godot-third-person-basic-scene/PlayerB/Player/Player.tscn

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22 KiB
Text

[gd_scene load_steps=68 format=3 uid="uid://dc6663xbsik21"]
[ext_resource type="PackedScene" path="res://PlayerB/Character/mixamo_character.tscn" id="1_ihvpu"]
[ext_resource type="PackedScene" uid="uid://bfkejs88xm680" path="res://addons/PoseWarping/MotionWarping.tscn" id="2_0jifq"]
[ext_resource type="Script" path="res://addons/AMSG/Components/PlayerGameplayComponent.gd" id="3_jj2if"]
[ext_resource type="PackedScene" uid="uid://cegbfvlakd2rw" path="res://addons/AMSG/Components/Networking.tscn" id="4_8jv5v"]
[ext_resource type="PackedScene" path="res://PlayerB/Player/flashlight/Flashlight.tscn" id="5_euvsl"]
[ext_resource type="Script" path="res://PlayerB/Player/Status.gd" id="6_8h4hk"]
[ext_resource type="Texture2D" uid="uid://dpkisrpco54qj" path="res://PlayerB/Player/UI/Debug/circle.png" id="7_n2d8i"]
[ext_resource type="Texture2D" uid="uid://ijv6wr22hov8" path="res://PlayerB/Player/UI/Debug/direction.png" id="8_t071y"]
[ext_resource type="Texture2D" uid="uid://ck5riwbh478s4" path="res://PlayerB/Player/UI/Debug/velocity.png" id="9_464xm"]
[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_twcy5"]
animation = &"TurnLeft"
[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_a2hmg"]
animation = &"TurnRight"
[sub_resource type="AnimationNodeBlend2" id="AnimationNodeBlend2_1l4w4"]
sync = true
[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_vp77s"]
animation = &"Falling"
[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_r0ju1"]
animation = &"FallingStart"
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_ideig"]
switch_mode = 1
auto_advance = true
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_iqu7g"]
auto_advance = true
[sub_resource type="AnimationNodeStateMachine" id="AnimationNodeStateMachine_gg4yn"]
states/Falling/node = SubResource("AnimationNodeAnimation_vp77s")
states/Falling/position = Vector2(864, 268)
states/FallingStart/node = SubResource("AnimationNodeAnimation_r0ju1")
states/FallingStart/position = Vector2(600, 268)
states/Start/position = Vector2(404, 268)
transitions = ["FallingStart", "Falling", SubResource("AnimationNodeStateMachineTransition_ideig"), "Start", "FallingStart", SubResource("AnimationNodeStateMachineTransition_iqu7g")]
graph_offset = Vector2(116, 80)
[sub_resource type="AnimationNodeBlend2" id="AnimationNodeBlend2_rgrah"]
sync = true
[sub_resource type="AnimationNodeBlend2" id="AnimationNodeBlend2_nh7d2"]
filter_enabled = true
filters = ["Armature/Skeleton3D:Hips", "Armature/Skeleton3D:LeftFoot", "Armature/Skeleton3D:LeftLeg", "Armature/Skeleton3D:LeftToeBase", "Armature/Skeleton3D:LeftUpLeg", "Armature/Skeleton3D:RightFoot", "Armature/Skeleton3D:RightLeg", "Armature/Skeleton3D:RightToeBase", "Armature/Skeleton3D:RightUpLeg"]
sync = true
[sub_resource type="AnimationNodeTransition" id="AnimationNodeTransition_ap4r3"]
sync = true
enabled_inputs = 2
xfade_time = 0.3
input_0/name = "stand"
input_0/auto_advance = false
input_1/name = "crouch"
input_1/auto_advance = false
[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_154hg"]
animation = &"CrouchIdle"
[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_0bv1y"]
animation = &"CrouchWalkingForward"
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_urt4k"]
auto_advance = true
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_6juuf"]
xfade_time = 0.2
switch_mode = 1
advance_condition = &"walking"
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_611fp"]
xfade_time = 0.2
switch_mode = 1
advance_condition = &"idle"
