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DungeonShooting / DungeonShooting_Godot / prefab / weapon / Weapon.tscn
@小李xl 小李xl on 12 Dec 2022 2 KB 更改Role设置texture方式
  1. [gd_scene load_steps=8 format=2]
  2.  
  3. [ext_resource path="res://resource/materlal/Blend.gdshader" type="Shader" id=1]
  4. [ext_resource path="res://addons/dungeonShooting_plugin/ActivityObjectTemplate.cs" type="Script" id=3]
  5.  
  6. [sub_resource type="ShaderMaterial" id=7]
  7. resource_local_to_scene = true
  8. shader = ExtResource( 1 )
  9. shader_param/blend = Color( 0, 0, 0, 0.470588 )
  10. shader_param/schedule = 1
  11.  
  12. [sub_resource type="ShaderMaterial" id=8]
  13. resource_local_to_scene = true
  14. shader = ExtResource( 1 )
  15. shader_param/blend = Color( 1, 1, 1, 1 )
  16. shader_param/schedule = 0.0
  17.  
  18. [sub_resource type="RectangleShape2D" id=1]
  19. extents = Vector2( 7.8, 3.5 )
  20.  
  21. [sub_resource type="Animation" id=9]
  22. length = 0.001
  23. tracks/0/type = "value"
  24. tracks/0/path = NodePath("AnimatedSprite:material:shader_param/schedule")
  25. tracks/0/interp = 1
  26. tracks/0/loop_wrap = true
  27. tracks/0/imported = false
  28. tracks/0/enabled = true
  29. tracks/0/keys = {
  30. "times": PoolRealArray( 0 ),
  31. "transitions": PoolRealArray( 1 ),
  32. "update": 0,
  33. "values": [ 0.0 ]
  34. }
  35. tracks/1/type = "value"
  36. tracks/1/path = NodePath("AnimatedSprite:material:shader_param/blend")
  37. tracks/1/interp = 1
  38. tracks/1/loop_wrap = true
  39. tracks/1/imported = false
  40. tracks/1/enabled = true
  41. tracks/1/keys = {
  42. "times": PoolRealArray( 0 ),
  43. "transitions": PoolRealArray( 1 ),
  44. "update": 0,
  45. "values": [ Color( 1, 1, 1, 1 ) ]
  46. }
  47.  
  48. [sub_resource type="Animation" id=11]
  49. resource_name = "floodlight"
  50. length = 3.0
  51. loop = true
  52. tracks/0/type = "value"
  53. tracks/0/path = NodePath("AnimatedSprite:material:shader_param/schedule")
  54. tracks/0/interp = 1
  55. tracks/0/loop_wrap = true
  56. tracks/0/imported = false
  57. tracks/0/enabled = true
  58. tracks/0/keys = {
  59. "times": PoolRealArray( 0, 2.3, 2.6, 2.7, 3 ),
  60. "transitions": PoolRealArray( 1, 1, 1, 1, 1 ),
  61. "update": 0,
  62. "values": [ 0.0, 0.0, 0.5, 0.5, 0.0 ]
  63. }
  64.  
  65. [node name="Weapon" type="Node"]
  66. script = ExtResource( 3 )
  67.  
  68. [node name="ShadowSprite" type="Sprite" parent="."]
  69. material = SubResource( 7 )
  70.  
  71. [node name="AnimatedSprite" type="AnimatedSprite" parent="."]
  72. material = SubResource( 8 )
  73. position = Vector2( 0.4, -2.6 )
  74. scale = Vector2( 0.8, 0.8 )
  75.  
  76. [node name="WeaponBody" type="Area2D" parent="."]
  77. collision_layer = 4
  78. collision_mask = 0
  79.  
  80. [node name="OriginPoint" type="Position2D" parent="WeaponBody"]
  81. position = Vector2( -3.60001, -1.1 )
  82.  
  83. [node name="ShellPoint" type="Position2D" parent="WeaponBody"]
  84. position = Vector2( -2.60001, -2.60001 )
  85.  
  86. [node name="FirePoint" type="Position2D" parent="WeaponBody"]
  87. position = Vector2( 7.39999, -1.1 )
  88.  
  89. [node name="Collision" type="CollisionShape2D" parent="WeaponBody"]
  90. position = Vector2( 0.59999, 0.199997 )
  91. shape = SubResource( 1 )
  92.  
  93. [node name="Collision" type="CollisionShape2D" parent="."]
  94.  
  95. [node name="AnimationPlayer" type="AnimationPlayer" parent="."]
  96. anims/RESET = SubResource( 9 )
  97. anims/floodlight = SubResource( 11 )