277 lines
15 KiB
Plaintext
277 lines
15 KiB
Plaintext
[gd_resource type="AnimationNodeBlendTree" load_steps=48 format=3 uid="uid://c7rxfpfy7vt1b"]
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[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_ukhqm"]
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animation = &"Aim"
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play_mode = 1
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use_custom_timeline = true
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timeline_length = 0.4
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stretch_time_scale = false
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start_offset = 0.0
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loop_mode = 0
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[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_nhlru"]
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animation = &"Aim"
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[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_8rbkq"]
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animation = &"Aim_Fire"
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[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_lg206"]
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animation = &"Hit_backward"
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[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_ugv1e"]
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animation = &"RESET"
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[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_ds004"]
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animation = &"RESET"
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[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_axx41"]
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animation = &"Run_forward"
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use_custom_timeline = true
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timeline_length = 0.633
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stretch_time_scale = true
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start_offset = 0.0
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loop_mode = 1
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[sub_resource type="AnimationNodeBlend2" id="AnimationNodeBlend2_aunq0"]
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filter_enabled = true
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filters = ["skeleton_character/Skeleton3D:Foot.L", "skeleton_character/Skeleton3D:Foot.R", "skeleton_character/Skeleton3D:IKTarget.Foot.L", "skeleton_character/Skeleton3D:IKTarget.Foot.R", "skeleton_character/Skeleton3D:Neck", "skeleton_character/Skeleton3D:PoleTarget.Foot.L", "skeleton_character/Skeleton3D:PoleTarget.Foot.R", "skeleton_character/Skeleton3D:hip", "skeleton_character/Skeleton3D:lowerleg.L", "skeleton_character/Skeleton3D:lowerleg.R", "skeleton_character/Skeleton3D:root", "skeleton_character/Skeleton3D:spine.001", "skeleton_character/Skeleton3D:spine.002", "skeleton_character/Skeleton3D:spine.003", "skeleton_character/Skeleton3D:upperleg.L", "skeleton_character/Skeleton3D:upperleg.R"]
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[sub_resource type="AnimationNodeBlendTree" id="AnimationNodeBlendTree_hmklb"]
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graph_offset = Vector2(-813.273, 105.409)
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nodes/Rest/node = SubResource("AnimationNodeAnimation_ds004")
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nodes/Rest/position = Vector2(-160, 160)
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nodes/Run/node = SubResource("AnimationNodeAnimation_axx41")
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nodes/Run/position = Vector2(-160, 380)
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nodes/Speed/node = SubResource("AnimationNodeBlend2_aunq0")
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nodes/Speed/position = Vector2(80, 140)
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nodes/output/position = Vector2(320, 140)
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node_connections = [&"Speed", 0, &"Rest", &"Speed", 1, &"Run", &"output", 0, &"Speed"]
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[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_nur8b"]
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animation = &"Stab"
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[sub_resource type="AnimationNodeBlend2" id="AnimationNodeBlend2_4hmb8"]
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filter_enabled = true
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filters = ["Character/Skeleton3D:Foot.L", "Character/Skeleton3D:Foot.R", "Character/Skeleton3D:IKTarget.Foot.L", "Character/Skeleton3D:IKTarget.Foot.R", "Character/Skeleton3D:Neck", "Character/Skeleton3D:PoleTarget.Foot.L", "Character/Skeleton3D:PoleTarget.Foot.R", "Character/Skeleton3D:hip", "Character/Skeleton3D:lowerleg.L", "Character/Skeleton3D:lowerleg.R", "Character/Skeleton3D:root", "Character/Skeleton3D:spine.003", "Character/Skeleton3D:upperleg.L", "Character/Skeleton3D:upperleg.R", "skeleton_character/Skeleton3D:Foot.L", "skeleton_character/Skeleton3D:Foot.R", "skeleton_character/Skeleton3D:IKTarget.Foot.L", "skeleton_character/Skeleton3D:IKTarget.Foot.R", "skeleton_character/Skeleton3D:Neck", "skeleton_character/Skeleton3D:PoleTarget.Foot.L", "skeleton_character/Skeleton3D:PoleTarget.Foot.R", "skeleton_character/Skeleton3D:hip", "skeleton_character/Skeleton3D:lowerleg.L", "skeleton_character/Skeleton3D:lowerleg.R", "skeleton_character/Skeleton3D:spine.001", "skeleton_character/Skeleton3D:spine.002", "skeleton_character/Skeleton3D:spine.003", "skeleton_character/Skeleton3D:upperleg.L", "skeleton_character/Skeleton3D:upperleg.R"]
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[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_5n7ai"]
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animation = &"RESET"
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[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_pwhry"]
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animation = &"Turn_right"
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use_custom_timeline = true
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timeline_length = 0.75