[sub_resource type="AnimationNodeStateMachine" id="AnimationNodeStateMachine_w0g24"]
states/CrouchIdle/node = SubResource("AnimationNodeAnimation_154hg")
states/CrouchIdle/position = Vector2(321, 100)
states/CrouchWalkingForward/node = SubResource("AnimationNodeAnimation_0bv1y")
states/CrouchWalkingForward/position = Vector2(560, 100)
states/Start/position = Vector2(157, 100)
transitions = ["Start", "CrouchIdle", SubResource("AnimationNodeStateMachineTransition_urt4k"), "CrouchIdle", "CrouchWalkingForward", SubResource("AnimationNodeStateMachineTransition_6juuf"), "CrouchWalkingForward", "CrouchIdle", SubResource("AnimationNodeStateMachineTransition_611fp")]
[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_5ouea"]
animation = &"Idle"
[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_q0w1d"]
animation = &"Jogbackward"
[sub_resource type="AnimationNodeTransition" id="AnimationNodeTransition_5puiv"]
enabled_inputs = 2
input_0/name = "Forward"
input_0/auto_advance = false
input_1/name = "Backward"
input_1/auto_advance = false
[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_2fd4a"]
animation = &"JogForward"
[sub_resource type="AnimationNodeBlendTree" id="AnimationNodeBlendTree_fipxh"]
graph_offset = Vector2(-467, 62.6111)
nodes/Backward/node = SubResource("AnimationNodeAnimation_q0w1d")
nodes/Backward/position = Vector2(-100, 220)
nodes/FB/node = SubResource("AnimationNodeTransition_5puiv")
nodes/FB/position = Vector2(140, 140)
nodes/Forward/node = SubResource("AnimationNodeAnimation_2fd4a")
nodes/Forward/position = Vector2(-100, 100)
node_connections = [&"output", 0, &"FB", &"FB", 0, &"Forward", &"FB", 1, &"Backward"]
[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_j4dou"]
animation = &"Run"
[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_o6ga8"]
animation = &"RunToStop"
[sub_resource type="AnimationNodeTimeSeek" id="AnimationNodeTimeSeek_mnurx"]
[sub_resource type="AnimationNodeBlendTree" id="AnimationNodeBlendTree_rd7gb"]
graph_offset = Vector2(-348.252, 95.8945)
nodes/StopAnim/node = SubResource("AnimationNodeAnimation_o6ga8")
nodes/StopAnim/position = Vector2(-260, 180)
nodes/StopSeek/node = SubResource("AnimationNodeTimeSeek_mnurx")
nodes/StopSeek/position = Vector2(-60, 160)
node_connections = [&"output", 0, &"StopSeek", &"StopSeek", 0, &"StopAnim"]
[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_fgiyf"]
animation = &"WalkingBackward"
[sub_resource type="AnimationNodeTransition" id="AnimationNodeTransition_s7sc4"]
enabled_inputs = 2
input_0/name = "Forward"
input_0/auto_advance = false
input_1/name = "Backward"
input_1/auto_advance = false
[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_msank"]
animation = &"Walk"
[sub_resource type="AnimationNodeBlendTree" id="AnimationNodeBlendTree_8bvke"]
graph_offset = Vector2(-440, 10)
nodes/Backward/node = SubResource("AnimationNodeAnimation_fgiyf")
nodes/Backward/position = Vector2(-100, 180)
nodes/FB/node = SubResource("AnimationNodeTransition_s7sc4")
nodes/FB/position = Vector2(140, 100)
nodes/Forward/node = SubResource("AnimationNodeAnimation_msank")
nodes/Forward/position = Vector2(-60, 60)
node_connections = [&"output", 0, &"FB", &"FB", 0, &"Forward", &"FB", 1, &"Backward"]
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_wnbtw"]
xfade_time = 0.2
switch_mode = 2
advance_condition = &"idle"
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_rvsaa"]
advance_condition = &"stop"
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_s0egl"]
xfade_time = 0.2
switch_mode = 1
advance_condition = &"sprinting"
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_xf5i1"]
