Demo: Combo attack, better particles and animation tweaks
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Load Diff
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@ -9,8 +9,8 @@
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var/speed/name = "speed"
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var/speed/name = "speed"
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var/speed/type = 3
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var/speed/type = 3
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var/speed/value = 400.0
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var/speed/value = 400.0
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var/speed/hint = 0
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var/speed/hint = 1
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var/speed/hint_string = ""
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var/speed/hint_string = "10,1000,10"
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[node name="AgentEnemy" instance=ExtResource("1_uffd7")]
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[node name="AgentEnemy" instance=ExtResource("1_uffd7")]
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script = ExtResource("2_w7f5y")
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script = ExtResource("2_w7f5y")
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@ -21,7 +21,8 @@ func _unhandled_input(event: InputEvent) -> void:
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func _init_state_machine() -> void:
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func _init_state_machine() -> void:
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hsm.add_transition(idle_state, move_state, idle_state.EVENT_FINISHED)
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hsm.add_transition(idle_state, move_state, idle_state.EVENT_FINISHED)
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hsm.add_transition(move_state, idle_state, move_state.EVENT_FINISHED)
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hsm.add_transition(move_state, idle_state, move_state.EVENT_FINISHED)
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hsm.add_transition(hsm.ANYSTATE, attack_state, "attack!")
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hsm.add_transition(idle_state, attack_state, "attack!")
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hsm.add_transition(move_state, attack_state, "attack!")
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hsm.add_transition(attack_state, move_state, attack_state.EVENT_FINISHED)
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hsm.add_transition(attack_state, move_state, attack_state.EVENT_FINISHED)
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hsm.initialize(self)
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hsm.initialize(self)
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hsm.set_active(true)
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hsm.set_active(true)
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@ -24,4 +24,4 @@ animation = &"walk"
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[node name="AttackState" type="LimboState" parent="LimboHSM" index="2" node_paths=PackedStringArray("animation_player")]
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[node name="AttackState" type="LimboState" parent="LimboHSM" index="2" node_paths=PackedStringArray("animation_player")]
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script = ExtResource("5_mpgu6")
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script = ExtResource("5_mpgu6")
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animation_player = NodePath("../../AnimationPlayer")
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animation_player = NodePath("../../AnimationPlayer")
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animation = &"attack"
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animations = Array[StringName]([&"attack_1", &"attack_2", &"attack_3"])
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@ -1,13 +1,29 @@
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extends LimboState
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extends LimboState
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## Idle state.
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## Attack state: Perform 3-part combo attack for as long as player hits attack button.
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@export var animation_player: AnimationPlayer
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@export var animation_player: AnimationPlayer
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@export var animation: StringName
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@export var animations: Array[StringName]
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var attack_pressed: int
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_echo():
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return
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if event.is_action_pressed("attack"):
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attack_pressed += 1
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func _enter() -> void:
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func _enter() -> void:
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animation_player.play(animation)
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attack_pressed = 0
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for idx in animations.size():
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animation_player.play(animations[idx])
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await animation_player.animation_finished
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await animation_player.animation_finished
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if attack_pressed <= 0 or not is_active():
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# Interrupt combo if player didn't press attack button again,
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# or state is no longer active.
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break
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attack_pressed -= 1
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if is_active():
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if is_active():
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get_root().dispatch(EVENT_FINISHED)
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get_root().dispatch(EVENT_FINISHED)
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@ -1,7 +1,7 @@
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extends LimboState
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extends LimboState
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## Idle state.
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## Idle state.
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@export var animation_player: AnimationPlayer
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@export var animation_player: AnimationPlayer
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@export var animation: StringName
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@export var animation: StringName
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@ -1,13 +1,14 @@
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extends LimboState
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extends LimboState
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## Move state.
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const VERTICAL_FACTOR := 0.8
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const VERTICAL_FACTOR := 0.8
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## Move state.
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@export var animation_player: AnimationPlayer
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@export var animation_player: AnimationPlayer
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@export var animation: StringName
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@export var animation: StringName
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@export var speed: float = 500.0
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@export var speed: float = 500.0
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func _enter() -> void:
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func _enter() -> void:
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animation_player.play(animation, 0.1)
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animation_player.play(animation, 0.1)
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@ -47,7 +47,6 @@ func _damaged(_amount: float) -> void:
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hsm.set_active(true)
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hsm.set_active(true)
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func _die() -> void:
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func _die() -> void:
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animation_player.play(&"death")
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animation_player.play(&"death")
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@ -1,8 +1,8 @@
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class_name Health
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class_name Health
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extends Node
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extends Node
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## Tracks health and emits signal when damaged or dead.
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## Tracks health and emits signal when damaged or dead.
