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DungeonShooting / DungeonShooting_Godot / prefab / weapon / Weapon.tscn
  1. [gd_scene load_steps=9 format=2]
  2.  
  3. [ext_resource path="res://resource/materlal/Shadow.tres" type="Material" id=1]
  4. [ext_resource path="res://resource/materlal/Shadow.gdshader" type="Shader" id=2]
  5. [ext_resource path="res://addons/dungeonShooting_plugin/ActivityObjectTemplate.cs" type="Script" id=3]
  6.  
  7. [sub_resource type="ShaderMaterial" id=9]
  8. resource_local_to_scene = true
  9. shader = ExtResource( 2 )
  10. shader_param/shadowColor = Color( 1, 1, 1, 1 )
  11. shader_param/schedule = 0.0
  12.  
  13. [sub_resource type="StreamTexture" id=8]
  14. load_path = "res://.import/gun1.png-f7bc3e27b4b477d47c7353ffb91687ea.stex"
  15.  
  16. [sub_resource type="Animation" id=3]
  17. resource_name = "Floodlight"
  18. length = 3.0
  19. loop = true
  20. step = 0.5
  21. tracks/0/type = "value"
  22. tracks/0/path = NodePath("WeaponSprite:material:shader_param/shadowColor")
  23. tracks/0/interp = 1
  24. tracks/0/loop_wrap = true
  25. tracks/0/imported = false
  26. tracks/0/enabled = true
  27. tracks/0/keys = {
  28. "times": PoolRealArray( 0 ),
  29. "transitions": PoolRealArray( 1 ),
  30. "update": 0,
  31. "values": [ Color( 1, 1, 1, 1 ) ]
  32. }
  33. tracks/1/type = "value"
  34. tracks/1/path = NodePath("WeaponSprite:material:shader_param/schedule")
  35. tracks/1/interp = 1
  36. tracks/1/loop_wrap = true
  37. tracks/1/imported = false
  38. tracks/1/enabled = true
  39. tracks/1/keys = {
  40. "times": PoolRealArray( 0, 1.9, 2.4, 2.5, 3 ),
  41. "transitions": PoolRealArray( 1, 1, 1, 1, 1 ),
  42. "update": 0,
  43. "values": [ 0.0, 0.0, 1.0, 1.0, 0.0 ]
  44. }
  45.  
  46. [sub_resource type="Animation" id=4]
  47. length = 0.001
  48. tracks/0/type = "value"
  49. tracks/0/path = NodePath("WeaponSprite:material:shader_param/shadowColor")
  50. tracks/0/interp = 1
  51. tracks/0/loop_wrap = true
  52. tracks/0/imported = false
  53. tracks/0/enabled = true
  54. tracks/0/keys = {
  55. "times": PoolRealArray( 0 ),
  56. "transitions": PoolRealArray( 1 ),
  57. "update": 0,
  58. "values": [ Color( 1, 1, 1, 1 ) ]
  59. }
  60. tracks/1/type = "value"
  61. tracks/1/path = NodePath("WeaponSprite:material:shader_param/schedule")
  62. tracks/1/interp = 1
  63. tracks/1/loop_wrap = true
  64. tracks/1/imported = false
  65. tracks/1/enabled = true
  66. tracks/1/keys = {
  67. "times": PoolRealArray( 0 ),
  68. "transitions": PoolRealArray( 1 ),
  69. "update": 0,
  70. "values": [ 0.0 ]
  71. }
  72.  
  73. [sub_resource type="RectangleShape2D" id=1]
  74. extents = Vector2( 7.8, 3.5 )
  75.  
  76. [node name="Weapon" type="Node"]
  77. script = ExtResource( 3 )
  78.  
  79. [node name="ShadowSprite" type="Sprite" parent="."]
  80. material = ExtResource( 1 )
  81.  
  82. [node name="WeaponBody" type="Area2D" parent="."]
  83. collision_layer = 4
  84. collision_mask = 0
  85.  
  86. [node name="WeaponSprite" type="Sprite" parent="WeaponBody"]
  87. material = SubResource( 9 )
  88. position = Vector2( 0.4, -2.6 )
  89. scale = Vector2( 0.8, 0.8 )
  90. texture = SubResource( 8 )
  91.  
  92. [node name="AnimationPlayer" type="AnimationPlayer" parent="WeaponBody"]
  93. autoplay = "Floodlight"
  94. playback_process_mode = 0
  95. anims/Floodlight = SubResource( 3 )
  96. anims/RESET = SubResource( 4 )
  97.  
  98. [node name="OriginPoint" type="Position2D" parent="WeaponBody"]
  99. position = Vector2( -3.60001, -1.1 )
  100.  
  101. [node name="ShellPoint" type="Position2D" parent="WeaponBody"]
  102. position = Vector2( -2.60001, -2.60001 )
  103.  
  104. [node name="FirePoint" type="Position2D" parent="WeaponBody"]
  105. position = Vector2( 7.39999, -1.1 )
  106.  
  107. [node name="Collision" type="CollisionShape2D" parent="WeaponBody"]
  108. position = Vector2( 0.59999, 0.199997 )
  109. shape = SubResource( 1 )
  110.  
  111. [node name="AnimatedSprite" type="AnimatedSprite" parent="."]
  112.  
  113. [node name="Collision" type="CollisionShape2D" parent="."]