diff --git a/project.godot b/project.godot index 04baae9..958ee3f 100644 --- a/project.godot +++ b/project.godot @@ -61,6 +61,11 @@ dash={ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194325,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null) ] } +debug_gain_xp={ +"deadzone": 0.2, +"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194332,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null) +] +} [layer_names] diff --git a/src/resources/characters/character_stats.gd b/src/resources/characters/character_stats.gd index 452a549..adbee83 100644 --- a/src/resources/characters/character_stats.gd +++ b/src/resources/characters/character_stats.gd @@ -47,6 +47,7 @@ func level_up() -> void: endurance.inc() agility.inc() print("Leveled up!") + print(level) printt(strength.score, speed.score, endurance.score, agility.score) func perc_level_up_boundary() -> int: diff --git a/src/scenes/characters/enemy.tscn b/src/scenes/characters/enemy.tscn index 2795d9d..e5ed951 100644 --- a/src/scenes/characters/enemy.tscn +++ b/src/scenes/characters/enemy.tscn @@ -20,114 +20,114 @@ shape = SubResource("CapsuleShape3D_r8u7w") transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0) [node name="Skeleton3D" parent="Rig/CharacterRig/GameRig" index="0"] -bones/0/position = Vector3(3.37508e-15, 0.891977, -0.0481736) -bones/0/rotation = Quaternion(0.12582, 1.18262e-07, 1.49989e-08, 0.992053) -bones/1/rotation = Quaternion(-0.0566577, -0.00072973, -0.0117082, 0.998325) -bones/2/position = Vector3(3.20474e-09, 0.146689, -1.95578e-08) -bones/2/rotation = Quaternion(-0.0044224, -0.000457906, 0.00321564, 0.999985) -bones/3/position = Vector3(-2.01263e-09, 0.202058, -2.51457e-08) -bones/3/rotation = Quaternion(-0.0994256, -0.000418209, 0.00851803, 0.995009) -bones/4/position = Vector3(3.02934e-10, 0.0925562, 3.91155e-08) -bones/4/rotation = Quaternion(0.27885, 1.43128e-08, 9.57171e-08, 0.960335) -bones/5/rotation = Quaternion(-0.0948564, -2.80691e-14, -2.26155e-08, 0.995491) -bones/6/rotation = Quaternion(-0.153719, -1.17816e-07, -1.81601e-08, 0.988115) -bones/7/position = Vector3(-3.16074e-08, 0.891977, -0.0481735) -bones/7/rotation = Quaternion(-0.0863677, -0.751104, -0.383052, 0.530711) -bones/8/position = Vector3(-4.99993e-08, 0.891977, -0.0481735) -bones/8/rotation = Quaternion(-0.0863677, 0.751104, 0.383052, 0.530711) -bones/9/position = Vector3(0.131144, 0.958181, -0.0351291) -bones/9/rotation = Quaternion(0.992485, 0.0211367, -0.0308257, 0.116517) -bones/10/position = Vector3(-2.36129e-08, 0.26601, -2.14789e-08) -bones/10/rotation = Quaternion(-3.13921e-08, -0.000695086, 1.20449e-08, 1) -bones/11/position = Vector3(-4.6306e-08, 0.26601, 2.42145e-08) -bones/11/rotation = Quaternion(0.431587, -0.000700556, 0.000335305, 0.902071) -bones/12/position = Vector3(3.05151e-08, 0.22603, 5.03768e-08) -bones/12/rotation = Quaternion(-8.19226e-09, -0.00710644, 4.16102e-08, 0.999975) -bones/13/position = Vector3(-2.95495e-08, 0.22603, 2.68392e-09) -bones/13/rotation = Quaternion(-0.756684, 0.0119043, 0.0244322, 0.653216) -bones/14/position = Vector3(-3.05481e-08, 0.139877, 1.64787e-08) -bones/14/rotation = Quaternion(-9.66743e-05, 0.967474, -0.252972, -0.000383447) -bones/15/position = Vector3(-0.131144, 0.958181, -0.0351291) -bones/15/rotation = Quaternion(0.972153, -0.00597679, 0.0271866, 0.232687) -bones/16/position = Vector3(-1.10042e-08, 0.265705, -3.31989e-08) -bones/16/rotation = Quaternion(-3.43227e-08, 0.00314323, 8.33075e-10, 0.999995) -bones/17/position = Vector3(1.83545e-08, 0.265705, 6.98543e-10) -bones/17/rotation = Quaternion(0.454918, 0.0033546, -0.00171376, 0.890526) -bones/18/position = Vector3(1.2807e-08, 0.225719, -8.28774e-09) -bones/18/rotation = Quaternion(-2.29017e-08, -0.00785732, 3.30149e-08, 0.999969) -bones/19/position = Vector3(-1.27748e-08, 0.225719, 1.12004e-08) -bones/19/rotation = Quaternion(-0.692103, -0.0282132, -0.00045305, 0.721247) -bones/20/position = Vector3(-1.30142e-08, 0.139877, -2.77457e-09) -bones/20/rotation = Quaternion(-9.96472e-05, 0.967461, -0.253021, -0.000383039) -bones/21/position = Vector3(0.0251286, 1.42322, 0.0408996) -bones/21/rotation = Quaternion(-0.501573, -0.254503, -0.394023, 0.72691) -bones/22/position = Vector3(0.18743, 1.45871, -0.02859) -bones/22/rotation = Quaternion(0.0604664, -0.158051, 0.973841, -0.15165) -bones/23/position = Vector3(-5.41331e-09, 0.143946, -2.98023e-08) -bones/23/rotation = Quaternion(7.75505e-08, -0.00799807, -1.9496e-08, 0.999968) -bones/24/position = Vector3(-6.33301e-08, 0.143946, 4.3873e-08) -bones/24/rotation = Quaternion(0.277839, -0.00675305, -0.016611, 0.96046) -bones/25/position = Vector3(1.30385e-08, 0.127601, 6.51926e-09) -bones/25/rotation = Quaternion(1.49943e-07, -1.20606e-07, 9.91859e-08, 1) -bones/26/position = Vector3(2.06034e-08, 0.127601, 2.42761e-08) -bones/26/rotation = Quaternion(-0.00824883, -0.00027077, -0.0328667, 0.999426) -bones/28/rotation = Quaternion(0.702583, -0.000939743, -0.00133552, 0.7116) -bones/29/rotation = Quaternion(0.741121, 0.00218291, 0.00265381, 0.671363) +bones/0/position = Vector3(0.00456601, 0.892184, -0.042095) +bones/0/rotation = Quaternion(0.12901, 1.18213e-07, 1.53792e-08, 0.991643) +bones/1/rotation = Quaternion(-0.0557102, -0.000419796, -0.00725055, 0.998421) +bones/2/position = Vector3(2.92864e-09, 0.146069, -1.41837e-08) +bones/2/rotation = Quaternion(-5.09534e-05, -0.00114452, -0.00296166, 0.999995) +bones/3/position = Vector3(-1.47189e-09, 0.199614, -1.60848e-08) +bones/3/rotation = Quaternion(-0.114224, -0.000833755, 0.0121002, 