added a second slot you can equip a weapon to
This commit is contained in:
116
PCs/hero.tscn
116
PCs/hero.tscn
@ -1,4 +1,4 @@
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[gd_scene load_steps=33 format=3 uid="uid://dxgxbtf68lcv5"]
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[gd_scene load_steps=36 format=3 uid="uid://dxgxbtf68lcv5"]
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[ext_resource type="Script" path="res://PCs/hero.gd" id="1_pihpe"]
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[ext_resource type="Resource" uid="uid://b5pc3frhx467q" path="res://PCs/Red/red.tres" id="2_dbyo0"]
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@ -11,6 +11,7 @@
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[ext_resource type="Script" path="res://Scripts/inventory.gd" id="6_cf5ap"]
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[ext_resource type="Texture2D" uid="uid://cjqxkraykhxxk" path="res://PCs/Red/red.png" id="6_yyp8i"]
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[ext_resource type="Script" path="res://Scripts/HUD.gd" id="8_yl6ka"]
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[ext_resource type="Texture2D" uid="uid://ctkixdue3o7ec" path="res://PCs/Red/red_hand.png" id="9_gxh2h"]
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[ext_resource type="Script" path="res://Scripts/on_top_camera.gd" id="11_4sdwe"]
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[ext_resource type="Script" path="res://Scripts/minimap_cam.gd" id="12_3hpi3"]
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[ext_resource type="Texture2D" uid="uid://b6iego7256jf2" path="res://Assets/Textures/wavecounter.png" id="14_l34nu"]
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@ -24,11 +25,6 @@
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_jbu13"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_4d5kf"]
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resource_local_to_scene = true
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atlas = ExtResource("6_yyp8i")
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region = Rect2(0, 0, 96, 96)
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[sub_resource type="Environment" id="Environment_ekmug"]
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[sub_resource type="Animation" id="Animation_2q50p"]
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@ -51,10 +47,21 @@ _data = {
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[sub_resource type="ViewportTexture" id="ViewportTexture_8f12g"]
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viewport_path = NodePath("SubViewport/Head2/LeftHand/SubViewport")
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[sub_resource type="ViewportTexture" id="ViewportTexture_v8f6r"]
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viewport_path = NodePath("SubViewport/Head2/LeftHand/SubViewport2")
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[sub_resource type="ViewportTexture" id="ViewportTexture_xme80"]
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viewport_path = NodePath("SubViewport/Head2/LeftHand/SubViewport3")
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[sub_resource type="Environment" id="Environment_cilxe"]
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background_mode = 1
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background_color = Color(0.282353, 0.615686, 0.278431, 1)
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[sub_resource type="AtlasTexture" id="AtlasTexture_4tsug"]
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resource_local_to_scene = true
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atlas = ExtResource("6_yyp8i")
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region = Rect2(0, 0, 96, 96)
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[sub_resource type="ViewportTexture" id="ViewportTexture_m3ots"]
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viewport_path = NodePath("Nametag")
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@ -79,26 +86,31 @@ shader_parameter/len = 0.015
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shader_parameter/spacing = 0.008
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shader_parameter/spread = 1.0
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[node name="Hero" type="CharacterBody3D" node_paths=PackedStringArray("camera", "gun_camera", "left_hand", "right_hand", "right_hand_animator", "edit_tool", "gauntlet_sprite", "sprite", "interaction_raycast", "inventory", "card", "hud", "movement", "player_name_tag")]
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[node name="Hero" type="CharacterBody3D" node_paths=PackedStringArray("camera", "gun_camera", "left_hand_sprite", "left_hand", "right_hand", "right_hand_animator", "edit_tool", "gauntlet_sprite", "sprite", "hand_sprite", "interaction_raycast", "inventory", "card", "gauntlet_card_1", "gauntlet_card_2", "hud", "movement", "player_name_tag", "weapon_swap_timer")]
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collision_layer = 2
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collision_mask = 37
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script = ExtResource("1_pihpe")
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hero_class = ExtResource("2_dbyo0")
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camera = NodePath("ViewMovement/Head")
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gun_camera = NodePath("SubViewport/Head2")
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left_hand_sprite = NodePath("SubViewport/Head2/LeftHand/Sprite3D")
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left_hand = NodePath("SubViewport/Head2/LeftHand")
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right_hand = NodePath("SubViewport/Head2/RightHand")
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right_hand_animator = NodePath("SubViewport/Head2/RightHand/AnimationPlayer")
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edit_tool = NodePath("ViewMovement/Head/EditTool")
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gauntlet_sprite = NodePath("SubViewport/Head2/RightHand/Gauntlet")
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sprite = NodePath("EightDirectionSprite")
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hand_sprite = NodePath("SubViewport/Head2/LeftHand/SubViewport/Sprite2D")