auto_advance = true
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_nbs2g"]
xfade_time = 0.2
switch_mode = 1
advance_condition = &"walking"
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_rs3n0"]
advance_condition = &"stop"
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_6gab4"]
xfade_time = 0.2
switch_mode = 1
advance_condition = &"running"
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_6m5a2"]
xfade_time = 0.2
switch_mode = 1
advance_condition = &"walking"
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_hy2h2"]
xfade_time = 0.2
switch_mode = 1
advance_condition = &"running"
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_2tyel"]
xfade_time = 0.2
switch_mode = 1
advance_condition = &"sprinting"
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_7h1qf"]
advance_condition = &"stop"
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_4twgu"]
xfade_time = 0.2
switch_mode = 1
advance_condition = &"running"
[sub_resource type="AnimationNodeStateMachine" id="AnimationNodeStateMachine_5xtv7"]
states/Idle/node = SubResource("AnimationNodeAnimation_5ouea")
states/Idle/position = Vector2(137, 278)
states/Jog/node = SubResource("AnimationNodeBlendTree_fipxh")
states/Jog/position = Vector2(687.227, 134)
states/Run/node = SubResource("AnimationNodeAnimation_j4dou")
states/Run/position = Vector2(881, 296)
states/Start/position = Vector2(22, 278)
states/Stopping/node = SubResource("AnimationNodeBlendTree_rd7gb")
states/Stopping/position = Vector2(505, 327)
states/Walk/node = SubResource("AnimationNodeBlendTree_8bvke")
states/Walk/position = Vector2(216.227, 134)
transitions = ["Stopping", "Idle", SubResource("AnimationNodeStateMachineTransition_wnbtw"), "Run", "Stopping", SubResource("AnimationNodeStateMachineTransition_rvsaa"), "Idle", "Run", SubResource("AnimationNodeStateMachineTransition_s0egl"), "Start", "Idle", SubResource("AnimationNodeStateMachineTransition_xf5i1"), "Idle", "Walk", SubResource("AnimationNodeStateMachineTransition_nbs2g"), "Walk", "Stopping", SubResource("AnimationNodeStateMachineTransition_rs3n0"), "Walk", "Jog", SubResource("AnimationNodeStateMachineTransition_6gab4"), "Jog", "Walk", SubResource("AnimationNodeStateMachineTransition_6m5a2"), "Run", "Jog", SubResource("AnimationNodeStateMachineTransition_hy2h2"), "Jog", "Run", SubResource("AnimationNodeStateMachineTransition_2tyel"), "Jog", "Stopping", SubResource("AnimationNodeStateMachineTransition_7h1qf"), "Idle", "Jog", SubResource("AnimationNodeStateMachineTransition_4twgu")]
graph_offset = Vector2(-13.773, 102)
[sub_resource type="AnimationNodeBlendTree" id="AnimationNodeBlendTree_512i8"]
graph_offset = Vector2(-482.415, 81.5292)
nodes/crouch/node = SubResource("AnimationNodeTransition_ap4r3")
nodes/crouch/position = Vector2(100, 180)
nodes/crouching/node = SubResource("AnimationNodeStateMachine_w0g24")
nodes/crouching/position = Vector2(-120, 300)
nodes/standing/node = SubResource("AnimationNodeStateMachine_5xtv7")
nodes/standing/position = Vector2(-120, 40)
node_connections = [&"output", 0, &"crouch", &"crouch", 0, &"standing", &"crouch", 1, &"crouching"]
[sub_resource type="AnimationNodeBlendTree" id="AnimationNodeBlendTree_j336j"]
resource_local_to_scene = true
graph_offset = Vector2(341, 1376)
nodes/AnimTurnLeft/node = SubResource("AnimationNodeAnimation_twcy5")
nodes/AnimTurnLeft/position = Vector2(500, 1540)
nodes/AnimTurnRight/node = SubResource("AnimationNodeAnimation_a2hmg")
nodes/AnimTurnRight/position = Vector2(500, 1660)
nodes/InAir/node = SubResource("AnimationNodeBlend2_1l4w4")
nodes/InAir/position = Vector2(1280, 1380)