0.993381) +bones/4/position = Vector3(-5.26558e-10, 0.0915071, 3.04151e-08) +bones/4/rotation = Quaternion(0.294608, -1.80979e-05, 0.0010534, 0.955618) +bones/5/rotation = Quaternion(-0.0948564, -6.05011e-10, -3.10652e-08, 0.995491) +bones/6/rotation = Quaternion(-0.159207, 0.000415301, -0.00283079, 0.987241) +bones/7/position = Vector3(0.00456599, 0.892184, -0.0420949) +bones/7/rotation = Quaternion(-0.0846601, -0.749868, -0.385466, 0.530986) +bones/8/position = Vector3(0.00456597, 0.892184, -0.042095) +bones/8/rotation = Quaternion(-0.0846601, 0.749868, 0.385466, 0.530986) +bones/9/position = Vector3(0.13571, 0.958291, -0.0286274) +bones/9/rotation = Quaternion(0.989636, 0.0182557, -0.0302397, 0.139188) +bones/10/position = Vector3(-2.24327e-08, 0.265623, -1.36294e-08) +bones/10/rotation = Quaternion(-2.73796e-08, -0.0016426, 1.00354e-08, 0.999999) +bones/11/position = Vector3(-4.24728e-08, 0.265623, 2.08641e-08) +bones/11/rotation = Quaternion(0.470215, -0.0013125, 0.00196915, 0.882549) +bones/12/position = Vector3(2.61481e-08, 0.225629, 4.61823e-08) +bones/12/rotation = Quaternion(-4.33532e-09, -0.00612512, 4.06429e-08, 0.999981) +bones/13/position = Vector3(-2.65944e-08, 0.225629, 4.23111e-09) +bones/13/rotation = Quaternion(-0.742786, 0.0146494, 0.0175353, 0.669139) +bones/14/position = Vector3(-2.70177e-08, 0.139877, 1.31854e-08) +bones/14/rotation = Quaternion(-9.74438e-05, 0.967471, -0.252982, -0.000383242) +bones/15/position = Vector3(-0.126578, 0.958291, -0.0286274) +bones/15/rotation = Quaternion(0.975249, -0.00507204, 0.0278509, 0.219288) +bones/16/position = Vector3(-8.93548e-09, 0.26551, -3.21185e-08) +bones/16/rotation = Quaternion(-3.37645e-08, 0.00328853, -3.70663e-09, 0.999995) +bones/17/position = Vector3(1.62824e-08, 0.26551, 8.93908e-10) +bones/17/rotation = Quaternion(0.456119, 0.00342176, -0.00179418, 0.889911) +bones/18/position = Vector3(1.00718e-08, 0.22552, -8.66024e-09) +bones/18/rotation = Quaternion(-2.14363e-08, -0.00831094, 2.68876e-08, 0.999966) +bones/19/position = Vector3(-1.21786e-08, 0.22552, 8.60922e-09) +bones/19/rotation = Quaternion(-0.697936, -0.028454, 0.00123056, 0.715594) +bones/20/position = Vector3(-1.02697e-08, 0.139877, -3.90184e-09) +bones/20/rotation = Quaternion(-9.96277e-05, 0.967461, -0.253022, -0.000383048) +bones/21/position = Vector3(0.0288526, 1.4182, 0.0530444) +bones/21/rotation = Quaternion(-0.489654, -0.258379, -0.399737, 0.730541) +bones/22/position = Vector3(0.192189, 1.45595, -0.0124991) +bones/22/rotation = Quaternion(0.0308963, -0.142972, 0.978342, -0.146466) +bones/23/position = Vector3(-5.34181e-09, 0.143602, -3.56175e-08) +bones/23/rotation = Quaternion(7.28564e-08, -0.0194391, -5.17929e-09, 0.999811) +bones/24/position = Vector3(-6.2027e-08, 0.143602, 3.77969e-08) +bones/24/rotation = Quaternion(0.333449, -0.0228297, -0.0501688, 0.941156) +bones/25/position = Vector3(5.00852e-09, 0.127245, 8.23425e-09) +bones/25/rotation = Quaternion(1.60288e-07, 0.00380369, 7.11213e-08, 0.999993) +bones/26/position = Vector3(2.04767e-08, 0.127245, 1.84988e-08) +bones/26/rotation = Quaternion(-0.00454016, 0.003573, -0.0595397, 0.998209) +bones/28/rotation = Quaternion(0.702583, -0.000939752, -0.00133551, 0.7116) +bones/29/rotation = Quaternion(0.741121, 0.00218287, 0.00265386, 0.671363) bones/30/rotation = Quaternion(0.32527, 0.890055, 0.295977, -0.119997) bones/31/rotation = Quaternion(0.514882, -0.114149, 0.114482, 0.841879) -bones/32/rotation = Quaternion(0.592003, -0.0381348, -0.090699, 0.799907) +bones/32/rotation = Quaternion(0.592003, -0.0381348, -0.0906989, 0.799907) bones/34/position = Vector3(-0.00316938, 0.0987206, 0.0147918) -bones/34/rotation = Quaternion(-0.0674699, 0.718446, 0.0663966, 0.689112) -bones/35/rotation = Quaternion(0.580803, -0.000892135, -0.0014975, 0.814042) -bones/36/rotation = Quaternion(0.682777, 0.00174509, 0.00256596, 0.73062) -bones/37/rotation = Quaternion(-0.00426514, 0.736714, 0.0394785, 0.675038) -bones/38/position = Vector3(-0.00622951, 0.0926415, -0.0236344) -bones/38/rotation = Quaternion(-0.109873, 0.743351, 0.0333507, 0.658973) -bones/39/rotation = Quaternion(0.630039, 0.00151959, 0.00237944, 0.776559) -bones/40/rotation = Quaternion(0.652643, -0.00308142, -0.00421108, 0.757648) -bones/41/rotation = Quaternion(-0.0684174, 0.72411, 0.0332337, 0.685478) -bones/42/position = Vector3(-0.00715362, 0.0679857, -0.0481983) +bones/34/rotation = Quaternion(-0.06747, 0.718446, 0.0663966, 0.689112) +bones/35/rotation = Quaternion(0.580803, -0.000892082, -0.00149751, 0.814042) +bones/36/rotation = Quaternion(0.682777, 0.00174512, 0.002566, 0.73062) +bones/37/rotation = Quaternion(-0.00426513, 0.736714, 0.0394785, 0.675038) +bones/38/position = Vector3(-0.00622952, 0.0926415, -0.0236344) +bones/38/rotation = Quaternion(-0.109873, 0.743351, 0.0333506, 0.658973) +bones/39/rotation = Quaternion(0.630039, 0.00151958, 0.00237936, 0.776559) +bones/40/rotation = Quaternion(0.652643, -0.00308136, -0.004211, 0.757647) +bones/41/rotation = Quaternion(-0.0684174, 0.72411, 0.0332338, 0.685478) +bones/42/position = Vector3(-0.00715364, 0.0679857, -0.0481983) bones/42/rotation = Quaternion(-0.120913, 0.799109, 0.0358921, 0.587807) -bones/43/rotation = Quaternion(0.498693, -0.0202705, -0.0256953, 0.866161) +bones/43/rotation = Quaternion(0.498693, -0.0202705, -0.0256952, 0.866161) bones/44/rotation = Quaternion(0.715385, 0.035306, 0.0573145, 0.695481) bones/45/rotation = Quaternion(-0.129059, 0.728936, -0.0250259, 0.67184) -bones/46/position = Vector3(-0.0113635, 1.42322, 0.0408996) -bones/46/rotation = Quaternion(-0.527917, 0.201754, 0.357521, 0.743491) -bones/47/position = Vector3(-0.162064, 1.45805, -0.0513795) -bones/47/rotation = Quaternion(-0.101804, -0.132181, 0.97079, 0.172428) -bones/48/position = Vector3(1.88476e-07, 0.143946, 1.02445e-08) -bones/48/rotation = Quaternion(-4.01296e-08, -0.00454315, -5.53922e-08, 0.99999) -bones/49/position = Vector3(6.5191e-09, 0.143946, -1.95094e-08) -bones/49/rotation = Quaternion(0.307483, -0.00462726, 0.0284921, 0.951116) -bones/50/position = Vector3(-1.48779e-07, 0.1276, 5.9139e-08) -bones/50/rotation = Quaternion(-8.73115e-08, 2.7474e-08, -1.28057e-07, 1) -bones/51/position = Vector3(1.9461e-07, 0.127601, 6.06248e-08) -bones/51/rotation = Quaternion(-0.00824876, 0.000270832, 0.032867, 0.999426) -bones/52/rotation = Quaternion(-0.2563, 0.855859, 0.0299184, -0.448241) -bones/53/rotation = Quaternion(0.694912, 0.107145, -0.103549, 0.703488) -bones/54/rotation = Quaternion(0.74112, -0.00218237, -0.00265409, 0.671363) +bones/46/position = Vector3(-0.00763592, 1.41808, 0.0529702) +bones/46/rotation = Quaternion(-0.509575, 0.218287, 0.374832, 0.743092) +bones/47/position = Vector3(-0.163133, 1.45507, -0.0294819) +bones/47/rotation = Quaternion(-0.0732756, -0.137378, 0.973718, 0.166228) +bones/48/position = Vector3(1.49147e-07, 0.143835, 1.73116e-08) +bones/48/rotation = Quaternion(-6.14769e-08, 0.0176991, -9.65687e-08, 0.999843) +bones/49/position = Vector3(8.75792e-09, 0.143836, -1.04759e-08) +bones/49/rotation = Quaternion(0.328342, 0.0202337, 0.0458229, 0.94323) +bones/50/position = Vector3(-1.37018e-07, 0.127489, 5.43997e-08) +bones/50/rotation = Quaternion(-7.06877e-08, -0.00244596, -1.13008e-07, 0.999997) +bones/51/position = Vector3(1.81555e-07, 0.127489, 4.93946e-08) +bones/51/rotation = Quaternion(-0.00835387, -0.00217926, 0.0268349, 0.999603) +bones/52/rotation = Quaternion(-0.2563, 0.855859, 0.0299185, -0.448241) +bones/53/rotation = Quaternion(0.694912, 0.107145, -0.103548, 0.703488) +bones/54/rotation = Quaternion(0.74112, -0.00218243, -0.00265405, 0.671363) bones/55/rotation = Quaternion(-0.325269, 0.890055, 0.295977, 0.119998) bones/56/rotation = Quaternion(0.514882, 0.11415, -0.114483, 0.841879) bones/57/rotation = Quaternion(0.592004, 0.0381346, 0.0906992, 0.799907) -bones/59/position = Vector3(0.00316943, 0.0987207, 0.0147917) +bones/59/position = Vector3(0.00316941, 0.0987207, 0.0147918) bones/59/rotation = Quaternion(0.138771, -0.704916, 0.15571, 0.677932) -bones/60/rotation = Quaternion(0.579984, 0.0462615, -0.0308755, 0.812727) -bones/61/rotation = Quaternion(0.682777, -0.00174718, -0.00256448, 0.73062) +bones/60/rotation = Quaternion(0.579984, 0.0462614, -0.0308755, 0.812727) +bones/61/rotation = Quaternion(0.682777, -0.00174717, -0.0025645, 0.73062) bones/62/rotation = Quaternion(-0.00426532, -0.736714, -0.0394788, 0.675038) -bones/63/position = Vector3(0.00622955, 0.0926417, -0.0236344) +bones/63/position = Vector3(0.00622955, 0.0926416, -0.0236344) bones/63/rotation = Quaternion(0.104095, -0.719607, 0.186262, 0.660784) bones/64/rotation = Quaternion(0.670693, 0.0163391, -0.0185663, 0.741323) -bones/65/rotation = Quaternion(0.692499, 0.00330364, 0.00403917, 0.7214) +bones/65/rotation = Quaternion(0.692499, 0.00330364, 0.00403915, 0.7214) bones/66/rotation = Quaternion(-0.0684178, -0.72411, -0.0332339, 0.685477) -bones/67/position = Vector3(0.00715371, 0.0679859, -0.0481984) +bones/67/position = Vector3(0.0071537, 0.0679858, -0.0481984) bones/67/rotation = Quaternion(0.108364, -0.768224, 0.166291, 0.608635) bones/68/rotation = Quaternion(0.629954, 0.0295149, 0.0177509, 0.775869) bones/69/rotation = Quaternion(0.816678, -0.0439534, -0.0509861, 0.573155) bones/70/rotation = Quaternion(-0.12906, -0.728937, 0.0250258, 0.67184) -bones/71/position = Vector3(0.127191, 1.34027, -0.0269988) -bones/71/rotation = Quaternion(1.89238e-08, 0.618645, 0.785671, -4.66237e-08) -bones/72/position = Vector3(-0.113426, 1.34027, -0.0269989) -bones/72/rotation = Quaternion(1.89238e-08, 0.618645, 0.785671, -4.66237e-08) +bones/71/position = Vector3(0.131284, 1.33873, -0.0170255) +bones/71/rotation = Quaternion(-0.00161625, 0.60429, 0.796762, -0.00107789) +bones/72/position = Vector3(-0.109309, 1.33794, -0.0175146) +bones/72/rotation = Quaternion(-0.00161614, 0.604211, 0.796822, -0.00107805) [node name="Knight_02" parent="Rig/CharacterRig/GameRig/Skeleton3D" index="1"] visible = false @@ -136,10 +136,10 @@ visible = false visible = true [node name="RightHandBone" parent="Rig" index="2"] -transform = Transform3D(-0.962315, -0.270892, -0.0238454, 0.247477, -0.908725, 0.336118, -0.11272, 0.31755, 0.941518, -0.335903, 0.97153, -0.0524419) +transform = Transform3D(-0.966066, -0.254338, -0.0450501, 0.217973, -0.896328, 0.386114, -0.138583, 0.363192, 0.92135, -0.328629, 0.970591, -0.0189936) [node name="LeftHandBone" parent="Rig" index="3"] -transform = Transform3D(-0.970334, 0.239711, 0.0314789, -0.226046, -0.945695, 0.23359, 0.0857634, 0.219544, 0.971825, 0.344395, 0.962431, -0.0639371) +transform = Transform3D(-0.993941, 0.109764, -0.00572588, -0.103525, -0.917407, 0.384249, 0.0369236, 0.382514, 0.923212, 0.329758, 0.964977, 0.00212026) [node name="tall_shield" parent="Rig/LeftHandBone/OffHandSlot" index="0"] visible = false diff --git a/src/scenes/characters/player.tscn b/src/scenes/characters/player.tscn index 709949d..fb4f0fc 100644 --- a/src/scenes/characters/player.tscn +++ b/src/scenes/characters/player.tscn @@ -46,69 +46,46 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0) [node