Files
kicking-high/proto3/godot/scenes/characters/animation_tree_root.tres
2020-04-13 12:45:25 +03:00

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[gd_resource type="AnimationNodeBlendTree" load_steps=98 format=2]
[sub_resource type="AnimationNodeAnimation" id=98]
animation = "hang-grab_a-loop"
[sub_resource type="AnimationNodeOneShot" id=99]
[sub_resource type="AnimationNodeAnimation" id=100]
animation = "climb-low-obstacle"
[sub_resource type="AnimationNodeTimeScale" id=101]
[sub_resource type="AnimationNodeTransition" id=102]
input_count = 2
input_0/name = "free"
input_0/auto_advance = false
input_1/name = "grabbed"
input_1/auto_advance = false
[sub_resource type="AnimationNodeBlend2" id=103]
filter_enabled = true
filters = [ ".:clavicle_L", ".:finger1-1_L", ".:finger1-2_L", ".:finger1-3_L", ".:finger2-1_L", ".:finger2-2_L", ".:finger2-3_L", ".:finger3-1_L", ".:finger3-2_L", ".:finger3-3_L", ".:finger4-1_L", ".:finger4-2_L", ".:finger4-3_L", ".:finger5-1_L", ".:finger5-2_L", ".:finger5-3_L", ".:grabber_L", ".:lowerarm01_L", ".:metacarpal1_L", ".:metacarpal2_L", ".:metacarpal3_L", ".:metacarpal4_L", ".:shoulder01_L", ".:spine01", ".:spine02", ".:spine03", ".:spine04", ".:spine05", ".:upperarm01_L", ".:upperarm02_L", ".:wrist_L" ]
[sub_resource type="AnimationNodeOneShot" id=104]
[sub_resource type="AnimationNodeAnimation" id=105]
animation = "hang-grab_attack_a"
[sub_resource type="AnimationNodeTimeScale" id=106]
[sub_resource type="AnimationNodeTimeScale" id=107]
[sub_resource type="AnimationNodeTimeSeek" id=108]
[sub_resource type="AnimationNodeAnimation" id=109]
animation = "hang-grab_b-loop"
[sub_resource type="AnimationNodeAnimation" id=110]
animation = "hang-grab_attack_b"
[sub_resource type="AnimationNodeTimeScale" id=111]
[sub_resource type="AnimationNodeOneShot" id=112]
[sub_resource type="AnimationNodeTimeScale" id=113]
[sub_resource type="AnimationNodeTimeSeek" id=114]
[sub_resource type="AnimationNodeAnimation" id=93]
animation = "kneeling-loop"
[sub_resource type="AnimationNodeTimeScale" id=94]
[sub_resource type="AnimationNodeBlendTree" id=95]
nodes/kneel_animation/node = SubResource( 93 )
nodes/kneel_animation/position = Vector2( 180, 120 )
nodes/kneel_speed/node = SubResource( 94 )
nodes/kneel_speed/position = Vector2( 500, 120 )
nodes/output/position = Vector2( 740, 120 )
node_connections = [ "output", 0, "kneel_speed", "kneel_speed", 0, "kneel_animation" ]
[sub_resource type="AnimationNodeAnimation" id=18]
animation = "stand-to-walk"
[sub_resource type="AnimationNodeAnimation" id=19]
animation = "stand"
[sub_resource type="AnimationNodeTimeScale" id=20]
[sub_resource type="AnimationNodeTimeScale" id=21]
[sub_resource type="AnimationNodeBlendTree" id=22]
nodes/Animation/node = SubResource( 19 )
nodes/Animation/position = Vector2( 240, 100 )
nodes/output/position = Vector2( 1000, 100 )
nodes/speed/node = SubResource( 20 )
nodes/speed/position = Vector2( 800, 100 )
nodes/stand_speed/node = SubResource( 21 )
nodes/stand_speed/position = Vector2( 520, 100 )
node_connections = [ "speed", 0, "stand_speed", "output", 0, "speed", "stand_speed", 0, "Animation" ]