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signal death
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signal death
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signal damaged(amount: float)
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signal damaged(amount: float)
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@ -16,6 +16,9 @@ func _ready() -> void:
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func take_damage(amount: float) -> void:
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func take_damage(amount: float) -> void:
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if _current <= 0:
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return
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_current -= amount
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_current -= amount
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_current = max(_current, 0.0)
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_current = max(_current, 0.0)
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@ -1,14 +1,20 @@
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class_name Hitbox
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class_name Hitbox
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extends Area2D
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extends Area2D
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## Area that deals damage.
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## Area that deals damage.
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@export var damage: float = 1.0
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@export var damage: float = 1.0
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func _init() -> void:
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collision_layer = 0
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collision_mask = 4
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func _ready() -> void:
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func _ready() -> void:
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area_entered.connect(_on_area_entered)
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area_entered.connect(_area_entered)
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func _on_area_entered(area: Area2D) -> void:
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func _area_entered(area: Area2D) -> void:
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var hurtbox := area as Hurtbox
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var hurtbox := area as Hurtbox
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hurtbox.take_damage(damage, self)
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hurtbox.take_damage(damage, self)
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@ -1,11 +1,16 @@
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class_name Hurtbox
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class_name Hurtbox
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extends Area2D
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extends Area2D
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## Area that registers damage.
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## Area that registers damage.
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@export var health: Health
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@export var health: Health
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func _init() -> void:
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collision_layer = 4
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collision_mask = 0
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func take_damage(amount: float, source: Area2D) -> void:
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func take_damage(amount: float, source: Area2D) -> void:
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if source.owner == owner:
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if source.owner == owner:
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# Don't damage yourself.
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# Don't damage yourself.
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@ -1,5 +1,11 @@
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@tool
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@tool
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extends BTAction
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extends BTAction
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## Pursue target.
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##
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## Returns RUNNING, while moving towards target but not yet at the desired distance.
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## Returns SUCCESS, when at the desired distance from target.
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## Returns FAILURE, if target is not a valid instance.
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const TOLERANCE := 30.0
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const TOLERANCE := 30.0
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@ -12,8 +12,8 @@ var/speed/hint = 1
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var/speed/hint_string = "10,1000,10"
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var/speed/hint_string = "10,1000,10"
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[sub_resource type="BBNode" id="BBNode_nrd4b"]
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[sub_resource type="BBNode" id="BBNode_nrd4b"]
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resource_name = "AnimationPlayer"
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saved_value = NodePath("AnimationPlayer")
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saved_value = NodePath("AnimationPlayer")
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resource_name = "AnimationPlayer"
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[sub_resource type="BTPlayAnimation" id="BTPlayAnimation_qiw21"]
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[sub_resource type="BTPlayAnimation" id="BTPlayAnimation_qiw21"]
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animation_player = SubResource("BBNode_nrd4b")
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animation_player = SubResource("BBNode_nrd4b")
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children = [SubResource("BTPlayAnimation_qiw21"), SubResource("BTRandomWait_xlud8")]
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children = [SubResource("BTPlayAnimation_qiw21"), SubResource("BTRandomWait_xlud8")]
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[sub_resource type="BBNode" id="BBNode_wpj6d"]
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[sub_resource type="BBNode" id="BBNode_wpj6d"]
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resource_name = "AnimationPlayer"
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saved_value = NodePath("AnimationPlayer")
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saved_value = NodePath("AnimationPlayer")
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resource_name = "AnimationPlayer"
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[sub_resource type="BTPlayAnimation" id="BTPlayAnimation_olf37"]
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[sub_resource type="BTPlayAnimation" id="BTPlayAnimation_olf37"]
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animation_player = SubResource("BBNode_wpj6d")
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animation_player = SubResource("BBNode_wpj6d")
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script = ExtResource("2_h5db5")
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script = ExtResource("2_h5db5")
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target_var = "_target"
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target_var = "_target"
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speed_var = "speed"
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speed_var = "speed"
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approach_distance = null
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approach_distance = 100.0
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[sub_resource type="BTTimeLimit" id="BTTimeLimit_xek5v"]
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[sub_resource type="BTTimeLimit" id="BTTimeLimit_xek5v"]
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children = [SubResource("BTAction_a4jqi")]
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time_limit = 2.0
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time_limit = 2.0
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children = [SubResource("BTAction_a4jqi")]
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[sub_resource type="BTSequence" id="BTSequence_1xfnq"]