name="Rig" parent="RigPivot" instance=ExtResource("3_n52bt")] [node name="Skeleton3D" parent="RigPivot/Rig/CharacterRig/GameRig" index="0"] -bones/0/position = Vector3(7.11598e-15, 0.897536, -0.0481735) -bones/0/rotation = Quaternion(0.12582, 1.18262e-07, 1.49989e-08, 0.992053) -bones/1/rotation = Quaternion(-0.0566577, -0.00072973, -0.0117082, 0.998325) -bones/2/position = Vector3(3.20474e-09, 0.146689, -1.95578e-08) -bones/2/rotation = Quaternion(-0.00153614, -0.000411126, 0.00321467, 0.999994) -bones/3/rotation = Quaternion(-0.0962091, -0.000376408, 0.00852023, 0.995325) -bones/4/position = Vector3(3.02934e-10, 0.0925562, 3.91155e-08) -bones/4/rotation = Quaternion(0.276867, 1.54418e-08, 9.09865e-08, 0.960908) -bones/5/rotation = Quaternion(-0.0948564, -2.80691e-14, -2.26155e-08, 0.995491) -bones/6/rotation = Quaternion(-0.156437, -1.17742e-07, -1.86488e-08, 0.987688) -bones/7/position = Vector3(-1.77753e-08, 0.897536, -0.0481734) -bones/7/rotation = Quaternion(-0.0863677, -0.751104, -0.383052, 0.530711) -bones/8/position = Vector3(-6.51103e-08, 0.897536, -0.0481735) -bones/8/rotation = Quaternion(-0.0863677, 0.751104, 0.383052, 0.530711) -bones/9/position = Vector3(0.131144, 0.963741, -0.0351291) -bones/9/rotation = Quaternion(0.99302, 0.0208734, -0.0309484, 0.111879) -bones/10/position = Vector3(-2.36129e-08, 0.26601, -2.14789e-08) -bones/10/rotation = Quaternion(-3.13921e-08, -0.000695086, 1.20449e-08, 1) -bones/11/position = Vector3(-4.6306e-08, 0.26601, 2.42145e-08) -bones/11/rotation = Quaternion(0.42088, -0.000700527, 0.000325171, 0.907116) -bones/12/position = Vector3(3.05151e-08, 0.22603, 5.03768e-08) -bones/12/rotation = Quaternion(-8.19226e-09, -0.00710644, 4.16102e-08, 0.999975) -bones/13/position = Vector3(-2.95495e-08, 0.22603, 2.68392e-09) -bones/13/rotation = Quaternion(-0.751873, 0.0118866, 0.0244057, 0.658749) -bones/15/position = Vector3(-0.131144, 0.963741, -0.0351291) -bones/15/rotation = Quaternion(0.973138, -0.00579333, 0.0273144, 0.228523) -bones/16/position = Vector3(-1.10042e-08, 0.265705, -3.31989e-08) -bones/16/rotation = Quaternion(-3.43227e-08, 0.00314323, 8.33075e-10, 0.999995) -bones/17/position = Vector3(1.83545e-08, 0.265705, 6.98543e-10) -bones/17/rotation = Quaternion(0.444873, 0.00329529, -0.00163701, 0.895586) -bones/18/position = Vector3(1.2807e-08, 0.225719, -8.28774e-09) -bones/18/rotation = Quaternion(-2.29017e-08, -0.00785732, 3.30149e-08, 0.999969) -bones/19/position = Vector3(-1.27748e-08, 0.225719, 1.12004e-08) -bones/19/rotation = Quaternion(-0.688453, -0.0281941, -0.000715942, 0.724732) -bones/21/position = Vector3(0.0251286, 1.42772, 0.0426046) -bones/21/rotation = Quaternion(-0.491987, -0.258546, -0.401, 0.728218) -bones/22/position = Vector3(0.188672, 1.46469, -0.0231734) -bones/22/rotation = Quaternion(0.0484565, -0.159908, 0.974512, -0.14969) -bones/23/rotation = Quaternion(3.74187e-08, -0.0171016, 3.06328e-08, 0.999854) -bones/24/rotation = Quaternion(0.301635, -0.0171023, -0.0184896, 0.953091) -bones/25/rotation = Quaternion(1.49943e-07, -1.20606e-07, 9.91859e-08, 1) -bones/26/rotation = Quaternion(-0.00824883, -0.00027077, -0.0328667, 0.999426) -bones/46/position = Vector3(-0.0113635, 1.42772, 0.0426046) -bones/46/rotation = Quaternion(-0.509839, 0.222086, 0.376119, 0.741132) -bones/47/position = Vector3(-0.167583, 1.46516, -0.0388371) -bones/47/rotation = Quaternion(-0.0729571, -0.137238, 0.973383, 0.16843) -bones/48/rotation = Quaternion(1.602e-07, 0.0151239, 1.37233e-07, 0.999886) -bones/49/rotation = Quaternion(0.33489, 0.0151244, 0.0289739, 0.94169) -bones/50/rotation = Quaternion(-8.73115e-08, 2.7474e-08, -1.28057e-07, 1) -bones/51/rotation = Quaternion(-0.00824876, 0.000270832, 0.032867, 0.999426) -bones/71/position = Vector3(0.127191, 1.34628, -0.026269) -bones/71/rotation = Quaternion(1.93601e-08, 0.612295, 0.790629, -4.63906e-08) -bones/72/position = Vector3(-0.113426, 1.34628, -0.0262691) -bones/72/rotation = Quaternion(1.93601e-08, 0.612295, 0.790629, -4.63905e-08) +bones/0/position = Vector3(3.42696e-15, 0.896489, -0.0481736) +bones/2/rotation = Quaternion(-0.00222335, -0.000422265, 0.0032149, 0.999992) +bones/3/rotation = Quaternion(-0.0968345, -0.000384538, 0.00851983, 0.995264) +bones/4/rotation = Quaternion(0.277419, 1.53073e-08, 9.16828e-08, 0.960749) +bones/6/rotation = Quaternion(-0.155723, -1.17855e-07, -1.79193e-08, 0.987801) +bones/7/position = Vector3(-2.1299e-08, 0.896489, -0.0481734) +bones/8/position = Vector3(-4.01025e-08, 0.896489, -0.0481735) +bones/9/position = Vector3(0.131144, 0.962694, -0.0351291) +bones/9/rotation = Quaternion(0.992921, 0.0209228, -0.0309253, 0.112755) +bones/11/rotation = Quaternion(0.42287, -0.000700608, 0.000327092, 0.90619) +bones/13/rotation = Quaternion(-0.752734, 0.0118897, 0.0244102, 0.657765) +bones/15/position = Vector3(-0.131144, 0.962694, -0.0351291) +bones/15/rotation = Quaternion(0.972934, -0.00583165, 0.0272878, 0.229394) +bones/17/rotation = Quaternion(0.446755, 0.0033064, -0.00165122, 0.894649) +bones/19/rotation = Quaternion(-0.68928, -0.0281984, -0.000656595, 0.723945) +bones/21/position = Vector3(0.0251286, 1.42672, 0.0422261) +bones/21/rotation = Quaternion(-0.493751, -0.25781, -0.399714, 0.727992) +bones/22/position = Vector3(0.18843, 1.46351, -0.0242517) +bones/22/rotation = Quaternion(0.0506715, -0.159567, 0.9744, -0.150053) +bones/23/rotation = Quaternion(5.80698e-08, -0.0152922, 5.38809e-08, 0.999883) +bones/24/rotation = Quaternion(0.29749, -0.0152929, -0.018172, 0.95443) +bones/46/position = Vector3(-0.0113635, 1.42672, 0.0422261) +bones/46/rotation = Quaternion(-0.513008, 0.218555, 0.372878, 0.741632) +bones/47/position = Vector3(-0.166658, 1.46394, -0.0410617) +bones/47/rotation = Quaternion(-0.0780109, -0.136362, 0.972991, 0.169141) +bones/48/rotation = Quaternion(1.95859e-08, 0.0116753, 7.80851e-09, 0.999932) +bones/49/rotation = Quaternion(0.330118, 0.0116759, 0.0289322, 0.943424) +bones/71/position = Vector3(0.127191, 1.34509, -0.0264149) +bones/71/rotation = Quaternion(1.92827e-08, 0.613422, 0.789755, -4.64325e-08) +bones/72/position = Vector3(-0.113426, 1.34509, -0.0264149) +bones/72/rotation = Quaternion(1.92828e-08, 0.613422, 0.789755, -4.64324e-08) [node name="RightHandBone" parent="RigPivot/Rig" index="2"] -transform = Transform3D(-0.962343, -0.270803, -0.0237133, 0.240061, -0.887533, 0.393263, -0.127543, 0.372761, 0.91912, -0.3414, 0.984146, -0.0261846) +transform = Transform3D(-0.962342, -0.270805, -0.0237117, 0.24142, -0.891486, 0.383366, -0.124956, 0.363205, 0.923292, -0.340475, 0.981905, -0.0307815) [node name="LeftHandBone" parent="RigPivot/Rig" index="3"] -transform = Transform3D(-0.970513, 0.239108, 0.0305211, -0.220956, -0.933067, 0.283839, 0.0963466, 0.268726, 0.958386, 0.345483, 0.971752, -0.0462322) +transform = Transform3D(-0.970513, 0.239109, 0.0305209, -0.22183, -0.935488, 0.275051, 0.094319, 0.26017, 0.960945, 0.345241, 0.969934, -0.0494441) [node name="RayAttachment" type="BoneAttachment3D" parent="RigPivot/Rig"] -transform = Transform3D(-0.962343, -0.270803, -0.0237133, 0.240061, -0.887533, 0.393263, -0.127543, 0.372761, 0.91912, -0.3414, 0.984146, -0.0261846) +transform = Transform3D(-0.962342, -0.270805, -0.0237117, 0.24142, -0.891486, 0.383366, -0.124956, 0.363205, 0.923292, -0.340475, 0.981905, -0.0307815) bone_name = "DEF-hand.R" bone_idx = 51 use_external_skeleton = true diff --git a/src/scenes/characters/rig.tscn b/src/scenes/characters/rig.tscn index 7e1bbb1..86da21e 100644 --- a/src/scenes/characters/rig.tscn +++ b/src/scenes/characters/rig.tscn @@ -83,114 +83,114 @@ script = ExtResource("1_n80wy") [node name="CharacterRig" parent="." instance=ExtResource("2_ow4sk")] [node name="Skeleton3D" parent="CharacterRig/GameRig" index="0"] -bones/0/position = Vector3(0.0140593, 0.898822, -0.0195671) -bones/0/rotation = Quaternion(0.140822, 1.18021e-07, 1.67873e-08, 0.990035) -bones/1/rotation = Quaternion(-0.0532227, 0.00156451, 0.0232373, 0.998311) -bones/2/position = Vector3(1.90539e-09, 0.14377, 5.73325e-09) -bones/2/rotation = Quaternion(0.00345358, -0.00116844, -0.023215, 0.999724) -bones/3/position = Vector3(3.33439e-10, 0.188847, -1.07277e-07) -bones/3/rotation = Quaternion(-0.182881, 0.00987481, -0.0362806, 0.982416) -bones/4/position = Vector3(-3.60077e-09, 0.0876191, -1.82989e-09) -bones/4/rotation = Quaternion(0.36008, -0.00620133, 0.113359, 0.925988) -bones/5/rotation = Quaternion(-0.0948566, -2.84715e-09, -6.2381e-08, 0.995491) -bones/6/rotation = Quaternion(-0.168375, -0.0216197, -0.0754177, 0.982596) -bones/7/position = Vector3(0.0140593, 0.898822, -0.019567) -bones/7/rotation = Quaternion(-0.0783242, -0.74522, -0.394377, 0.531958) -bones/8/position = Vector3(0.0140592, 0.898822, -0.0195671) -bones/8/rotation = Quaternion(-0.0783242, 0.74522, 0.394377, 0.531958) -bones/9/position = Vector3(0.145203, 0.964571, -0.00453131) -bones/9/rotation = Quaternion(0.999212, -0.00627247, -0.0354591, -0.0166688) -bones/10/position = Vector3(-1.72955e-08, 0.264687, 1.37854e-08) -bones/10/rotation = Quaternion(-3.53063e-08, -0.00409875, 1.92096e-08, 0.999992) -bones/11/position = Vector3(-2.67353e-08, 0.264687, -1.68611e-08) -bones/11/rotation = Quaternion(0.485793, -0.00381278, 0.00321418, 0.87406) -bones/12/position = Vector3(1.27702e-08, 0.22467, 2.81536e-08) -bones/12/rotation = Quaternion(1.2276e-08, -0.00508189, 5.25094e-08, 0.999987) -bones/13/position = Vector3(-1.97007e-08, 0.22467, 1.33448e-08) -bones/13/rotation = Quaternion(-0.631062, 0.0209205, -0.0164146, 0.775276) -bones/14/position = Vector3(-1.39333e-08, 0.139878, 9.79688e-10) -bones/14/rotation = Quaternion(-0.000100296, 0.967461, -0.253018, -0.000382481) -bones/15/position = Vector3(-0.117084, 0.964571, -0.00453133) -bones/15/rotation = Quaternion(0.952394, -0.00264171, 0.0239404, 0.303916) -bones/16/position = Vector3(-1.43308e-08, 0.265571, -6.92757e-08) -bones/16/rotation = Quaternion(-8.14423e-09, 0.00421438, -3.3253e-08, 0.999991) -bones/17/position = Vector3(1.83513e-08, 0.265571, 1.02388e-08) -bones/17/rotation = Quaternion(0.438936, 0.00422649, -0.00229088, 0.898505) -bones/18/position = Vector3(1.52612e-08, 0.225583, 5.25791e-09) -bones/18/rotation = Quaternion(8.17914e-10, -0.00732776, 1.75348e-08, 0.999973) -bones/19/position = Vector3(-3.56256e-09, 0.225583, 1.20612e-09) -bones/19/rotation = Quaternion(-0.6846, -0.0278374, 0.000639212, 0.728387) -bones/20/position = Vector3(-9.83738e-11, 0.139878, -8.07967e-09) -bones/20/rotation = Quaternion(-9.95554e-05, 0.96746, -0.253025, -0.00038308) -bones/21/position = Vector3(0.0287448, 1.40662, 0.0892201) -bones/21/rotation = Quaternion(-0.495034, -0.238634, -0.42903, 0.716888) -bones/22/position = Vector3(0.193844, 1.4327, 0.022984) -bones/22/rotation = Quaternion(-0.0632854, 0.00517029, 0.990995, -0.117883) -bones/23/position = Vector3(-5.07683e-09, 0.142328, -5.71693e-08) -bones/23/rotation = Quaternion(4.16081e-08, -0.0586896, 2.86627e-08, 0.998276) -bones/24/position = Vector3(-5.71978e-08, 0.142328, 1.52782e-08) -bones/24/rotation = Quaternion(0.409209, -0.0685599, -0.168008, 0.894215) -bones/25/position = Vector3(-2.47517e-08, 0.125926, 1.45903e-08) -bones/25/rotation = Quaternion(-8.76819e-08, 0.0418146, 9.10994e-08, 0.999125) -bones/26/position = Vector3(2.00073e-08, 0.125926, -2.91277e-09) -bones/26/rotation = Quaternion(-0.0202571, 0.0418303, -0.149081, 0.987732) -bones/28/rotation = Quaternion(0.702583, -0.00093979, -0.0013355, 0.7116) -bones/29/rotation = Quaternion(0.741121, 0.00218266, 0.00265398, 0.671363) -bones/30/rotation = Quaternion(0.325269, 0.890055, 0.295977, -0.119997) -bones/31/rotation = Quaternion(0.514882, -0.114149, 0.114483, 0.841879) -bones/32/rotation = Quaternion(0.592004, -0.038135, -0.0906987, 0.799907) -bones/34/position = Vector3(-0.00316937, 0.0987207, 0.0147917) -bones/34/rotation = Quaternion(-0.0674701, 0.718446, 0.0663964, 0.689112) -bones/35/rotation = Quaternion(0.580803, -0.00089188, -0.00149751, 0.814042) -bones/36/rotation = Quaternion(0.682777, 0.00174519, 0.00256615, 0.73062) -bones/37/rotation = Quaternion(-0.00426508, 0.736714, 0.0394785, 0.675038) -bones/38/position = Vector3(-0.00622955, 0.0926415, -0.0236344) -bones/38/rotation = Quaternion(-0.109873, 0.743351, 0.0333505, 0.658973) -bones/39/rotation = Quaternion(0.630039, 0.00151964, 0.00237907, 0.776559) -bones/40/rotation = Quaternion(0.652643, -0.00308124, -0.00421062, 0.757647) -bones/41/rotation = Quaternion(-0.0684175, 0.72411, 0.0332339, 0.685477) -bones/42/position = Vector3(-0.0071537, 0.0679858, -0.0481984) +bones/0/position = Vector3(3.18103e-15, 0.896159, -0.0481736) +bones/0/rotation = Quaternion(0.12582, 1.18262e-07, 1.49989e-08, 0.992053) +bones/1/rotation = Quaternion(-0.0566577, -0.00072973, -0.0117082, 0.998325) +bones/2/position = Vector3(3.20474e-09, 0.146689, -1.95578e-08) +bones/2/rotation = Quaternion(-0.00244136, -0.000425799, 0.00321497, 0.999992) +bones/3/position = Vector3(-2.01263e-09, 0.202058, -2.51457e-08) +bones/3/rotation = Quaternion(-0.0970311, -0.000387092, 0.00851971, 0.995245) +bones/4/position = Vector3(3.02934e-10, 0.0925562, 3.91155e-08) +bones/4/rotation = Quaternion(0.277594, 1.51297e-08, 9.23727e-08, 0.960698) +bones/5/rotation = Quaternion(-0.0948564, -2.80691e-14, -2.26155e-08, 0.995491) +bones/6/rotation = Quaternion(-0.155497, -1.17852e-07, -1.794e-08, 0.987836) +bones/7/position = Vector3(-2.24072e-08, 0.896159, -0.0481735) +bones/7/rotation = Quaternion(-0.0863677, -0.751104, -0.383052, 0.530711) +bones/8/position = Vector3(-3.50941e-08, 0.896159, -0.0481735) +bones/8/rotation = Quaternion(-0.0863677, 0.751104, 0.383052, 0.530711) +bones/9/position = Vector3(0.131144, 0.962364, -0.0351291) +bones/9/rotation = Quaternion(0.99289, 0.0209383, -0.030918, 0.113029) +bones/10/position = Vector3(-2.36129e-08, 0.26601, -2.14789e-08) +bones/10/rotation = Quaternion(-3.13921e-08, -0.000695086, 1.20449e-08, 1) +bones/11/position = Vector3(-4.6306e-08, 0.26601, 2.42145e-08) +bones/11/rotation = Quaternion(0.423501, -0.000700628, 0.0003277, 0.905895) +bones/12/position = Vector3(3.05151e-08, 0.22603, 5.03768e-08) +bones/12/rotation = Quaternion(-8.19226e-09, -0.00710644, 4.16102e-08, 0.999975) +bones/13/position = Vector3(-2.95495e-08, 0.22603, 2.68392e-09) +bones/13/rotation = Quaternion(-0.753007, 0.0118907, 0.0244117, 0.657452) +bones/14/position = Vector3(-3.05481e-08, 0.139877, 1.64787e-08) +bones/14/rotation = Quaternion(-9.66743e-05, 0.967474, -0.252972, -0.000383447) +bones/15/position = Vector3(-0.131144, 0.962364, -0.0351291) +bones/15/rotation = Quaternion(0.972863, -0.00584493, 0.0272785, 0.229695) +bones/16/position = Vector3(-1.10042e-08, 0.265705, -3.31989e-08) +bones/16/rotation = Quaternion(-3.43227e-08, 0.00314323, 8.33075e-10, 0.999995) +bones/17/position = Vector3(1.83545e-08, 0.265705, 6.98543e-10) +bones/17/rotation = Quaternion(0.447349, 0.0033099, -0.00165571, 0.894352) +bones/18/position = Vector3(1.2807e-08, 0.225719, -8.28774e-09) +bones/18/rotation = Quaternion(-2.29017e-08, -0.00785732, 3.30149e-08, 0.999969) +bones/19/position = Vector3(-1.27748e-08, 0.225719, 1.12004e-08) +bones/19/rotation = Quaternion(-0.68954, -0.0281998, -0.000637929, 0.723698) +bones/20/position = Vector3(-1.30142e-08, 0.139877, -2.77457e-09) +bones/20/rotation = Quaternion(-9.96472e-05, 0.967461, -0.253021, -0.000383039) +bones/21/position = Vector3(0.0251286, 1.42641, 0.0421057) +bones/21/rotation = Quaternion(-0.494312, -0.257575, -0.399305, 0.727919) +bones/22/position = Vector3(0.188352, 1.46314, -0.0245945) +bones/22/rotation = Quaternion(0.0513757, -0.159459, 0.974363, -0.150169) +bones/23/position = Vector3(-5.41331e-09, 0.143946, -2.98023e-08) +bones/23/rotation = Quaternion(5.49464e-08, -0.0147167, 4.65886e-08, 0.999892) +bones/24/position = Vector3(-6.33301e-08, 0.143946, 4.3873e-08) +bones/24/rotation = Quaternion(0.29617, -0.0147174, -0.0180703, 0.954851) +bones/25/position = Vector3(1.30385e-08, 0.127601, 6.51926e-09) +bones/25/rotation = Quaternion(1.49943e-07, -1.20606e-07, 9.91859e-08, 1) +bones/26/position = Vector3(2.06034e-08, 0.127601, 2.42761e-08) +bones/26/rotation = Quaternion(-0.00824883, -0.00027077, -0.0328667, 0.999426) +bones/28/rotation = Quaternion(0.702583, -0.000939743, -0.00133552, 0.7116) +bones/29/rotation = Quaternion(0.741121, 0.00218291, 0.00265381, 0.671363) +bones/30/rotation = Quaternion(0.32527, 0.890055, 0.295977, -0.119997) +bones/31/rotation = Quaternion(0.514882, -0.114149, 0.114482, 0.841879) +bones/32/rotation = Quaternion(0.592003, -0.0381348, -0.090699, 0.799907) +bones/34/position = Vector3(-0.00316938, 0.0987206, 0.0147918) +bones/34/rotation = Quaternion(-0.0674699, 0.718446, 0.0663966, 0.689112) +bones/35/rotation = Quaternion(0.580803, -0.000892135, -0.0014975, 0.814042) +bones/36/rotation = Quaternion(0.682777, 0.00174509, 0.00256596, 0.73062) +bones/37/rotation = Quaternion(-0.00426514, 0.736714, 0.0394785, 0.675038) +bones/38/position = Vector3(-0.00622951, 0.0926415, -0.0236344) +bones/38/rotation = Quaternion(-0.109873, 0.743351, 0.0333507, 0.658973) +bones/39/rotation = Quaternion(0.630039, 0.00151959, 0.00237944, 0.776559) +bones/40/rotation = Quaternion(0.652643, -0.00308142, -0.00421108, 0.757648) +bones/41/rotation = Quaternion(-0.0684174, 0.72411, 0.0332337, 0.685478) +bones/42/position = Vector3(-0.00715362, 0.0679857, -0.0481983) bones/42/rotation = Quaternion(-0.120913, 0.799109, 0.0358921, 0.587807) -bones/43/rotation = Quaternion(0.498693, -0.0202706, -0.0256952, 0.866161) -bones/44/rotation = Quaternion(0.715385, 0.0353061, 0.0573143, 0.695481) -bones/45/rotation = Quaternion(-0.129059, 0.728936, -0.025026, 0.67184) -bones/46/position = Vector3(-0.00754272, 1.40917, 0.0902036) -bones/46/rotation = Quaternion(-0.478349, 0.269796, 0.369044, 0.749799) -bones/47/position = Vector3(-0.166029, 1.45873, 0.0241982) -bones/47/rotation = Quaternion(-0.154885, -0.291777, 0.90641, 0.263244) -bones/48/position = Vector3(3.3883e-09, 0.143428, 4.35032e-08) -bones/48/rotation = Quaternion(3.80958e-08, 0.00153199, 1.78284e-08, 0.999999) -bones/49/position = Vector3(1.70553e-08, 0.143428, 2.30038e-08) -bones/49/rotation = Quaternion(0.33034, 0.0141226, 0.190567, 0.924316) -bones/50/position = Vector3(-9.34286e-08, 0.127074, 3.68351e-08) -bones/50/rotation = Quaternion(-7.50417e-08, -0.0210312, -9.77642e-08, 0.999779) -bones/51/position = Vector3(1.33174e-07, 0.127074, 7.77374e-09) -bones/51/rotation = Quaternion(0.1739, -0.0211118, 0.0284399, 0.984126) -bones/52/rotation = Quaternion(-0.2563, 0.855859, 0.0299185, -0.448241) -bones/53/rotation = Quaternion(0.694912, 0.107145, -0.103548, 0.703488) -bones/54/rotation = Quaternion(0.741121, -0.00218271, -0.00265401, 0.671363) +bones/43/rotation = Quaternion(0.498693, -0.0202705, -0.0256953, 0.866161) +bones/44/rotation = Quaternion(0.715385, 0.035306, 0.0573145, 0.695481) +bones/45/rotation = Quaternion(-0.129059, 0.728936, -0.0250259, 0.67184) +bones/46/position = Vector3(-0.0113635, 1.42641, 0.0421056) +bones/46/rotation = Quaternion(-0.514014, 0.21743, 0.371846, 0.741784) +bones/47/position = Vector3(-0.166361, 1.46355, -0.041768) +bones/47/rotation = Quaternion(-0.0796176, -0.136082, 0.972861, 0.169366) +bones/48/position = Vector3(1.88476e-07, 0.143946, 1.02445e-08) +bones/48/rotation = Quaternion(-1.32489e-08, 0.0105782, -3.48093e-08, 0.999944) +bones/49/position = Vector3(6.5191e-09, 0.143946, -1.95094e-08) +bones/49/rotation = Quaternion(0.328598, 0.0105787, 0.0289164, 0.943968) +bones/50/position = Vector3(-1.48779e-07, 0.1276, 5.9139e-08) +bones/50/rotation = Quaternion(-8.73115e-08, 2.7474e-08, -1.28057e-07, 1) +bones/51/position = Vector3(1.9461e-07, 0.127601, 6.06248e-08) +bones/51/rotation = Quaternion(-0.00824876, 0.000270832, 0.032867, 0.999426) +bones/52/rotation = Quaternion(-0.2563, 0.855859, 0.0299184, -0.448241) +bones/53/rotation = Quaternion(0.694912, 0.107145, -0.103549, 0.703488) +bones/54/rotation = Quaternion(0.74112, -0.00218237, -0.00265409, 0.671363) bones/55/rotation = Quaternion(-0.325269, 0.890055, 0.295977, 0.119998) bones/56/rotation = Quaternion(0.514882, 0.11415, -0.114483, 0.841879) -bones/57/rotation = Quaternion(0.592004, 0.0381347, 0.0906991, 0.799907) -bones/59/position = Vector3(0.00316937, 0.0987207, 0.0147919) +bones/57/rotation = Quaternion(0.592004, 0.0381346, 0.0906992, 0.799907) +bones/59/position = Vector3(0.00316943, 0.0987207, 0.0147917) bones/59/rotation = Quaternion(0.138771, -0.704916, 0.15571, 0.677932) -bones/60/rotation = Quaternion(0.579984, 0.0462614, -0.0308755, 0.812727) -bones/61/rotation = Quaternion(0.682777, -0.00174714, -0.00256456, 0.73062) -bones/62/rotation = Quaternion(-0.00426534, -0.736714, -0.0394788, 0.675038) -bones/63/position = Vector3(0.00622955, 0.0926414, -0.0236344) -bones/63/rotation = Quaternion(0.104096, -0.719607, 0.186262, 0.660784) +bones/60/rotation = Quaternion(0.579984, 0.0462615, -0.0308755, 0.812727) +bones/61/rotation = Quaternion(0.682777, -0.00174718, -0.00256448, 0.73062) +bones/62/rotation = Quaternion(-0.00426532, -0.736714, -0.0394788, 0.675038) +bones/63/position = Vector3(0.00622955, 0.0926417, -0.0236344) +bones/63/rotation = Quaternion(0.104095, -0.719607, 0.186262, 0.660784) bones/64/rotation = Quaternion(0.670693, 0.0163391, -0.0185663, 0.741323) -bones/65/rotation = Quaternion(0.692499, 0.00330366, 0.0040391, 0.7214) -bones/66/rotation = Quaternion(-0.0684177, -0.72411, -0.0332339, 0.685477) -bones/67/position = Vector3(0.00715367, 0.0679857, -0.0481984) +bones/65/rotation = Quaternion(0.692499, 0.00330364, 0.00403917, 0.7214) +bones/66/rotation = Quaternion(-0.0684178, -0.72411, -0.0332339, 0.685477) +bones/67/position = Vector3(0.00715371, 0.0679859, -0.0481984) bones/67/rotation = Quaternion(0.108364, -0.768224, 0.166291, 0.608635) -bones/68/rotation = Quaternion(0.629954, 0.0295148, 0.017751, 0.775869) +bones/68/rotation = Quaternion(0.629954, 0.0295149, 0.0177509, 0.775869) bones/69/rotation = Quaternion(0.816678, -0.0439534, -0.0509861, 0.573155) bones/70/rotation = Quaternion(-0.12906, -0.728937, 0.0250258, 0.67184) -bones/71/position = Vector3(0.123263, 1.32509, 0.0113221) -bones/71/rotation = Quaternion(0.0290692, 0.577285, 0.815667, 0.0241659) -bones/72/position = Vector3(-0.116005, 1.34191, 0.0178072) -bones/72/rotation = Quaternion(0.0290692, 0.577285, 0.815667, 0.0241659) +bones/71/position = Vector3(0.127191, 1.34471, -0.0264612) +bones/71/rotation = Quaternion(1.92581e-08, 0.613781, 0.789477, -4.64458e-08) +bones/72/position = Vector3(-0.113426, 1.34471, -0.0264613) +bones/72/rotation = Quaternion(1.92586e-08, 0.613774, 0.789482, -4.64455e-08) [node name="Knight_01" parent="CharacterRig/GameRig/Skeleton3D" index="0"] visible = false @@ -205,10 +205,10 @@ visible = false root_node = NodePath("../CharacterRig") tree_root = SubResource("AnimationNodeStateMachine_mq48a") anim_player = NodePath("../CharacterRig/AnimationPlayer") -parameters/MoveSpace/blend_position = -0.786036 +parameters/MoveSpace/blend_position = -1.0 [node name="RightHandBone" type="BoneAttachment3D" parent="."] -transform = Transform3D(-0.965485, -0.253821, -0.0584302, 0.19966, -0.865306, 0.459763, -0.167257, 0.432228, 0.886117, -0.344329, 1.01654, -0.127315) +transform = Transform3D(-0.962342, -0.270804, -0.023713, 0.241844, -0.892723, 0.380208, -0.124131, 0.360156, 0.924597, -0.340178, 0.981195, -0.0322447) bone_name = "DEF-hand.R" bone_idx = 51 use_external_skeleton = true @@ -220,7 +220,7 @@ transform = Transform3D(0.16656, 0.0770401, -0.983017, -0.982939, 0.0918653, -0. [node name="longsword" parent="RightHandBone/WeaponSlot" instance=ExtResource("3_dka8l")] [node name="LeftHandBone" type="BoneAttachment3D" parent="."] -transform = Transform3D(-0.915212, -0.391671, -0.0947697, 0.188873, -0.624672, 0.757701, -0.35597, 0.675558, 0.645683, 0.233604, 0.996937, 0.223621) +transform = Transform3D(-0.970513, 0.239108, 0.0305211, -0.222103, -0.936243, 0.272251, 0.0936726, 0.257444, 0.961742, 0.345163, 0.969359, -0.0504669) bone_name = "DEF-hand.L" bone_idx = 26 use_external_skeleton = true diff --git a/src/scenes/levels/level.tscn b/src/scenes/levels/level.tscn index a60c25f..2ce2abf 100644 --- a/src/scenes/levels/level.tscn +++ b/src/scenes/levels/level.tscn @@ -96,11 +96,6 @@ transform = Transform3D(0.910214, 0, 0.414137, 0, 1, 0, -0.414137, 0, 0.910214, [node name="tree_group_vege" parent="Vegetation" instance=ExtResource("5_eyekk")] transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 6.01405, 3.8147e-06, 6.12766) -[node name="OmniLight3D" type="OmniLight3D" parent="Vegetation"] -transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -9.8535, 4.698, 7.48507) -light_color = Color(0.976179, 0.672277, 0.443964, 1) -omni_range = 3.44465 - [node name="Enemies" type="Node3D" parent="."] [node name="Enemy1" parent="Enemies" instance=ExtResource("6_uvsco")] diff --git a/src/scripts/characters/attack_cast.gd b/src/scripts/characters/attack_cast.gd index 0109352..0ad1f0e 100644 --- a/src/scripts/characters/attack_cast.gd +++ b/src/scripts/characters/attack_cast.gd @@ -1,10 +1,10 @@ extends RayCast3D -func deal_damage() -> void: +func deal_damage(damage: float) -> void: if !is_colliding(): return var collider = get_collider() if collider is Enemy: - collider.health_component.take_damage(15.0) + collider.health_component.take_damage(damage) add_exception(collider) diff --git a/src/scripts/characters/dash.gd b/src/scripts/characters/dash.gd index ab40af9..1a5beab 100644 --- a/src/scripts/characters/dash.gd +++ b/src/scripts/characters/dash.gd @@ -14,7 +14,8 @@ func _physics_process(delta: float) -> void: if direction.is_zero_approx(): return - player.velocity = direction * player.SPEED * speed_multiplier + player.velocity = direction * player.stats.speed.get_modifier() * speed_multiplier + print(player.stats.speed.get_modifier()) time_remaining -= delta if time_remaining <= 0: direction = Vector3.ZERO @@ -34,4 +35,3 @@ func _unhandled_input(event: InputEvent) -> void: particles.emitting = true timer.start(1.0) time_remaining = dash_duration - diff --git a/src/scripts/characters/player.gd b/src/scripts/characters/player.gd index c788173..52a6bd5 100644 --- a/src/scripts/characters/player.gd +++ b/src/scripts/characters/player.gd @@ -2,7 +2,6 @@ extends CharacterBody3D class_name Player -const SPEED: float = 5.0 const JUMP_VELOCITY: float = 4.5 const DECAY: float = 8.0 @@ -63,6 +62,9 @@ func _unhandled_input(event: InputEvent) -> void: if event.is_action_pressed("right_click"): heavy_attack() + if event.is_action_pressed("debug_gain_xp"): + stats.xp += 10_000 + func frame_camera_rotation() -> void: horizontal_pivot.rotate_y(_look.x) vertical_pivot.rotate_x(_look.y) @@ -103,8 +105,8 @@ func handle_idle_physics_frame(delta: float, direction: Vector3) -> void: if !rig.is_idle() and !rig.is_dashing(): return - velocity.x = exponential_decay(velocity.x, direction.x * SPEED, DECAY, delta) - velocity.z = exponential_decay(velocity.z, direction.z * SPEED, DECAY, delta) + velocity.x = exponential_decay(velocity.x, direction.x * stats.speed.get_modifier(), DECAY, delta) + velocity.z = exponential_decay(velocity.z, direction.z * stats.speed.get_modifier(), DECAY, delta) if direction: look_toward_direction(direction, delta) @@ -119,7 +121,7 @@ func handle_slashing_physics_frame(delta: float) -> void: velocity.x = _attack_direction.x * attack_move_speed velocity.z = _attack_direction.z * attack_move_speed look_toward_direction(_attack_direction, delta) - attack_cast.deal_damage() + attack_cast.deal_damage(10.0 + stats.strength.get_modifier()) func handle_overhead_physics_frame() -> void: if !rig.is_overhead(): @@ -133,4 +135,4 @@ func _on_health_component_defeat() -> void: set_physics_process(false) func _on_rig_heavy_attack() -> void: - area_attack.deal_damage(50.0) + area_attack.deal_damage(10.0 + stats.strength.get_modifier())