[sub_resource type="AnimationNodeTimeScale" id=23]
[sub_resource type="AnimationNodeTimeScale" id=24]
[sub_resource type="AnimationNodeAnimation" id=25]
animation = "walk-loop"
[sub_resource type="AnimationNodeAnimation" id=26]
animation = "walk2-loop"
[sub_resource type="AnimationNodeBlendSpace1D" id=27]
blend_point_0/node = SubResource( 25 )
blend_point_0/pos = 0.0
blend_point_1/node = SubResource( 26 )
blend_point_1/pos = 1.0
[sub_resource type="AnimationNodeBlendTree" id=28]
graph_offset = Vector2( 0, 133.5 )
nodes/output/position = Vector2( 1000, 140 )
nodes/speed/node = SubResource( 23 )
nodes/speed/position = Vector2( 760, 140 )
nodes/walk_speed/node = SubResource( 24 )
nodes/walk_speed/position = Vector2( 480, 140 )
nodes/walking/node = SubResource( 27 )
nodes/walking/position = Vector2( 120, 260 )
node_connections = [ "speed", 0, "walk_speed", "output", 0, "speed", "walk_speed", 0, "walking" ]
[sub_resource type="AnimationNodeTimeScale" id=29]
[sub_resource type="AnimationNodeAnimation" id=30]
animation = "wash-floor-loop"
[sub_resource type="AnimationNodeBlendTree" id=31]
graph_offset = Vector2( 0, -251 )
nodes/TimeScale/node = SubResource( 29 )
nodes/TimeScale/position = Vector2( 460, 160 )
nodes/output/position = Vector2( 700, 160 )
nodes/wash_floor_animation/node = SubResource( 30 )
nodes/wash_floor_animation/position = Vector2( 140, 160 )
node_connections = [ "output", 0, "TimeScale", "TimeScale", 0, "wash_floor_animation" ]
[sub_resource type="AnimationNodeStateMachineTransition" id=32]
[sub_resource type="AnimationNodeStateMachineTransition" id=33]
[sub_resource type="AnimationNodeStateMachineTransition" id=34]
[sub_resource type="AnimationNodeStateMachineTransition" id=35]
[sub_resource type="AnimationNodeStateMachineTransition" id=36]
[sub_resource type="AnimationNodeStateMachineTransition" id=96]
[sub_resource type="AnimationNodeStateMachineTransition" id=97]
[sub_resource type="AnimationNodeStateMachine" id=37]
states/kneel/node = SubResource( 95 )
states/kneel/position = Vector2( 459, 358 )
states/stand/node = SubResource( 22 )
states/stand/position = Vector2( 222, 87 )
states/stand-to-walk/node = SubResource( 18 )
states/stand-to-walk/position = Vector2( 605, 71 )
states/walk/node = SubResource( 28 )
states/walk/position = Vector2( 647, 210 )
states/wash_floor/node = SubResource( 31 )
states/wash_floor/position = Vector2( 140, 268 )
transitions = [ "stand", "stand-to-walk", SubResource( 32 ), "stand-to-walk", "walk", SubResource( 33 ), "walk", "stand", SubResource( 34 ), "stand", "wash_floor", SubResource( 35 ), "wash_floor", "stand", SubResource( 36 ), "stand", "kneel", SubResource( 96 ), "kneel", "stand", SubResource( 97 ) ]
start_node = "stand"
[sub_resource type="AnimationNodeAnimation" id=115]
animation = "bed_torture_beating_b-loop"
[sub_resource type="AnimationNodeTimeScale" id=116]
[sub_resource type="AnimationNodeBlendTree" id=117]
nodes/Animation/node = SubResource( 115 )
nodes/Animation/position = Vector2( 97, 97 )
nodes/beating_speed/node = SubResource( 116 )
nodes/beating_speed/position = Vector2( 420, 100 )
