Survivor_Male_B

pull/2/head
Sascha 2024-05-28 15:10:33 +07:00
parent 281cab2389
commit 531839a802
36 changed files with 7901 additions and 63 deletions

@ -0,0 +1,14 @@
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[node name="Knight_Cape" parent="Rig/Skeleton3D" index="8"]
transform = Transform3D(1, 1.25214e-21, 0, -1.25214e-21, 1, 0, 0, 0, 1, 0, 1.21589, -1.4066e-07)
transform = Transform3D(0.996382, 0.000227505, 0.0849915, -5.63976e-05, 0.999998, -0.00201562, -0.0849918, 0.00200354, 0.99638, 7.77179e-05, 1.18075, 0.00125144)
visible = false
[node name="Knight_Cape" parent="Rig/Skeleton3D/Knight_Cape" index="0"]
@ -31600,9 +31635,9 @@ libraries = {
[node name="AnimationTree" type="AnimationTree" parent="." index="4"]
tree_root = SubResource("AnimationNodeStateMachine_vnar2")
anim_player = NodePath("../AnimationPlayer")
parameters/current_length = 0.0
parameters/current_position = 0.0
parameters/current_delta = 0.0
parameters/current_length = 1.06667
parameters/current_position = 0.436924
parameters/current_delta = 0.0166667
parameters/conditions/blocking = false
parameters/conditions/grounded = false
parameters/conditions/jumping = false
@ -31641,20 +31676,20 @@ parameters/Hit_B/current_length = 0.866667
parameters/Hit_B/current_position = 0.866667
parameters/Hit_B/current_delta = 0.0294314
parameters/IWR/current_length = 1.06667
parameters/IWR/current_position = 0.499997
parameters/IWR/current_position = 0.436924
parameters/IWR/current_delta = 0.0166667
parameters/IWR/blend_position = Vector2(0.000524879, 0.00335574)
parameters/IWR/0/current_length = 1.06667
parameters/IWR/0/current_position = 0.499997
parameters/IWR/0/current_position = 0.436924
parameters/IWR/0/current_delta = 0.0166667
parameters/IWR/1/current_length = 0.8
parameters/IWR/1/current_position = 0.766667
parameters/IWR/1/current_position = 0.436944
parameters/IWR/1/current_delta = 0.0166667
parameters/IWR/2/current_length = 1.06667
parameters/IWR/2/current_position = 0.408754
parameters/IWR/2/current_delta = 0.0166667
parameters/IWR/3/current_length = 0.8
parameters/IWR/3/current_position = 0.766667
parameters/IWR/3/current_position = 0.436944
parameters/IWR/3/current_delta = 0.0166667
parameters/IWR/4/current_length = 0.8
parameters/IWR/4/current_position = 0.61058