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stretch_time_scale = true
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start_offset = 0.0
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loop_mode = 1
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[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_rasdy"]
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animation = &"Turn_left"
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use_custom_timeline = true
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timeline_length = 0.75
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stretch_time_scale = true
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start_offset = 0.0
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loop_mode = 1
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[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_xgea8"]
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animation = &"RESET"
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[sub_resource type="AnimationNodeBlendSpace1D" id="AnimationNodeBlendSpace1D_kxn5j"]
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blend_point_0/node = SubResource("AnimationNodeAnimation_pwhry")
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blend_point_0/pos = -1.0
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blend_point_1/node = SubResource("AnimationNodeAnimation_rasdy")
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blend_point_1/pos = 1.0
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blend_point_2/node = SubResource("AnimationNodeAnimation_xgea8")
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blend_point_2/pos = 0.0
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min_space = -1.5
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max_space = 1.5
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snap = 1.0
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sync = true
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[sub_resource type="AnimationNodeBlendTree" id="AnimationNodeBlendTree_p0hk7"]
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graph_offset = Vector2(-643.905, 105.105)
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nodes/BoneMask/node = SubResource("AnimationNodeBlend2_4hmb8")
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nodes/BoneMask/position = Vector2(140, 140)
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nodes/Rest/node = SubResource("AnimationNodeAnimation_5n7ai")
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nodes/Rest/position = Vector2(-100, 160)
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nodes/Turn/node = SubResource("AnimationNodeBlendSpace1D_kxn5j")
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nodes/Turn/position = Vector2(-100, 380)
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nodes/output/position = Vector2(380, 140)
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node_connections = [&"BoneMask", 0, &"Rest", &"BoneMask", 1, &"Turn", &"output", 0, &"BoneMask"]
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[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_7ceai"]
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animation = &"RESET"
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[sub_resource type="AnimationNodeBlend2" id="AnimationNodeBlend2_rb1jd"]
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filter_enabled = true
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filters = ["Character/Skeleton3D:Foot.L", "Character/Skeleton3D:Foot.R", "Character/Skeleton3D:IKTarget.Foot.L", "Character/Skeleton3D:IKTarget.Foot.R", "Character/Skeleton3D:hip", "Character/Skeleton3D:lowerleg.L", "Character/Skeleton3D:lowerleg.R", "Character/Skeleton3D:root", "Character/Skeleton3D:upperleg.L", "Character/Skeleton3D:upperleg.R", "skeleton_character/Skeleton3D:Foot.L", "skeleton_character/Skeleton3D:Foot.R", "skeleton_character/Skeleton3D:IKTarget.Foot.L", "skeleton_character/Skeleton3D:IKTarget.Foot.R", "skeleton_character/Skeleton3D:PoleTarget.Foot.L", "skeleton_character/Skeleton3D:PoleTarget.Foot.R", "skeleton_character/Skeleton3D:hip", "skeleton_character/Skeleton3D:lowerleg.L", "skeleton_character/Skeleton3D:lowerleg.R", "skeleton_character/Skeleton3D:root", "skeleton_character/Skeleton3D:spine.001", "skeleton_character/Skeleton3D:upperleg.L", "skeleton_character/Skeleton3D:upperleg.R"]
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[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_psu0r"]
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animation = &"Walk_forward"
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[sub_resource type="AnimationNodeBlendTree" id="AnimationNodeBlendTree_2mbyh"]
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graph_offset = Vector2(-724.58, 74.5681)
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nodes/Base/node = SubResource("AnimationNodeAnimation_7ceai")
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nodes/Base/position = Vector2(-120, 120)
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nodes/Speed/node = SubResource("AnimationNodeBlend2_rb1jd")
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nodes/Speed/position = Vector2(100, 120)
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nodes/Walk/node = SubResource("AnimationNodeAnimation_psu0r")
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nodes/Walk/position = Vector2(-140, 300)
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node_connections = [&"Speed", 0, &"Base", &"Speed", 1, &"Walk", &"output", 0, &"Speed"]
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[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_4lybd"]
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switch_mode = 2
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advance_mode = 2
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advance_expression = "!aim_weapon"
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[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_5aafd"]
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xfade_time = 0.3
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switch_mode = 2
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advance_mode = 2
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advance_expression = "get_input_direction() > 0.f"
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[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_8f4gl"]
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priority = 2