nodes/output/position = Vector2( 700, 120 )
node_connections = [ "output", 0, "beating_speed", "beating_speed", 0, "Animation" ]
[sub_resource type="AnimationNodeAnimation" id=118]
animation = "bed_torture_beating_a-loop"
[sub_resource type="AnimationNodeTimeScale" id=119]
[sub_resource type="AnimationNodeBlendTree" id=120]
graph_offset = Vector2( 0, -251 )
nodes/Animation/node = SubResource( 118 )
nodes/Animation/position = Vector2( 80, 100 )
nodes/beating_m_speed/node = SubResource( 119 )
nodes/beating_m_speed/position = Vector2( 560, 100 )
nodes/output/position = Vector2( 960, 140 )
node_connections = [ "output", 0, "beating_m_speed", "beating_m_speed", 0, "Animation" ]
[sub_resource type="AnimationNodeAnimation" id=121]
animation = "lying-on-back-arms-tied-loop"
[sub_resource type="AnimationNodeTimeScale" id=122]
[sub_resource type="AnimationNodeBlendTree" id=123]
nodes/Animation/node = SubResource( 121 )
nodes/Animation/position = Vector2( 60, 80 )
nodes/TimeScale/node = SubResource( 122 )
nodes/TimeScale/position = Vector2( 480, 80 )
nodes/output/position = Vector2( 720, 80 )
node_connections = [ "output", 0, "TimeScale", "TimeScale", 0, "Animation" ]
[sub_resource type="AnimationNodeAnimation" id=124]
animation = "bed_torture_start_b"
[sub_resource type="AnimationNodeTimeScale" id=125]
[sub_resource type="AnimationNodeBlendTree" id=126]
nodes/Animation/node = SubResource( 124 )
nodes/Animation/position = Vector2( 80, 80 )
nodes/bed_start_speed/node = SubResource( 125 )
nodes/bed_start_speed/position = Vector2( 380, 80 )
nodes/output/position = Vector2( 620, 80 )
node_connections = [ "output", 0, "bed_start_speed", "bed_start_speed", 0, "Animation" ]
[sub_resource type="AnimationNodeAnimation" id=127]
animation = "bed_torture_start_a"
[sub_resource type="AnimationNodeTimeScale" id=128]
[sub_resource type="AnimationNodeBlendTree" id=129]
graph_offset = Vector2( 0, 15.75 )
nodes/Animation/node = SubResource( 127 )
nodes/Animation/position = Vector2( 69, 94 )
nodes/bed_start_m_speed/node = SubResource( 128 )
nodes/bed_start_m_speed/position = Vector2( 360, 80 )
nodes/output/position = Vector2( 660, 80 )
node_connections = [ "output", 0, "bed_start_m_speed", "bed_start_m_speed", 0, "Animation" ]
[sub_resource type="AnimationNodeAnimation" id=130]
animation = "bed_torture_forcing_b"
[sub_resource type="AnimationNodeTimeScale" id=131]
[sub_resource type="AnimationNodeBlendTree" id=132]
graph_offset = Vector2( 0, -55 )
nodes/forcing_animation/node = SubResource( 130 )
nodes/forcing_animation/position = Vector2( 159, 121 )
nodes/forcing_speed/node = SubResource( 131 )
nodes/forcing_speed/position = Vector2( 460, 100 )
nodes/output/position = Vector2( 740, 100 )
node_connections = [ "output", 0, "forcing_speed", "forcing_speed", 0, "forcing_animation" ]
[sub_resource type="AnimationNodeAnimation" id=133]
animation = "bed_torture_forcing_a"
[sub_resource type="AnimationNodeTimeScale" id=134]
[sub_resource type="AnimationNodeBlendTree" id=135]
nodes/forcing_m_animation/node = SubResource( 133 )
nodes/forcing_m_animation/position = Vector2( 102, 110 )