nodes/InAirState/node = SubResource("AnimationNodeStateMachine_gg4yn")
nodes/InAirState/position = Vector2(1020, 1680)
nodes/RightOrLeft/node = SubResource("AnimationNodeBlend2_rgrah")
nodes/RightOrLeft/position = Vector2(720, 1560)
nodes/Turn/node = SubResource("AnimationNodeBlend2_nh7d2")
nodes/Turn/position = Vector2(980, 1400)
nodes/VelocityDirection/node = SubResource("AnimationNodeBlendTree_512i8")
nodes/VelocityDirection/position = Vector2(680, 1400)
nodes/output/position = Vector2(1540, 1400)
node_connections = [&"output", 0, &"InAir", &"InAir", 0, &"Turn", &"InAir", 1, &"InAirState", &"RightOrLeft", 0, &"AnimTurnLeft", &"RightOrLeft", 1, &"AnimTurnRight", &"Turn", 0, &"VelocityDirection", &"Turn", 1, &"RightOrLeft"]
[sub_resource type="AnimationNodeStateMachinePlayback" id="AnimationNodeStateMachinePlayback_nfm7u"]
[sub_resource type="AnimationNodeStateMachinePlayback" id="AnimationNodeStateMachinePlayback_tgni3"]
[sub_resource type="AnimationNodeStateMachinePlayback" id="AnimationNodeStateMachinePlayback_44upy"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_ied37"]
resource_local_to_scene = true
radius = 0.375
height = 1.0
[sub_resource type="SkeletonModification3DLookAt" id="SkeletonModification3DLookAt_a3lcm"]
bone_name = "Spine2"
bone_index = 3
target_nodepath = NodePath("../../LookAtObject")
additional_rotation = Vector3(90, 180, 0)
[sub_resource type="SkeletonModificationStack3D" id="SkeletonModificationStack3D_5lshw"]
enabled = true
modification_count = 1
modifications/0 = SubResource("SkeletonModification3DLookAt_a3lcm")
[sub_resource type="SkeletonModification3DStackHolder" id="SkeletonModification3DStackHolder_gp1fd"]
held_modification_stack = SubResource("SkeletonModificationStack3D_5lshw")
[sub_resource type="SkeletonModification3DLookAt" id="SkeletonModification3DLookAt_vsnnr"]
bone_name = "Head"
bone_index = 5
target_nodepath = NodePath("../../LookAtObject")
additional_rotation = Vector3(90, 180, 0)
[sub_resource type="SkeletonModificationStack3D" id="SkeletonModificationStack3D_ckejl"]
enabled = true
modification_count = 1
modifications/0 = SubResource("SkeletonModification3DLookAt_vsnnr")
[sub_resource type="SkeletonModification3DStackHolder" id="SkeletonModification3DStackHolder_3kai3"]
held_modification_stack = SubResource("SkeletonModificationStack3D_ckejl")
[sub_resource type="SkeletonModificationStack3D" id="SkeletonModificationStack3D_nbt4i"]
enabled = true
modification_count = 2
modifications/0 = SubResource("SkeletonModification3DStackHolder_gp1fd")
modifications/1 = SubResource("SkeletonModification3DStackHolder_3kai3")
[sub_resource type="SkeletonModification3DStackHolder" id="SkeletonModification3DStackHolder_c7scx"]
held_modification_stack = SubResource("SkeletonModificationStack3D_nbt4i")
[sub_resource type="SkeletonModificationStack3D" id="SkeletonModificationStack3D_gatbk"]
resource_local_to_scene = true
modification_count = 1
modifications/0 = SubResource("SkeletonModification3DStackHolder_c7scx")
[node name="Character" instance=ExtResource("1_ihvpu")]
[node name="MotionWarping" parent="." index="0" instance=ExtResource("2_0jifq")]
[node name="CharacterMovementComponent" parent="." index="1"]
script = ExtResource("3_jj2if")
networking_path = NodePath("../Networking")
OnePressJump = true
UsingSprintToggle = false
UsingCrouchToggle = true
[node name="CameraComponent" parent="." index="2"]
networking_path = NodePath("../Networking")
[node name="Networking" parent="." index="3" instance=ExtResource("4_8jv5v")]
character_movement_component = NodePath("../CharacterMovementComponent")
