Compare commits
13 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| b50ca5b919 | |||
| 9032272599 | |||
| a2ef3bfaf0 | |||
| 1ab1071246 | |||
| e5b2b8b8ab | |||
| 2fa8aa9fbc | |||
| 6deb6e29fd | |||
| edc133749f | |||
| 2ed9dbbc52 | |||
| 3456340bb7 | |||
| 6375383373 | |||
| 09f55d3aa7 | |||
| a736adaafb |
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[remap]
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/size_limit=0
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detect_3d/compress_to=1
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@@ -26,6 +26,15 @@
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&"nicknames": ["vesna"],
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&"offset": Vector2(-300, 0),
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&"portraits": {
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"angry": {
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||||
"export_overrides": {
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"image": "\"res://art/characters/Vesna/angry.png\""
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},
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"mirror": false,
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"offset": Vector2(150, 0),
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"scale": 0.65,
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"scene": ""
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},
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"front": {
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"export_overrides": {
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||||
"image": "\"res://art/animation/Vesna2D/Vesna Anims Sequences/F01-Idle/0001.png\""
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@@ -52,6 +61,42 @@
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"offset": Vector2(0, 0),
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"scale": 1.0,
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"scene": ""
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},
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"sad": {
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"export_overrides": {
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"image": "\"res://art/characters/Vesna/sad.png\""
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},
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"mirror": false,
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"offset": Vector2(150, 0),
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"scale": 0.65,
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"scene": ""
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},
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"smile": {
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"export_overrides": {
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"image": "\"res://art/characters/Vesna/smile.png\""
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},
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"mirror": false,
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"offset": Vector2(150, 0),
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"scale": 0.65,
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"scene": ""
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},
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"surprise": {
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"export_overrides": {
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"image": "\"res://art/characters/Vesna/surprise.png\""
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},
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"mirror": false,
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"offset": Vector2(150, 0),
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"scale": 0.65,
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"scene": ""
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},
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"surprised": {
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"export_overrides": {
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"image": "\"res://art/characters/Vesna/surprised.png\""
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},
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"mirror": false,
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"offset": Vector2(150, 0),
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"scale": 0.65,
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"scene": ""
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}
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},
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&"scale": 1.0
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@@ -1,5 +1,5 @@
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join Yeli right
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join vesna left
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join vesna (surprise) left
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[quest_complete quest_resource="res://resources/quests/demo/1_talk_yeli_1.tres"]
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Yeli (_part_side): Come here, you little quacking beast!
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- What a mess!
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@@ -14,5 +14,9 @@ position = Vector2(23, -96)
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scale = Vector2(0.547474, 0.547474)
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texture = SubResource("AtlasTexture_ane0o")
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[node name="CollisionShape2D" parent="TargetSelection/Click" index="0"]
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position = Vector2(25.215, -195)
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scale = Vector2(0.72370636, 1)
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[node name="Sprite2D" parent="TargetSelection/HoverIndicator" index="0"]
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position = Vector2(1, -126)
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position = Vector2(0.84, -126)
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+2
-2
@@ -186,8 +186,8 @@ directories/tres_directory={
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[display]
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window/size/viewport_width=1980
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window/size/viewport_height=1020
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window/size/viewport_width=1920
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window/size/viewport_height=1080
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window/stretch/mode="viewport"
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window/stretch/aspect="keep_height"
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@@ -12,6 +12,7 @@ public class TargetSelectActionDetail : FighterAction.FighterActionDetail
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// settings
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public required bool selectEnemy;
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public required bool selectAlly;
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public required bool aliveOnly;
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public VisualRange visualRange = VisualRange.Single;
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// result
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@@ -13,7 +13,8 @@ public class AllyAttackAction : FighterAction
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public TargetSelectActionDetail targetSelect = new()
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{
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selectEnemy = true,
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selectAlly = false
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selectAlly = false,
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aliveOnly = true
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};
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public MinigameActionDetail minigameDetail = new();
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@@ -117,11 +117,13 @@ public partial class AllFightersVisual : Node
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if (targetDetail.selectEnemy)
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_fighterVisuals
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.Where(kv => kv.Key.IsInFormation(HappeningData.enemyFighterFormation))
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.Where(kv => !targetDetail.aliveOnly || kv.Key.IsAlive())// if aliveOnly: take where IsAlive
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.ForEach(kv => kv.Value.SetTargetSelectionActive(true));
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if (targetDetail.selectAlly)
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_fighterVisuals
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.Where(kv => kv.Key.IsInFormation(HappeningData.allyFighterFormation))
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.Where(kv => !targetDetail.aliveOnly || kv.Key.IsAlive())// if aliveOnly: take where IsAlive
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.ForEach(kv => kv.Value.SetTargetSelectionActive(true));
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}
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@@ -307,6 +307,11 @@ public partial class FightHappening : Node
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HappeningData.enemyFighterFormation.SetFighterAtPosition(emptySlotIndex, fighter);
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HappeningData.fighterTurn.AddAsLast(fighter);
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}
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if (GD.RandRange(0, 2) != 0) // 2/3 chance for vesna to start
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{
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HappeningData.fighterTurn.SpinBack();
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}
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}
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private void ExecuteNextFighter()
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@@ -99,6 +99,23 @@ public class FighterTurn : IEnumerable<FightWorld.Fighter>
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return false;
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}
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/// <summary>
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/// Sets the current one back
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/// This is an expensive operation, because the entire data structure needs to be circled
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/// </summary>
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public void SpinBack()
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{
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if (_currentNode == null) return;
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var node = _currentNode;
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while (node.next != _currentNode)
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{
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node = node.next;
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}
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_currentNode = node;
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}
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public IEnumerator<FightWorld.Fighter> GetEnumerator()
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{
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if (_currentNode == null) return Enumerable.Empty<FightWorld.Fighter>().GetEnumerator();
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@@ -9,9 +9,15 @@ public partial class SwitchSceneOnFightEnd : Node
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public void OnFightStateEnter(FightHappening.FightState to)
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{
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if (to is FightHappening.FightState.PlayerWin
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or FightHappening.FightState.EnemyWin)
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if (to is FightHappening.FightState.PlayerWin )
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_ = SwitchSceneAfterTime(2.0f);
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if (to is FightHappening.FightState.EnemyWin)
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{
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_fightSceneSwitcher.ExitFight();
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_fightSceneSwitcher.ExitFightWorld();
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}
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}
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private async Task SwitchSceneAfterTime(float seconds)
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Reference in New Issue
Block a user