nodes/forcing_m_speed/node = SubResource( 134 )
nodes/forcing_m_speed/position = Vector2( 442, 120 )
nodes/output/position = Vector2( 740, 120 )
node_connections = [ "output", 0, "forcing_m_speed", "forcing_m_speed", 0, "forcing_m_animation" ]
[sub_resource type="AnimationNodeAnimation" id=136]
animation = "bed_torture_forcing_s1_b-loop"
[sub_resource type="AnimationNodeTimeScale" id=137]
[sub_resource type="AnimationNodeBlendTree" id=138]
nodes/forcing_s1_animation/node = SubResource( 136 )
nodes/forcing_s1_animation/position = Vector2( 160, 140 )
nodes/forcing_s1_speed/node = SubResource( 137 )
nodes/forcing_s1_speed/position = Vector2( 640, 160 )
nodes/output/position = Vector2( 920, 160 )
node_connections = [ "output", 0, "forcing_s1_speed", "forcing_s1_speed", 0, "forcing_s1_animation" ]
[sub_resource type="AnimationNodeAnimation" id=139]
animation = "bed_torture_forcing_s1_a-loop"
[sub_resource type="AnimationNodeTimeScale" id=140]
[sub_resource type="AnimationNodeBlendTree" id=141]
nodes/forcing_s1_animation/node = SubResource( 139 )
nodes/forcing_s1_animation/position = Vector2( 300, 260 )
nodes/forcing_s1_speed/node = SubResource( 140 )
nodes/forcing_s1_speed/position = Vector2( 680, 260 )
nodes/output/position = Vector2( 980, 280 )
node_connections = [ "output", 0, "forcing_s1_speed", "forcing_s1_speed", 0, "forcing_s1_animation" ]
[sub_resource type="AnimationNodeStateMachineTransition" id=142]
[sub_resource type="AnimationNodeStateMachineTransition" id=143]
[sub_resource type="AnimationNodeStateMachineTransition" id=144]
[sub_resource type="AnimationNodeStateMachineTransition" id=145]
[sub_resource type="AnimationNodeStateMachineTransition" id=146]
[sub_resource type="AnimationNodeStateMachineTransition" id=147]
[sub_resource type="AnimationNodeStateMachineTransition" id=148]
[sub_resource type="AnimationNodeStateMachineTransition" id=149]
[sub_resource type="AnimationNodeStateMachine" id=150]
states/beating/node = SubResource( 117 )
states/beating/position = Vector2( 421, 244 )
states/beating_m/node = SubResource( 120 )
states/beating_m/position = Vector2( 225, 283 )
states/bed_facing_up/node = SubResource( 123 )
states/bed_facing_up/position = Vector2( 189, 53 )
states/bed_start/node = SubResource( 126 )
states/bed_start/position = Vector2( 299, 138 )
states/bed_start_m/node = SubResource( 129 )
states/bed_start_m/position = Vector2( 201, 203 )
states/forcing/node = SubResource( 132 )
states/forcing/position = Vector2( 429, 330 )
states/forcing_m/node = SubResource( 135 )
states/forcing_m/position = Vector2( 247, 390 )
states/forcing_s1/node = SubResource( 138 )
states/forcing_s1/position = Vector2( 533, 428 )
states/forcing_s1_m/node = SubResource( 141 )
states/forcing_s1_m/position = Vector2( 247, 544 )
transitions = [ "bed_facing_up", "bed_start", SubResource( 142 ), "bed_facing_up", "bed_start_m", SubResource( 143 ), "bed_start_m", "beating_m", SubResource( 144 ), "bed_start", "beating", SubResource( 145 ), "beating_m", "forcing_m", SubResource( 146 ), "beating", "forcing", SubResource( 147 ), "forcing_m", "forcing_s1_m", SubResource( 148 ), "forcing", "forcing_s1", SubResource( 149 ) ]
