadata={
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"imported_formats": ["s3tc_bptc"],
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"vram_texture": true
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|
||||||
}
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|
||||||
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|
||||||
[deps]
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|
||||||
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|
||||||
source_file="res://src/enemy/enemy_types/9b. Aqueos Demon/animations/BACK/0066.png"
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||||||
dest_files=["res://.godot/imported/0066.png-152b3239f4aa5884dae1656df81fa87e.s3tc.ctex"]
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||||||
[params]
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compress/mode=2
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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||||||
compress/normal_map=0
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|
||||||
compress/channel_pack=0
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|
||||||
mipmaps/generate=false
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|
||||||
mipmaps/limit=-1
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|
||||||
roughness/mode=0
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|
||||||
roughness/src_normal=""
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|
||||||
process/fix_alpha_border=true
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|
||||||
process/premult_alpha=false
|
|
||||||
process/normal_map_invert_y=false
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|
||||||
process/hdr_as_srgb=false
|
|
||||||
process/hdr_clamp_exposure=false
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|
||||||
process/size_limit=0
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|
||||||
detect_3d/compress_to=0
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|
||||||
|
Before Width: | Height: | Size: 128 KiB |
@@ -1,35 +0,0 @@
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[remap]
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importer="texture"
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||||||
type="CompressedTexture2D"
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uid="uid://cvxxfeaogoteb"
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||||||
path.s3tc="res://.godot/imported/0068.png-00156201b6a27b68edb73c50748fe6ba.s3tc.ctex"
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||||||
metadata={
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"imported_formats": ["s3tc_bptc"],
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"vram_texture": true
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||||||
}
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|
||||||
|
|
||||||
[deps]
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|
||||||
|
|
||||||
source_file="res://src/enemy/enemy_types/9b. Aqueos Demon/animations/BACK/0068.png"
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||||||
dest_files=["res://.godot/imported/0068.png-00156201b6a27b68edb73c50748fe6ba.s3tc.ctex"]
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compress/mode=2
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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|
||||||
mipmaps/limit=-1
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||||||
roughness/mode=0
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||||||
roughness/src_normal=""
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|
||||||
process/fix_alpha_border=true
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|
||||||
process/premult_alpha=false
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||||||
process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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|
||||||
process/size_limit=0
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detect_3d/compress_to=0
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|
Before Width: | Height: | Size: 127 KiB |
@@ -1,35 +0,0 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://8ifbfeklqtkh"
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path.s3tc="res://.godot/imported/0070.png-f86f80029d389cf133e9f72d9ecc7d38.s3tc.ctex"
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}
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[deps]
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source_file="res://src/enemy/enemy_types/9b. Aqueos Demon/animations/BACK/0070.png"
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dest_files=["res://.godot/imported/0070.png-f86f80029d389cf133e9f72d9ecc7d38.s3tc.ctex"]
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[params]
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compress/mode=2
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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|
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compress/channel_pack=0
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mipmaps/generate=false
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|
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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|
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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|
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process/hdr_clamp_exposure=false
|
|
||||||
process/size_limit=0
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|
||||||
detect_3d/compress_to=0
|
|
||||||
|
Before Width: | Height: | Size: 126 KiB |
@@ -1,35 +0,0 @@
|
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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path.s3tc="res://.godot/imported/0072.png-b245c09130c91d305820c985bb9a9a4e.s3tc.ctex"
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metadata={
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"vram_texture": true
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}
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|
|
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[deps]
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|
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|
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