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[sub_resource type="BTSequence" id="BTSequence_1xfnq"]
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custom_name = "Pursue player"
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custom_name = "Pursue player"
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duration = 0.1
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duration = 0.1
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[sub_resource type="BBNode" id="BBNode_s8evu"]
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[sub_resource type="BBNode" id="BBNode_s8evu"]
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resource_name = "AnimationPlayer"
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saved_value = NodePath("AnimationPlayer")
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saved_value = NodePath("AnimationPlayer")
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resource_name = "AnimationPlayer"
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[sub_resource type="BTPlayAnimation" id="BTPlayAnimation_ppmxd"]
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[sub_resource type="BTPlayAnimation" id="BTPlayAnimation_ppmxd"]
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await_completion = 2.0
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await_completion = 2.0
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animation_player = SubResource("BBNode_s8evu")
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animation_player = SubResource("BBNode_s8evu")
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animation_name = &"attack"
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animation_name = &"attack_3"
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[sub_resource type="BTSequence" id="BTSequence_ww5v2"]
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[sub_resource type="BTSequence" id="BTSequence_ww5v2"]
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custom_name = "Melee attack"
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custom_name = "Melee attack"
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[gd_scene load_steps=12 format=3 uid="uid://bsig1usigbbuy"]
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[gd_scene load_steps=11 format=3 uid="uid://bsig1usigbbuy"]
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[ext_resource type="Texture2D" uid="uid://b3g14elmg0m36" path="res://demo/assets/env_rocks.png" id="1_145kx"]
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[ext_resource type="Texture2D" uid="uid://b3g14elmg0m36" path="res://demo/assets/env_rocks.png" id="1_145kx"]
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[ext_resource type="PackedScene" uid="uid://dt2jlrqffpyw" path="res://demo/scenes/clouds.tscn" id="1_gsxmp"]
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[ext_resource type="PackedScene" uid="uid://dt2jlrqffpyw" path="res://demo/scenes/clouds.tscn" id="1_gsxmp"]
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[ext_resource type="PackedScene" uid="uid://bpd1wmw2f7bvg" path="res://demo/props/gong.tscn" id="3_nbto3"]
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[ext_resource type="PackedScene" uid="uid://bpd1wmw2f7bvg" path="res://demo/props/gong.tscn" id="3_nbto3"]
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[ext_resource type="PackedScene" uid="uid://d07ag5dcje13i" path="res://demo/agents/player/player.tscn" id="5_cmgoj"]
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[ext_resource type="PackedScene" uid="uid://d07ag5dcje13i" path="res://demo/agents/player/player.tscn" id="5_cmgoj"]
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[ext_resource type="PackedScene" uid="uid://sjans5psq6pg" path="res://demo/agents/agent_base_enemy.tscn" id="5_knyss"]
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[ext_resource type="PackedScene" uid="uid://sjans5psq6pg" path="res://demo/agents/agent_base_enemy.tscn" id="5_knyss"]
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[ext_resource type="PackedScene" uid="uid://comfxjrcylgb" path="res://demo/agents/agent_melee_simple.tscn" id="7_ruy6b"]
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[sub_resource type="Animation" id="Animation_gwtgs"]
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[sub_resource type="Animation" id="Animation_gwtgs"]
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length = 0.001
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length = 0.001
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y_sort_enabled = true
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y_sort_enabled = true
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metadata/_edit_lock_ = true
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metadata/_edit_lock_ = true
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[node name="AgentMeleeSimple" parent="YSort/Agents" instance=ExtResource("7_ruy6b")]
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position = Vector2(1212, 333)
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[node name="AgentEnemy" parent="YSort/Agents" instance=ExtResource("5_knyss")]
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[node name="AgentEnemy" parent="YSort/Agents" instance=ExtResource("5_knyss")]
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position = Vector2(1527.4, 690.665)
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position = Vector2(1527.4, 690.665)
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[preset.0]
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name="Web"
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platform="Web"
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runnable=true
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dedicated_server=false
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custom_features=""
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export_filter="all_resources"
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include_filter=""
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exclude_filter=""
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export_path=""
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encryption_include_filters=""
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encryption_exclude_filters=""
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encrypt_pck=false
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encrypt_directory=false
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[preset.0.options]
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custom_template/debug=""
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custom_template/release=""
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variant/extensions_support=false
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vram_texture_compression/for_desktop=true
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vram_texture_compression/for_mobile=false
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html/export_icon=true
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html/custom_html_shell=""
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html/head_include=""
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html/canvas_resize_policy=2
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html/focus_canvas_on_start=true
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html/experimental_virtual_keyboard=false
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progressive_web_app/enabled=false
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progressive_web_app/offline_page=""
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progressive_web_app/display=1
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progressive_web_app/orientation=0
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progressive_web_app/icon_144x144=""
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progressive_web_app/icon_180x180=""
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progressive_web_app/icon_512x512=""
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progressive_web_app/background_color=Color(0, 0, 0, 1)
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window/size/viewport_width=1920
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window/size/viewport_width=1920
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window/size/viewport_height=1080
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window/size/viewport_height=1080
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window/size/window_width_override=1280
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window/size/window_height_override=720
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window/stretch/mode="canvas_items"
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[input]
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[input]
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