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DungeonShooting / DungeonShooting_Godot / prefab / weapon / Weapon0009.tscn
[gd_scene load_steps=11 format=3 uid="uid://2lb2h8qunqyu"]

[ext_resource type="Shader" path="res://resource/material/Blend.gdshader" id="1_6fbtx"]
[ext_resource type="Script" path="res://src/game/activity/weapon/gun/Gun.cs" id="1_eprgt"]
[ext_resource type="SpriteFrames" uid="uid://c0xwj3kpk02ua" path="res://resource/spriteFrames/weapon/Weapon0009.tres" id="2_4kxpd"]

[sub_resource type="ShaderMaterial" id="ShaderMaterial_cbiyh"]
resource_local_to_scene = true
shader = ExtResource("1_6fbtx")
shader_parameter/blend = Color(0, 0, 0, 0.470588)
shader_parameter/schedule = 1.0
shader_parameter/modulate = Color(1, 1, 1, 1)
shader_parameter/show_outline = true
shader_parameter/outline_color = Color(0, 0, 0, 1)
shader_parameter/outline_rainbow = false
shader_parameter/outline_use_blend = true
shader_parameter/grey = 0.0

[sub_resource type="ShaderMaterial" id="ShaderMaterial_o36tv"]
resource_local_to_scene = true
shader = ExtResource("1_6fbtx")
shader_parameter/blend = Color(1, 1, 1, 1)
shader_parameter/schedule = 0.0
shader_parameter/modulate = Color(1, 1, 1, 1)
shader_parameter/show_outline = true
shader_parameter/outline_color = Color(0, 0, 0, 1)
shader_parameter/outline_rainbow = false
shader_parameter/outline_use_blend = true
shader_parameter/grey = 0.0

[sub_resource type="RectangleShape2D" id="RectangleShape2D_jbuu3"]
size = Vector2(18, 6)

[sub_resource type="Animation" id="Animation_x136i"]
length = 0.001
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("AnimatedSprite:material:shader_parameter/schedule")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [0]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath(".:rotation")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [0.0]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("AnimatedSprite:animation")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [&"reloading_frame"]
}
tracks/3/type = "value"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath("AnimatedSprite:frame")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [0]
}

[sub_resource type="Animation" id="Animation_3piau"]
resource_name = "floodlight"
length = 3.0
loop_mode = 1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("AnimatedSprite:material:shader_parameter/schedule")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 2.3, 2.6, 2.7, 3),
"transitions": PackedFloat32Array(1, 1, 1, 1, 1),
"update": 0,
"values": [0, 0, 0.5, 0.5, 0]
}

[sub_resource type="Animation" id="Animation_juv2q"]
resource_name = "reloading"
length = 1.5
step = 0.02
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath(".:rotation")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.14, 0.2, 1.14, 1.2, 1.36, 1.5),
"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1, 1),
"update": 0,
"values": [0.0, -0.523599, 0.0, 0.0, -0.349066, -0.349066, 0.0]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("AnimatedSprite:animation")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [&"reloading_frame"]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("AnimatedSprite:frame")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0, 0.22, 0.24, 1.22, 1.24),
"transitions": PackedFloat32Array(1, 1, 1, 1, 1),
"update": 1,
"values": [0, 1, 2, 3, 4]
}

[sub_resource type="AnimationLibrary" id="AnimationLibrary_trkjd"]
_data = {
"RESET": SubResource("Animation_x136i"),
"floodlight": SubResource("Animation_3piau"),
"reloading": SubResource("Animation_juv2q")
}

[node name="Weapon0009" type="CharacterBody2D" node_paths=PackedStringArray("FirePoint", "ShellPoint", "GripPoint", "AnimationPlayer", "ShadowSprite", "AnimatedSprite", "Collision")]
collision_layer = 4
script = ExtResource("1_eprgt")
FirePoint = NodePath("AnimatedSprite/FirePoint")
ShellPoint = NodePath("AnimatedSprite/ShellPoint")
GripPoint = NodePath("GripPoint")
AnimationPlayer = NodePath("AnimationPlayer")
ShadowSprite = NodePath("ShadowSprite")
AnimatedSprite = NodePath("AnimatedSprite")
Collision = NodePath("Collision")

[node name="ShadowSprite" type="Sprite2D" parent="."]
z_index = -1
material = SubResource("ShaderMaterial_cbiyh")

[node name="AnimatedSprite" type="AnimatedSprite2D" parent="."]
material = SubResource("ShaderMaterial_o36tv")
sprite_frames = ExtResource("2_4kxpd")
animation = &"reloading_frame"

[node name="ShellPoint" type="Marker2D" parent="AnimatedSprite"]
position = Vector2(-2, -2)

[node name="FirePoint" type="Marker2D" parent="AnimatedSprite"]
position = Vector2(13, -0.5)

[node name="GripPoint" type="Marker2D" parent="."]
position = Vector2(-6, 1)

[node name="Collision" type="CollisionShape2D" parent="."]
visible = false
position = Vector2(0, 1)
shape = SubResource("RectangleShape2D_jbuu3")

[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
libraries = {
"": SubResource("AnimationLibrary_trkjd")
}