start_node = "bed_facing_up"
[sub_resource type="AnimationNodeStateMachine" id=151]
states/bed/node = SubResource( 150 )
states/bed/position = Vector2( 251, 82 )
start_node = "bed"
[sub_resource type="AnimationNodeStateMachineTransition" id=152]
[sub_resource type="AnimationNodeStateMachineTransition" id=153]
[sub_resource type="AnimationNodeStateMachine" id=154]
states/Motion/node = SubResource( 37 )
states/Motion/position = Vector2( 188, 65 )
states/SmartObject/node = SubResource( 151 )
states/SmartObject/position = Vector2( 250, 140 )
transitions = [ "Motion", "SmartObject", SubResource( 152 ), "SmartObject", "Motion", SubResource( 153 ) ]
start_node = "Motion"
[sub_resource type="AnimationNodeOneShot" id=155]
[sub_resource type="AnimationNodeAnimation" id=156]
animation = "throw"
[sub_resource type="AnimationNodeTimeScale" id=157]
[sub_resource type="AnimationNodeOneShot" id=158]
[sub_resource type="AnimationNodeAnimation" id=159]
animation = "small_turn_left"
[sub_resource type="AnimationNodeTimeScale" id=160]
[sub_resource type="AnimationNodeOneShot" id=161]
[sub_resource type="AnimationNodeAnimation" id=162]
animation = "small_turn_right"
[sub_resource type="AnimationNodeTimeScale" id=163]
[sub_resource type="AnimationNodeOneShot" id=164]
[sub_resource type="AnimationNodeAnimation" id=165]
animation = "unstuck1"
[sub_resource type="AnimationNodeTimeScale" id=166]
[sub_resource type="AnimationNodeOneShot" id=167]
[sub_resource type="AnimationNodeAnimation" id=168]
animation = "unstuck2"
[sub_resource type="AnimationNodeTimeScale" id=169]
[resource]
graph_offset = Vector2( -227.051, -544.846 )
nodes/Animation/node = SubResource( 98 )
nodes/Animation/position = Vector2( 120, -200 )
nodes/climb_low_obstacle/node = SubResource( 99 )
nodes/climb_low_obstacle/position = Vector2( 2340, -380 )
nodes/climb_low_obstacle_animation/node = SubResource( 100 )
nodes/climb_low_obstacle_animation/position = Vector2( 1800, 20 )
nodes/climb_low_obstacle_speed/node = SubResource( 101 )
nodes/climb_low_obstacle_speed/position = Vector2( 2120, -160 )
nodes/free_grabbed/node = SubResource( 102 )
nodes/free_grabbed/position = Vector2( 3500, -260 )
nodes/grab/node = SubResource( 103 )
nodes/grab/position = Vector2( 2640, -380 )
nodes/grab_attack/node = SubResource( 104 )
nodes/grab_attack/position = Vector2( 600, -420 )
nodes/grab_attack_animation/node = SubResource( 105 )
nodes/grab_attack_animation/position = Vector2( 400, -40 )
nodes/grab_attack_speed/node = SubResource( 106 )
nodes/grab_attack_speed/position = Vector2( 680, -40 )
nodes/grab_scale/node = SubResource( 107 )
nodes/grab_scale/position = Vector2( 600, -200 )
nodes/grab_seek/node = SubResource( 108 )
nodes/grab_seek/position = Vector2( 400, -200 )
nodes/grabbed_animation/node = SubResource( 109 )
nodes/grabbed_animation/position = Vector2( 2260, 160 )
nodes/grabbed_attack_animation/node = SubResource( 110 )
nodes/grabbed_attack_animation/position = Vector2( 2340, 340 )
nodes/grabbed_attack_speed/node = SubResource( 111 )
nodes/grabbed_attack_speed/position = Vector2( 2680, 340 )
