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DungeonShooting / DungeonShooting_Godot / prefab / weapon / Gun.tscn
  1. [gd_scene load_steps=8 format=2]
  2.  
  3. [ext_resource path="res://src/weapon/gun/OrdinaryGun.cs" type="Script" id=1]
  4. [ext_resource path="res://resource/materlal/Shadow.gdshader" type="Shader" id=2]
  5.  
  6. [sub_resource type="ShaderMaterial" id=9]
  7. resource_local_to_scene = true
  8. shader = ExtResource( 2 )
  9. shader_param/shadowColor = Color( 1, 1, 1, 1 )
  10. shader_param/schedule = 0.0
  11.  
  12. [sub_resource type="StreamTexture" id=8]
  13. load_path = "res://.import/gun1.png-f7bc3e27b4b477d47c7353ffb91687ea.stex"
  14.  
  15. [sub_resource type="Animation" id=3]
  16. resource_name = "Floodlight"
  17. length = 3.0
  18. loop = true
  19. step = 0.5
  20. tracks/0/type = "value"
  21. tracks/0/path = NodePath("GunSprite:material:shader_param/shadowColor")
  22. tracks/0/interp = 1
  23. tracks/0/loop_wrap = true
  24. tracks/0/imported = false
  25. tracks/0/enabled = true
  26. tracks/0/keys = {
  27. "times": PoolRealArray( 0 ),
  28. "transitions": PoolRealArray( 1 ),
  29. "update": 0,
  30. "values": [ Color( 1, 1, 1, 1 ) ]
  31. }
  32. tracks/1/type = "value"
  33. tracks/1/path = NodePath("GunSprite:material:shader_param/schedule")
  34. tracks/1/interp = 1
  35. tracks/1/loop_wrap = true
  36. tracks/1/imported = false
  37. tracks/1/enabled = true
  38. tracks/1/keys = {
  39. "times": PoolRealArray( 0, 1.9, 2.4, 2.5, 3 ),
  40. "transitions": PoolRealArray( 1, 1, 1, 1, 1 ),
  41. "update": 0,
  42. "values": [ 0.0, 0.0, 1.0, 1.0, 0.0 ]
  43. }
  44.  
  45. [sub_resource type="Animation" id=4]
  46. length = 0.001
  47. tracks/0/type = "value"
  48. tracks/0/path = NodePath("GunSprite:material:shader_param/shadowColor")
  49. tracks/0/interp = 1
  50. tracks/0/loop_wrap = true
  51. tracks/0/imported = false
  52. tracks/0/enabled = true
  53. tracks/0/keys = {
  54. "times": PoolRealArray( 0 ),
  55. "transitions": PoolRealArray( 1 ),
  56. "update": 0,
  57. "values": [ Color( 1, 1, 1, 1 ) ]
  58. }
  59. tracks/1/type = "value"
  60. tracks/1/path = NodePath("GunSprite:material:shader_param/schedule")
  61. tracks/1/interp = 1
  62. tracks/1/loop_wrap = true
  63. tracks/1/imported = false
  64. tracks/1/enabled = true
  65. tracks/1/keys = {
  66. "times": PoolRealArray( 0 ),
  67. "transitions": PoolRealArray( 1 ),
  68. "update": 0,
  69. "values": [ 0.0 ]
  70. }
  71.  
  72. [sub_resource type="RectangleShape2D" id=1]
  73. extents = Vector2( 7.8, 3.5 )
  74.  
  75. [node name="Gun" type="Area2D"]
  76. collision_layer = 4
  77. collision_mask = 0
  78. script = ExtResource( 1 )
  79.  
  80. [node name="GunSprite" type="Sprite" parent="."]
  81. material = SubResource( 9 )
  82. position = Vector2( 0.4, -2.6 )
  83. scale = Vector2( 0.8, 0.8 )
  84. texture = SubResource( 8 )
  85.  
  86. [node name="AnimationPlayer" type="AnimationPlayer" parent="."]
  87. autoplay = "Floodlight"
  88. playback_process_mode = 0
  89. anims/Floodlight = SubResource( 3 )
  90. anims/RESET = SubResource( 4 )
  91.  
  92. [node name="OriginPoint" type="Position2D" parent="."]
  93. position = Vector2( -3.60001, -1.1 )
  94.  
  95. [node name="ShellPoint" type="Position2D" parent="."]
  96. position = Vector2( -2.60001, -2.60001 )
  97.  
  98. [node name="FirePoint" type="Position2D" parent="."]
  99. position = Vector2( 7.39999, -1.1 )
  100.  
  101. [node name="Collision" type="CollisionShape2D" parent="."]
  102. position = Vector2( 0.59999, 0.199997 )
  103. shape = SubResource( 1 )