[node name="AnimationTree" parent="." index="4"]
tree_root = SubResource("AnimationNodeBlendTree_j336j")
parameters/InAirState/playback = SubResource("AnimationNodeStateMachinePlayback_nfm7u")
parameters/VelocityDirection/crouching/playback = SubResource("AnimationNodeStateMachinePlayback_tgni3")
parameters/VelocityDirection/standing/playback = SubResource("AnimationNodeStateMachinePlayback_44upy")
[node name="CollisionShape3D" parent="." index="5"]
shape = SubResource("CapsuleShape3D_ied37")
[node name="Skeleton3D" parent="Armature" index="0"]
bones/0/position = Vector3(0.0038598, 0.929093, -0.00259958)
bones/0/rotation = Quaternion(-0.0406943, -0.369463, -0.0158722, 0.928219)
bones/1/rotation = Quaternion(-0.0117565, 0.040528, -0.00576336, 0.999093)
bones/2/rotation = Quaternion(0.097935, 0.0823717, -0.00797611, 0.991746)
bones/3/rotation = Quaternion(0.157589, 0.0817538, -0.0129492, 0.98403)
bones/4/rotation = Quaternion(0.120002, -0.00998888, 0.00477149, 0.992712)
bones/5/rotation = Quaternion(-0.0412958, 0.168286, -0.0627462, 0.982872)
bones/9/rotation = Quaternion(-0.485001, -0.525074, 0.572014, -0.402333)
bones/10/rotation = Quaternion(0.526264, -0.0801061, 0.14617, 0.833825)
bones/11/rotation = Quaternion(-0.0106293, 0.095177, 0.445357, 0.890217)
bones/12/rotation = Quaternion(-0.156941, 0.124202, -0.00605504, 0.979748)
bones/13/rotation = Quaternion(0.130908, 0.00446447, -0.0774478, 0.988355)
bones/14/rotation = Quaternion(0.196481, -0.00135914, 0.0150852, 0.980391)
bones/15/rotation = Quaternion(5.537e-09, -1.56462e-07, 7.97777e-06, 1)
bones/17/rotation = Quaternion(0.284786, 0.1138, 0.186841, 0.933294)
bones/18/rotation = Quaternion(-0.00754157, 0.000748705, -0.000678603, 0.999971)
bones/19/rotation = Quaternion(-6.10948e-07, -5.22193e-06, -9.81533e-06, 1)
bones/21/rotation = Quaternion(0.0369005, -0.00557745, 0.0617714, 0.997392)
bones/22/rotation = Quaternion(0.147487, -0.000835881, -0.00629187, 0.989044)
bones/23/rotation = Quaternion(1.95422e-06, -1.9595e-06, -1.66125e-07, 1)
bones/25/rotation = Quaternion(0.271087, -0.0164011, -0.122549, 0.954581)
bones/26/rotation = Quaternion(0.282116, 0.00173259, 0.0247648, 0.959059)
bones/27/rotation = Quaternion(1.28457e-08, -1.11759e-07, 3.06248e-06, 1)
bones/29/rotation = Quaternion(0.297158, -0.0175622, -0.155999, 0.941835)
bones/30/rotation = Quaternion(0.342705, 0.0115073, 0.0499665, 0.938043)
bones/31/rotation = Quaternion(2.01584e-06, -2.01911e-06, 9.92743e-06, 1)
bones/33/rotation = Quaternion(0.539708, -0.482651, 0.54025, 0.428828)
bones/34/rotation = Quaternion(0.510216, 0.088921, 0.0786442, 0.851814)
bones/35/rotation = Quaternion(0.05519, -0.0521666, -0.429558, 0.899841)
bones/36/rotation = Quaternion(0.109864, -0.0160576, -0.0629027, 0.991824)
bones/37/rotation = Quaternion(0.111079, 0.00854033, 0.0245669, 0.993471)
bones/38/rotation = Quaternion(0.289374, 0.00155879, -0.0194257, 0.957018)
bones/39/rotation = Quaternion(1.6691e-08, 3.72529e-08, -7.53335e-06, 1)
bones/41/rotation = Quaternion(0.202562, 0.0248875, -0.228056, 0.952019)
bones/42/rotation = Quaternion(0.00486392, 0.0016431, 0.181315, 0.983412)
bones/43/rotation = Quaternion(1.69501e-06, 4.45172e-06, 1.02064e-05, 1)
bones/45/rotation = Quaternion(0.039051, 0.00981938, 0.0103365, 0.999136)
bones/46/rotation = Quaternion(0.147237, 0.000200287, 0.00967344, 0.989054)
bones/47/rotation = Quaternion(-2.49988e-07, -1.93715e-07, 2.5981e-07, 1)
bones/49/rotation = Quaternion(0.200349, -0.00738569, 0.0658368, 0.977482)
bones/50/rotation = Quaternion(0.333167, -0.00244052, -0.0352797, 0.942204)
bones/51/rotation = Quaternion(-3.47811e-06, -3.27826e-06, -3.25148e-06, 1)
