trenches/godot/models/animations/character_tree.tres

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