nodes/grabbed_attacked/node = SubResource( 112 )
nodes/grabbed_attacked/position = Vector2( 3080, 0 )
nodes/grabbed_scale/node = SubResource( 113 )
nodes/grabbed_scale/position = Vector2( 2800, 40 )
nodes/grabbed_seek/node = SubResource( 114 )
nodes/grabbed_seek/position = Vector2( 2540, 40 )
nodes/main/node = SubResource( 154 )
nodes/main/position = Vector2( 280, -360 )
nodes/output/position = Vector2( 3740, -260 )
nodes/throw/node = SubResource( 155 )
nodes/throw/position = Vector2( 3000, -280 )
nodes/throw_animation/node = SubResource( 156 )
nodes/throw_animation/position = Vector2( 2560, -160 )
nodes/throw_speed/node = SubResource( 157 )
nodes/throw_speed/position = Vector2( 2800, -160 )
nodes/turn_left/node = SubResource( 158 )
nodes/turn_left/position = Vector2( 1200, -400 )
nodes/turn_left_animation/node = SubResource( 159 )
nodes/turn_left_animation/position = Vector2( 440, 100 )
nodes/turn_left_speed/node = SubResource( 160 )
nodes/turn_left_speed/position = Vector2( 680, 100 )
nodes/turn_right/node = SubResource( 161 )
nodes/turn_right/position = Vector2( 900, -400 )
nodes/turn_right_animation/node = SubResource( 162 )
nodes/turn_right_animation/position = Vector2( 440, 220 )
nodes/turn_right_speed/node = SubResource( 163 )
nodes/turn_right_speed/position = Vector2( 680, 220 )
nodes/unstuck1/node = SubResource( 164 )
nodes/unstuck1/position = Vector2( 1520, -380 )
nodes/unstuck1_animation/node = SubResource( 165 )
nodes/unstuck1_animation/position = Vector2( 1180, 0 )
nodes/unstuck1_speed/node = SubResource( 166 )
nodes/unstuck1_speed/position = Vector2( 1380, -160 )
nodes/unstuck2/node = SubResource( 167 )
nodes/unstuck2/position = Vector2( 1920, -380 )
nodes/unstuck2_animation/node = SubResource( 168 )
nodes/unstuck2_animation/position = Vector2( 1460, -20 )
nodes/unstuck2_speed/node = SubResource( 169 )
nodes/unstuck2_speed/position = Vector2( 1700, -160 )
node_connections = [ "output", 0, "free_grabbed", "grab_seek", 0, "Animation", "climb_low_obstacle", 0, "unstuck2", "climb_low_obstacle", 1, "climb_low_obstacle_speed", "grab_scale", 0, "grab_seek", "grabbed_seek", 0, "grabbed_animation", "unstuck1", 0, "turn_left", "unstuck1", 1, "unstuck1_speed", "turn_left_speed", 0, "turn_left_animation", "throw_speed", 0, "throw_animation", "unstuck1_speed", 0, "unstuck1_animation", "grab_attack_speed", 0, "grab_attack_animation", "unstuck2", 0, "unstuck1", "unstuck2", 1, "unstuck2_speed", "turn_right", 0, "grab_attack", "turn_right", 1, "turn_right_speed", "grab", 0, "climb_low_obstacle", "grab", 1, "grab_scale", "grabbed_scale", 0, "grabbed_seek", "turn_left", 0, "turn_right", "turn_left", 1, "turn_left_speed", "grabbed_attack_speed", 0, "grabbed_attack_animation", "climb_low_obstacle_speed", 0, "climb_low_obstacle_animation", "free_grabbed", 0, "throw", "free_grabbed", 1, "grabbed_attacked", "grabbed_attacked", 0, "grabbed_scale", "grabbed_attacked", 1, "grabbed_attack_speed", "unstuck2_speed", 0, "unstuck2_animation", "throw", 0, "grab", "throw", 1, "throw_speed", "turn_right_speed", 0, "turn_right_animation", "grab_attack", 0, "main", "grab_attack", 1, "grab_attack_speed" ]