@ -170,43 +170,34 @@ transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 0,
bones/0/rotation = Quaternion(-8.55849e-09, -0.000274705, -1.25818e-11, 1)
bones/1/position = Vector3(2.7111e-19, 0.391034, 7.50338e-16)
bones/1/rotation = Quaternion(5.2944e-05, 0.0425452, 3.43062e-05, 0.999095)
bones/1/scale = Vector3(1, 1, 1)
bones/2/position = Vector3(5.98821e-12, 0.191978, -2.81141e-12)
bones/2/rotation = Quaternion(-3.039e-05, 0.00390253, 0.000187358, 0.999992)
bones/2/scale = Vector3(1, 1, 1)
bones/3/position = Vector3(-1.41719e-11, 0.374988, 2.56119e-11)
bones/3/rotation = Quaternion(3.00442e-05, 8.06943e-05, 0.000550359, 1)
bones/3/scale = Vector3(1, 1, 1)
bones/4/position = Vector3(0.211998, 0.134122, -2.31894e-05)
bones/4/rotation = Quaternion(-0.560138, -0.063387, -0.645012, 0.515934)
bones/4/scale = Vector3(0.999999, 0.999999, 1)
bones/5/position = Vector3(4.27124e-08, 0.241897, -1.72472e-07)
bones/5/rotation = Quaternion(2.06733e-07, 5.95849e-08, -0.493073, 0.869988)
bones/5/scale = Vector3(1, 1, 1)
bones/6/position = Vector3(1.43398e-08, 0.260044, -2.47846e-08)
bones/6/rotation = Quaternion(-2.29225e-07, 3.87405e-08, 0.0266581, 0.999645)
bones/6/scale = Vector3(1, 1, 1)
bones/7/position = Vector3(-7.1782e-09, 0.0738259, -1.0869e-08)
bones/7/rotation = Quaternion(-0.321466, -0.325182, 0.140302, 0.878198)
bones/7/scale = Vector3(1, 1, 1)
bones/8/position = Vector3(9.24143e-10, 0.0961252, -0.0575)
bones/8/rotation = Quaternion(0.000120101, 0.000128627, -0.706295, 0.707918)
bones/8/scale = Vector3(1, 1, 1)
bones/9/position = Vector3(-0.212004, 0.134125, -2.23118e-05)
bones/9/rotation = Quaternion(-0.619337, 0.0829372, 0.615229, 0.480663)
bones/9/scale = Vector3(0.999999, 0.999999, 1)
bones/10/position = Vector3(-4.04491e-08, 0.241897, -5.30697e-08)
bones/10/rotation = Quaternion(1.94598e-07, -1.11749e-07, 0.517934, 0.855421)
bones/10/scale = Vector3(1, 1, 1)
bones/11/position = Vector3(-3.84913e-08, 0.260044, 1.39398e-08)
bones/11/rotation = Quaternion(-2.17454e-07, -1.26836e-08, -0.0266581, 0.999645)
bones/11/scale = Vector3(1, 1, 1)
bones/12/position = Vector3(-1.3659e-08, 0.0738259, -6.36405e-08)
bones/12/rotation = Quaternion(-0.315154, 0.304136, -0.223762, 0.870695)
bones/12/scale = Vector3(1, 1, 1)
bones/13/position = Vector3(-1.97277e-08, 0.0961251, -0.0575)
bones/13/rotation = Quaternion(0.00028791, 0.000331383, 0.706674, 0.707539)
bones/13/scale = Vector3(1, 1, 1)
bones/14/position = Vector3(-1.24879e-11, 0.268797, 4.0423e-15)
bones/14/rotation = Quaternion(0.000529557, -0.0308949, -1.92212e-05, 0.999523)
bones/16/position = Vector3(0.170945, 0.113587, 0.00026014)
@ -214,7 +205,6 @@ bones/16/rotation = Quaternion(0.993781, 0.0821067, 0.0730142, 0.0180635)
bones/16/scale = Vector3(1, 1, 1)
bones/17/position = Vector3(3.92422e-08, 0.227078, -1.35528e-10)
bones/17/rotation = Quaternion(0.205855, 7.07272e-08, -1.31986e-07, 0.978583)
bones/17/scale = Vector3(1, 1, 1)
bones/18/position = Vector3(4.37849e-08, 0.149437, -6.94943e-09)
bones/18/rotation = Quaternion(-0.523349, -0.206505, 0.0433873, 0.825578)
bones/18/scale = Vector3(1, 1, 0.999999)
@ -226,7 +216,6 @@ bones/20/rotation = Quaternion(0.997296, -0.0291337, 0.031042, 0.0599026)
bones/20/scale = Vector3(1, 1, 1)
bones/21/position = Vector3(-9.67559e-09, 0.227077, -1.42054e-08)
bones/21/rotation = Quaternion(0.286388, -7.12122e-08, 2.00836e-07, 0.958114)
bones/21/scale = Vector3(1, 1, 1)
bones/22/position = Vector3(1.60742e-08, 0.149437, 6.9127e-09)
bones/22/rotation = Quaternion(-0.564174, 0.11293, -0.00839147, 0.817853)
bones/22/scale = Vector3(1, 1, 0.999999)
@ -249,7 +238,6 @@ bones/28/rotation = Quaternion(-0.391084, -1.9452e-08, -4.71066e-08, 0.920355)
bones/28/scale = Vector3(1, 1, 1)
bones/29/position = Vector3(4.40738e-08, 0.16565, -1.00732e-08)
bones/29/rotation = Quaternion(1, -1.43484e-08, 1.98699e-07, -1.03499e-07)
bones/29/scale = Vector3(1, 1, 1)
bones/30/position = Vector3(-1.01971e-08, 1.4023e-08, -1.90554e-08)
bones/30/rotation = Quaternion(4.02062e-08, -6.75533e-12, -1.77594e-08, 1)
bones/31/position = Vector3(-0.170945, 0.292346, 0.575848)
@ -268,10 +256,8 @@ bones/35/rotation = Quaternion(-0.391084, -3.11633e-08, -5.80803e-08, 0.920355)
bones/35/scale = Vector3(1, 1, 1)
bones/36/position = Vector3(6.05823e-09, 0.16565, 1.15316e-08)
bones/36/rotation = Quaternion(1, -1.43787e-09, 1.9332e-07, -8.73225e-08)
bones/36/scale = Vector3(1, 1, 1)
bones/37/position = Vector3(4.5566e-09, -3.13355e-09, -5.74337e-09)
bones/37/rotation = Quaternion(-6.66488e-10, 8.29074e-12, -1.77544e-08, 1)
bones/37/scale = Vector3(1, 1, 1)
bones/38/position = Vector3(0.453379, 1.10355, -0.593026)
bones/38/rotation = Quaternion(-0.707107, 6.4707e-05, 6.47069e-05, 0.707107)
bones/39/position = Vector3(0.520733, 0.788021, -0.0592629)
@ -281,7 +267,6 @@ bones/40/position = Vector3(-0.45384, 1.10345, -0.592593)
bones/40/rotation = Quaternion(-0.707107, 6.4707e-05, 6.47069e-05, 0.707107)
bones/41/position = Vector3(-0.510811, 0.788472, 0.0633181)
bones/41/rotation = Quaternion(-0.762388, 0.00756036, 0.647063, -0.00406021)
bones/41/scale = Vector3(1, 1, 1)
[node name="Skeleton_Warrior_Helmet" parent="Rig/Skeleton3D" index="0"]
transform = Transform3D(0.999527, -0.00142959, 0.0307302, 0.00146878, 0.999998, -0.00125273, -0.0307283, 0.00129728, 0.999527, -0.000553915, 1.20124, 8.32524e-05)