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interaction_raycast = NodePath("ViewMovement/Head/RayCast3D")
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inventory = NodePath("Inventory")
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card = NodePath("SubViewport/Head2/LeftHand/SubViewport/Node2D")
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gauntlet_card_1 = NodePath("SubViewport/Head2/LeftHand/SubViewport2/Node2D")
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gauntlet_card_2 = NodePath("SubViewport/Head2/LeftHand/SubViewport3/Node2D")
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pause_menu_scene = ExtResource("3_avnsx")
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hud = NodePath("HUD")
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movement = NodePath("PlayerMovement")
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player_name_tag = NodePath("Nametag/Label")
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weapon_swap_timer = NodePath("Timer")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
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@ -128,10 +140,6 @@ collision_mask = 24
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target_position = Vector3(0, 0, -100)
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collision_mask = 65535
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[node name="EightDirectionSprite" parent="." instance=ExtResource("2_ib0t5")]
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transform = Transform3D(2, 0, 0, 0, 2, 0, 0, 0, 2, 0, 0.915529, 0)
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texture = SubResource("AtlasTexture_4d5kf")
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[node name="SubViewport" type="SubViewport" parent="."]
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transparent_bg = true
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size = Vector2i(1920, 1080)
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@ -167,12 +175,46 @@ render_target_update_mode = 4
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[node name="Node2D" parent="SubViewport/Head2/LeftHand/SubViewport" instance=ExtResource("4_mwtvp")]
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[node name="Sprite2D" type="Sprite2D" parent="SubViewport/Head2/LeftHand/SubViewport"]
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texture_filter = 1
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position = Vector2(256, 256)
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scale = Vector2(8, 8)
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texture = ExtResource("9_gxh2h")
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[node name="SubViewport2" type="SubViewport" parent="SubViewport/Head2/LeftHand"]
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transparent_bg = true
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render_target_update_mode = 4
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[node name="Node2D" parent="SubViewport/Head2/LeftHand/SubViewport2" instance=ExtResource("4_mwtvp")]
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visible = false
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[node name="SubViewport3" type="SubViewport" parent="SubViewport/Head2/LeftHand"]
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transparent_bg = true
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render_target_update_mode = 4
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[node name="Node2D" parent="SubViewport/Head2/LeftHand/SubViewport3" instance=ExtResource("4_mwtvp")]
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visible = false
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[node name="Sprite3D" type="Sprite3D" parent="SubViewport/Head2/LeftHand"]
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transform = Transform3D(0.45, 0, 0, 0, 0.45, 0, 0, 0, 0.45, 0.2, 0.19, 0)
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layers = 2
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texture_filter = 0
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texture = SubResource("ViewportTexture_8f12g")
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[node name="Sprite3D2" type="Sprite3D" parent="SubViewport/Head2/LeftHand"]
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transform = Transform3D(0.35, 0, 0, 0, 0.35, 0, 0, 0, 0.35, 4.74969, -0.0599999, 0.0158834)
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layers = 2
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sorting_offset = 1.0
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texture_filter = 0
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texture = SubResource("ViewportTexture_v8f6r")
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[node name="Sprite3D3" type="Sprite3D" parent="SubViewport/Head2/LeftHand"]
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transform = Transform3D(0.35, 0, 0, 0, 0.35, 0, 0, 0, 0.35, 6.03, -0.0599999, 0.0158834)
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layers = 2
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sorting_offset = 1.0
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texture_filter = 0
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texture = SubResource("ViewportTexture_xme80")
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[node name="MiniMapViewport" type="SubViewport" parent="."]
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size = Vector2i(256, 256)
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render_target_update_mode = 4
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@ -186,12 +228,6 @@ size = 15.0
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script = ExtResource("12_3hpi3")
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anchor = NodePath("../..")
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[node name="MinimapIcon" type="Sprite3D" parent="."]
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transform = Transform3D(4, 0, 0, 0, 0.0698095, 3.99939, 0, -3.99939, 0.0698095, 0, 2.86288, 0)
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layers = 4
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texture_filter = 0
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texture = ExtResource("15_nhlam")
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[node name="Nametag" type="SubViewport" parent="."]