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switch_mode = 2
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advance_mode = 2
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advance_expression = "get_fire_weapon()"
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[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_xnat3"]
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reset = false
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switch_mode = 2
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advance_mode = 2
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[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_12bos"]
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advance_mode = 2
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advance_expression = "get_input_directions().y < -0.5"
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[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_n0ndr"]
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priority = 2
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switch_mode = 2
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advance_mode = 2
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[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_0wc5e"]
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xfade_time = 0.2
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priority = 2
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advance_mode = 2
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advance_expression = "!is_walking || walk_speed <= 0.0"
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[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_4hisb"]
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xfade_time = 0.2
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advance_mode = 2
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advance_expression = "is_walking && walk_speed > 0.0"
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[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_bmty6"]
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advance_mode = 2
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[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_kyd6p"]
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xfade_time = 0.05
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advance_mode = 2
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advance_expression = "aim_weapon"
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[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_w5kob"]
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switch_mode = 2
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advance_mode = 2
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[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_g0i3x"]
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xfade_time = 0.4
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priority = 2
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advance_mode = 2
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advance_expression = "get_is_running() && is_walking()"
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[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_ocffv"]
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xfade_time = 0.3
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advance_mode = 2
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advance_expression = "get_is_running()
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"
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[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_h0my5"]
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xfade_time = 0.4
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advance_mode = 2
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advance_expression = "!get_is_running() || !is_walking()"
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[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_nymcr"]
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xfade_time = 0.3
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advance_mode = 2
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advance_expression = "!get_is_running()"
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[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_g5qf0"]
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xfade_time = 0.5
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advance_mode = 2
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advance_expression = "get_stab()"
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[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_27kmb"]
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xfade_time = 0.2
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switch_mode = 2
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advance_mode = 2
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advance_expression = "get_is_running()
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"
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[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_4q0ot"]
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priority = 2
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advance_mode = 2
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advance_expression = "get_stab()"
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[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_h6ujc"]
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priority = 2
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switch_mode = 2
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advance_mode = 2
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[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_3bu8l"]
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xfade_time = 0.1
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advance_mode = 2
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advance_expression = "get_stab()"
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[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_cpibo"]
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xfade_time = 0.1
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switch_mode = 2
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advance_mode = 2
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advance_expression = "is_walking && walk_speed > 0.0"