File diff suppressed because one or more lines are too long

@ -0,0 +1,39 @@
[gd_scene load_steps=7 format=3 uid="uid://csuk8r7oi24nd"]
[ext_resource type="Environment" uid="uid://d31wkt76cft8k" path="res://resources/world_environment.tres" id="1_kc7fe"]
[ext_resource type="PackedScene" uid="uid://kv62g7w3iftq" path="res://scenes/survivor_male_b.tscn" id="1_mtl05"]
[ext_resource type="CameraAttributesPractical" uid="uid://cjryeyord6xdd" path="res://resources/camera_attributes.tres" id="2_him0e"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_3jbb7"]
albedo_color = Color(4.63258e-07, 0.314721, 0.0800208, 1)
[sub_resource type="PlaneMesh" id="PlaneMesh_473ws"]
material = SubResource("StandardMaterial3D_3jbb7")
size = Vector2(20, 20)
[sub_resource type="ConcavePolygonShape3D" id="ConcavePolygonShape3D_xxmje"]
data = PackedVector3Array(10, 0, 10, -10, 0, 10, 10, 0, -10, -10, 0, 10, -10, 0, -10, 10, 0, -10)
[node name="TestScene" type="Node3D"]
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = ExtResource("1_kc7fe")
camera_attributes = ExtResource("2_him0e")
[node name="Sun" type="DirectionalLight3D" parent="WorldEnvironment"]
transform = Transform3D(1, 0, 0, 0, 0.605197, 0.796076, 0, -0.796076, 0.605197, -4.86868, 8.33126, 2.18251)
shadow_enabled = true
[node name="ReflectionProbe" type="ReflectionProbe" parent="WorldEnvironment"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 49.8991, 25.834, -30.0061)
size = Vector3(10000, 10000, 1000)
[node name="Ground" type="MeshInstance3D" parent="."]
mesh = SubResource("PlaneMesh_473ws")
[node name="StaticBody3D" type="StaticBody3D" parent="Ground"]
[node name="CollisionShape3D" type="CollisionShape3D" parent="Ground/StaticBody3D"]
shape = SubResource("ConcavePolygonShape3D_xxmje")
[node name="Survivor_Male_B" parent="." instance=ExtResource("1_mtl05")]

@ -0,0 +1,49 @@
extends CharacterBody3D
@onready var anim_tree := $AnimationTree
@onready var anim_state = $AnimationTree.get("parameters/playback")
@onready var spring_arm: SpringArm3D = $SpringArm3D
var jumping := false
var mouse_sensitivity := 0.006
var rotation_speed := 24.0
const SPEED = 5.0
const JUMP_VELOCITY = 4.5
func _input(event: InputEvent) -> void:
#move camera
if event is InputEventMouseMotion:
spring_arm.rotation.x -= event.relative.y * mouse_sensitivity
spring_arm.rotation_degrees.x = clamp(spring_arm.rotation_degrees.x, -90.0, 30.0)
spring_arm.rotation.y -= event.relative.x * mouse_sensitivity
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
jumping = !is_on_floor()
# Handle jump.
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = JUMP_VELOCITY
jumping = true
anim_tree.set("parameters/conditions/jumping", jumping)
anim_tree.set("parameters/conditions/grounded", !jumping)
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var input_dir := Input.get_vector("left", "right", "forward", "back")
var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
anim_state.travel("run")
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
else:
anim_state.travel("idle")
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
move_and_slide()