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transparent_bg = true
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size = Vector2i(300, 40)
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@ -207,6 +243,16 @@ text = "QUITE LONG PLAYER NAME"
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horizontal_alignment = 1
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vertical_alignment = 1
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[node name="EightDirectionSprite" parent="." instance=ExtResource("2_ib0t5")]
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transform = Transform3D(2, 0, 0, 0, 2, 0, 0, 0, 2, 0, 0.915529, 0)
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texture = SubResource("AtlasTexture_4tsug")
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[node name="MinimapIcon" type="Sprite3D" parent="."]
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transform = Transform3D(4, 0, 0, 0, 0.0698095, 3.99939, 0, -3.99939, 0.0698095, 0, 2.86288, 0)
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layers = 4
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texture_filter = 0
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texture = ExtResource("15_nhlam")
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[node name="Sprite3D" type="Sprite3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2, 0)
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layers = 5
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@ -225,7 +271,7 @@ script = ExtResource("20_cfhw8")
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player = NodePath("..")
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head = NodePath("../ViewMovement")
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[node name="HUD" type="CanvasLayer" parent="." node_paths=PackedStringArray("wave_count", "lives_count", "enemy_count", "currency_count", "crosshair", "minimap", "minimap_cam", "minimap_viewport", "fps_label", "hover_text", "enemy_sprites", "enemy_counts", "weapon_energy_bar")]
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[node name="HUD" type="CanvasLayer" parent="." node_paths=PackedStringArray("wave_count", "lives_count", "enemy_count", "currency_count", "crosshair", "minimap", "minimap_cam", "minimap_viewport", "fps_label", "hover_text", "enemy_sprites", "enemy_counts", "weapon_energy_bar", "offhand_energy_bar")]
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script = ExtResource("8_yl6ka")
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wave_count = NodePath("WaveCount")
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lives_count = NodePath("LivesCount")
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@ -239,7 +285,8 @@ fps_label = NodePath("Label")
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hover_text = NodePath("Label2")
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enemy_sprites = [NodePath("TextureRect4/TextureRect"), NodePath("TextureRect4/TextureRect2"), NodePath("TextureRect4/TextureRect3"), NodePath("TextureRect4/TextureRect4"), NodePath("TextureRect4/TextureRect5")]
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enemy_counts = [NodePath("TextureRect4/TextureRect/Label"), NodePath("TextureRect4/TextureRect2/Label2"), NodePath("TextureRect4/TextureRect3/Label3"), NodePath("TextureRect4/TextureRect4/Label4"), NodePath("TextureRect4/TextureRect5/Label5")]
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weapon_energy_bar = NodePath("TextureProgressBar")
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weapon_energy_bar = NodePath("PrimaryEnergyBar")
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offhand_energy_bar = NodePath("OffhandEnergyBar")
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[node name="EnemyCount" type="Label" parent="HUD"]
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visible = false
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@ -501,9 +548,9 @@ grow_horizontal = 2
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grow_vertical = 2
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mouse_filter = 2
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[node name="TextureProgressBar" type="TextureProgressBar" parent="HUD"]
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[node name="PrimaryEnergyBar" type="TextureProgressBar" parent="HUD"]
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visible = false
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anchors_preset = -1
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anchors_preset = 3
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anchor_left = 1.0
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anchor_top = 1.0
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anchor_right = 1.0
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@ -520,3 +567,30 @@ texture_under = ExtResource("21_apps2")
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texture_progress = ExtResource("21_apps2")
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tint_under = Color(0, 1, 1, 0.168627)
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tint_progress = Color(0, 1, 1, 1)
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[node name="OffhandEnergyBar" type="TextureProgressBar" parent="HUD"]
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visible = false
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anchors_preset = 3
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anchor_left = 1.0
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anchor_top = 1.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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offset_left = -379.0
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offset_top = -50.0
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offset_bottom = -40.0
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grow_horizontal = 0
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grow_vertical = 0
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step = 0.01
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value = 100.0
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fill_mode = 1
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nine_patch_stretch = true
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texture_under = ExtResource("21_apps2")
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texture_progress = ExtResource("21_apps2")
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tint_under = Color(0, 1, 1, 0.168627)
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tint_progress = Color(0, 1, 1, 1)
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[node name="Timer" type="Timer" parent="."]
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wait_time = 0.9
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one_shot = true
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[connection signal="timeout" from="Timer" to="." method="_on_timer_timeout"]
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Block a user