bones/53/rotation = Quaternion(0.207046, -0.0111292, 0.0918823, 0.973943)
bones/54/rotation = Quaternion(0.361855, -0.0127658, -0.0698832, 0.929524)
bones/55/rotation = Quaternion(2.05328e-08, 0, -1.09167e-05, 1)
bones/57/rotation = Quaternion(-0.124954, 0.0145409, 0.983445, 0.130425)
bones/58/rotation = Quaternion(-0.297803, 0.0705927, -0.0190339, 0.951823)
bones/59/rotation = Quaternion(0.595542, 0.0617392, 0.114074, 0.792783)
bones/60/rotation = Quaternion(0.353789, 0.0204575, 0.00399042, 0.935093)
bones/62/rotation = Quaternion(0.0783266, 0.211744, 0.968515, -0.104921)
bones/63/rotation = Quaternion(-0.314069, 0.119462, -0.0379855, 0.941088)
bones/64/rotation = Quaternion(0.490283, -0.0214487, -0.0387526, 0.870437)
bones/65/rotation = Quaternion(0.358932, 0.000747801, -0.0291213, 0.932909)
modification_stack = SubResource("SkeletonModificationStack3D_gatbk")
[node name="flashlight" parent="Armature" index="1" instance=ExtResource("5_euvsl")]
transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 1.12407, 0.156779)
light_energy = 10.0
[node name="Status" type="Control" parent="." index="11"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("6_8h4hk")
[node name="Control" type="Control" parent="Status" index="0"]
layout_mode = 3
anchors_preset = 0
offset_left = 192.847
offset_top = 162.692
offset_right = 232.847
offset_bottom = 202.692
[node name="Circle" type="Sprite2D" parent="Status/Control" index="0"]
scale = Vector2(0.287, 0.287)
texture = ExtResource("7_n2d8i")
[node name="mesh" type="Sprite2D" parent="Status/Control" index="1"]
modulate = Color(1, 0.345098, 0.345098, 1)
scale = Vector2(0.287, 0.287)
texture = ExtResource("8_t071y")
offset = Vector2(112, 0)
[node name="Velocity" type="Sprite2D" parent="Status/Control" index="2"]
scale = Vector2(0.287, 0.287)
texture = ExtResource("9_464xm")
[node name="Direction" type="Sprite2D" parent="Status/Control" index="3"]
scale = Vector2(0.287, 0.287)
texture = ExtResource("8_t071y")
offset = Vector2(112, 0)
[node name="Label" type="Label" parent="Status" index="1"]
offset_left = 500.618
offset_top = 234.989
offset_right = 540.618
offset_bottom = 248.989
theme_override_colors/font_color = Color(0, 0, 0, 1)
[node name="Label2" type="Label" parent="Status" index="2"]
offset_left = 500.618
offset_top = 263.497
offset_right = 540.618
offset_bottom = 277.497
theme_override_colors/font_color = Color(0, 0, 0, 1)
[node name="Label3" type="Label" parent="Status" index="3"]
offset_left = 500.618
offset_top = 291.052
offset_right = 540.618
offset_bottom = 305.052
theme_override_colors/font_color = Color(0, 0, 0, 1)
[node name="Label4" type="Label" parent="Status" index="4"]
offset_left = 500.618
offset_top = 319.561
offset_right = 540.618
offset_bottom = 333.561
theme_override_colors/font_color = Color(0, 0, 0, 1)
[node name="InteractionLabel" type="Label" parent="Status" index="5"]
anchors_preset = 12
anchor_top = 1.0
anchor_right = 1.0
anchor_bottom = 1.0
offset_top = -55.0
grow_horizontal = 2
grow_vertical = 0
theme_override_font_sizes/font_size = 16
text = "Press E to interact"
horizontal_alignment = 1
vertical_alignment = 1
[node name="RichTextLabel" type="RichTextLabel" parent="Status" index="6"]
visible = false
offset_left = 29.0
offset_top = 354.0
offset_right = 400.0
offset_bottom = 803.0
text = " Controls
(W,A,S,D) Move In The Four Directions
(Shift) Sprint
(C) Long Press : Switch First/Third Person View
(C) One Press : Switch Camera Angle (Right Shoulder,Left Shoulder,Head(Center) )
(Space) Jump
(CTRL) Crouch/UnCrouch
(Q) Run (Temporarily)
(F) Interaction
(L) Flashlight"