frame-of-mind/src/dev-util/testing.tscn

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[gd_scene load_steps=10 format=3 uid="uid://bigr0lnen1xdh"]
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[sub_resource type="GDScript" id="GDScript_5hy5u"]
script/source = "extends Node3D
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# Called when the node enters the scene tree for the first time.
func _ready():
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await get_tree().create_timer(1).timeout
$AnimationPlayer.advance(10)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
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pass
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func _on_scene_actors_animation_finished(anim_name):
print_debug(\"yay\")
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"
[sub_resource type="Shader" id="Shader_tcvor"]
code = "shader_type spatial;
void vertex() {
// Called for every vertex the material is visible on.
}
void fragment() {
// Called for every pixel the material is visible on.
}
//void light() {
// Called for every pixel for every light affecting the material.
// Uncomment to replace the default light processing function with this one.
//}
"
[sub_resource type="ShaderMaterial" id="ShaderMaterial_3ik03"]
render_priority = 0
shader = SubResource("Shader_tcvor")
[sub_resource type="PlaneMesh" id="PlaneMesh_4cqhd"]
[sub_resource type="Animation" id="Animation_kdstq"]
length = 0.001
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tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Camera3D:position")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
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"update": 0,
"values": [Vector3(0, -0.058, 0.77)]
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}
[sub_resource type="Animation" id="Animation_wjx7h"]
resource_name = "test"
length = 5.0
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tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Camera3D:position")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 5),
"transitions": PackedFloat32Array(1, 1),
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"update": 0,
"values": [Vector3(0, -0.058, 0.77), Vector3(0, -0.058, 10.97)]
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}
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_l6qbr"]
_data = {
&"RESET": SubResource("Animation_kdstq"),
&"test": SubResource("Animation_wjx7h")
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}
[sub_resource type="Shader" id="Shader_4yqov"]
code = "shader_type spatial;
void vertex() {
// Called for every vertex the material is visible on.
}
void fragment() {
// Called for every pixel the material is visible on.
}
void light() {
DIFFUSE_LIGHT += max(0, dot(NORMAL, LIGHT)) * ATTENUATION * ALBEDO;
}
"
[sub_resource type="ShaderMaterial" id="ShaderMaterial_idyit"]
render_priority = 0
shader = SubResource("Shader_4yqov")
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[node name="Node3D" type="Node3D"]
script = SubResource("GDScript_5hy5u")
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[node name="Camera3D" type="Camera3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 0.987688, -0.156434, 0, 0.156434, 0.987688, 0, -0.058, 0.77)
fov = 18.0
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[node name="MeshInstance3D" type="MeshInstance3D" parent="Camera3D"]
material_override = SubResource("ShaderMaterial_3ik03")
mesh = SubResource("PlaneMesh_4cqhd")
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
libraries = {
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&"": SubResource("AnimationLibrary_l6qbr")
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}
autoplay = "test"
[node name="CSGSphere3D" type="CSGSphere3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 2.04812, 0, 0)
[node name="CSGSphere3D2" type="CSGSphere3D" parent="."]
transform = Transform3D(-0.918846, 0, 0.394615, 0, 1, 0, -0.394615, 0, -0.918846, 3.14472, 0, 0)
material_override = SubResource("ShaderMaterial_idyit")
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
transform = Transform3D(0.144125, -0.969123, 0.20007, 0.566457, 0.246576, 0.786337, -0.81139, 0, 0.584505, 3.14472, 0, 0)
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[connection signal="animation_finished" from="AnimationPlayer" to="." method="_on_scene_actors_animation_finished"]