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[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_0ppx7"]
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switch_mode = 2
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advance_mode = 2
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[sub_resource type="AnimationNodeStateMachine" id="AnimationNodeStateMachine_7smdg"]
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"states/Aim Down [aim]/node" = SubResource("AnimationNodeAnimation_ukhqm")
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"states/Aim Down [aim]/position" = Vector2(831.525, 251.767)
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"states/Aim [aim] [turn]/node" = SubResource("AnimationNodeAnimation_nhlru")
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"states/Aim [aim] [turn]/position" = Vector2(919.525, 94.3447)
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states/End/position = Vector2(195.182, 94.3447)
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"states/Fire [aim]/node" = SubResource("AnimationNodeAnimation_8rbkq")
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"states/Fire [aim]/position" = Vector2(919.525, 14.954)
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states/Hit/node = SubResource("AnimationNodeAnimation_lg206")
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states/Hit/position = Vector2(689.503, 14.954)
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"states/RESET To Aim/node" = SubResource("AnimationNodeAnimation_ugv1e")
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"states/RESET To Aim/position" = Vector2(755.258, 94.3447)
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states/Run/node = SubResource("AnimationNodeBlendTree_hmklb")
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states/Run/position = Vector2(361.447, 258.767)
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states/Stab/node = SubResource("AnimationNodeAnimation_nur8b")
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states/Stab/position = Vector2(361.447, 94.3447)
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states/Start/position = Vector2(572.26, 14.954)
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"states/Stationary [turn]/node" = SubResource("AnimationNodeBlendTree_p0hk7")
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"states/Stationary [turn]/position" = Vector2(572.26, 94.3447)
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"states/Walk [turn]/node" = SubResource("AnimationNodeBlendTree_2mbyh")
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"states/Walk [turn]/position" = Vector2(572.26, 258.767)
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transitions = ["Aim [aim] [turn]", "Aim Down [aim]", SubResource("AnimationNodeStateMachineTransition_4lybd"), "Aim Down [aim]", "Walk [turn]", SubResource("AnimationNodeStateMachineTransition_5aafd"), "Aim [aim] [turn]", "Fire [aim]", SubResource("AnimationNodeStateMachineTransition_8f4gl"), "Fire [aim]", "Aim [aim] [turn]", SubResource("AnimationNodeStateMachineTransition_xnat3"), "Walk [turn]", "Aim [aim] [turn]", SubResource("AnimationNodeStateMachineTransition_12bos"), "Aim Down [aim]", "Stationary [turn]", SubResource("AnimationNodeStateMachineTransition_n0ndr"), "Walk [turn]", "Stationary [turn]", SubResource("AnimationNodeStateMachineTransition_0wc5e"), "Stationary [turn]", "Walk [turn]", SubResource("AnimationNodeStateMachineTransition_4hisb"), "Start", "Stationary [turn]", SubResource("AnimationNodeStateMachineTransition_bmty6"), "Stationary [turn]", "RESET To Aim", SubResource("AnimationNodeStateMachineTransition_kyd6p"), "RESET To Aim", "Aim [aim] [turn]", SubResource("AnimationNodeStateMachineTransition_w5kob"), "Stationary [turn]", "Run", SubResource("AnimationNodeStateMachineTransition_g0i3x"), "Walk [turn]", "Run", SubResource("AnimationNodeStateMachineTransition_ocffv"), "Run", "Stationary [turn]", SubResource("AnimationNodeStateMachineTransition_h0my5"), "Run", "Walk [turn]", SubResource("AnimationNodeStateMachineTransition_nymcr"), "Run", "Stab", SubResource("AnimationNodeStateMachineTransition_g5qf0"), "Stab", "Run", SubResource("AnimationNodeStateMachineTransition_27kmb"), "Stationary [turn]", "Stab", SubResource("AnimationNodeStateMachineTransition_4q0ot"), "Stab", "Stationary [turn]", SubResource("AnimationNodeStateMachineTransition_h6ujc"), "Walk [turn]", "Stab", SubResource("AnimationNodeStateMachineTransition_3bu8l"), "Stab", "Walk [turn]", SubResource("AnimationNodeStateMachineTransition_cpibo"), "Hit", "Stationary [turn]", SubResource("AnimationNodeStateMachineTransition_0ppx7")]
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graph_offset = Vector2(-87.4971, -116.108)
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[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_au62i"]
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animation = &"Fall_die"
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[sub_resource type="AnimationNodeBlend2" id="AnimationNodeBlend2_av3pm"]
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[sub_resource type="AnimationNodeTimeSeek" id="AnimationNodeTimeSeek_p56ym"]
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[resource]
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nodes/Actions/node = SubResource("AnimationNodeStateMachine_7smdg")
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nodes/Actions/position = Vector2(0, 140)
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nodes/Death/node = SubResource("AnimationNodeAnimation_au62i")
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nodes/Death/position = Vector2(0, 380)
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nodes/DeathBlend/node = SubResource("AnimationNodeBlend2_av3pm")
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nodes/DeathBlend/position = Vector2(460, 320)
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nodes/DeathSeek/node = SubResource("AnimationNodeTimeSeek_p56ym")
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nodes/DeathSeek/position = Vector2(240, 360)
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nodes/output/position = Vector2(700, 320)
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node_connections = [&"DeathBlend", 0, &"Actions", &"DeathBlend", 1, &"DeathSeek", &"DeathSeek", 0, &"Death", &"output", 0, &"DeathBlend"]
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