Files
kicking-high/proto3/godot/scenes/characters/animation_tree_root.tres
Segey Lapin 7706ba0edf Some fixes
Disabled feet IK, proper handling of exit room
Added quest system from proto2
2020-04-14 16:48:43 +03:00

431 lines
18 KiB
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[gd_resource type="AnimationNodeBlendTree" load_steps=98 format=2]
[sub_resource type="AnimationNodeAnimation" id=1]
animation = "hang-grab_a-loop"
[sub_resource type="AnimationNodeOneShot" id=2]
[sub_resource type="AnimationNodeAnimation" id=3]
animation = "climb-low-obstacle"
[sub_resource type="AnimationNodeTimeScale" id=4]
[sub_resource type="AnimationNodeTransition" id=5]
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=6]
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=7]
[sub_resource type="AnimationNodeAnimation" id=8]
animation = "hang-grab_attack_a"
[sub_resource type="AnimationNodeTimeScale" id=9]
[sub_resource type="AnimationNodeTimeScale" id=10]
[sub_resource type="AnimationNodeTimeSeek" id=11]
[sub_resource type="AnimationNodeAnimation" id=12]
animation = "hang-grab_b-loop"
[sub_resource type="AnimationNodeAnimation" id=13]
animation = "hang-grab_attack_b"
[sub_resource type="AnimationNodeTimeScale" id=14]
[sub_resource type="AnimationNodeOneShot" id=15]
[sub_resource type="AnimationNodeTimeScale" id=16]
[sub_resource type="AnimationNodeTimeSeek" id=17]
[sub_resource type="AnimationNodeAnimation" id=18]
animation = "kneeling-loop"
[sub_resource type="AnimationNodeTimeScale" id=19]
[sub_resource type="AnimationNodeBlendTree" id=20]
nodes/kneel_animation/node = SubResource( 18 )
nodes/kneel_animation/position = Vector2( 180, 120 )
nodes/kneel_speed/node = SubResource( 19 )
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=21]
animation = "stand-to-walk"
[sub_resource type="AnimationNodeAnimation" id=22]
animation = "stand"
[sub_resource type="AnimationNodeTimeScale" id=23]
[sub_resource type="AnimationNodeTimeScale" id=24]
[sub_resource type="AnimationNodeBlendTree" id=25]
nodes/Animation/node = SubResource( 22 )
nodes/Animation/position = Vector2( 240, 100 )
nodes/output/position = Vector2( 1000, 100 )
nodes/speed/node = SubResource( 23 )
nodes/speed/position = Vector2( 800, 100 )
nodes/stand_speed/node = SubResource( 24 )
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=26]
[sub_resource type="AnimationNodeTimeScale" id=27]
[sub_resource type="AnimationNodeAnimation" id=28]
animation = "walk-loop"
[sub_resource type="AnimationNodeAnimation" id=29]
animation = "walk2-loop"
[sub_resource type="AnimationNodeBlendSpace1D" id=30]
blend_point_0/node = SubResource( 28 )
blend_point_0/pos = 0.0
blend_point_1/node = SubResource( 29 )
blend_point_1/pos = 1.0
[sub_resource type="AnimationNodeBlendTree" id=31]
graph_offset = Vector2( 0, 133.5 )
nodes/output/position = Vector2( 1000, 140 )
nodes/speed/node = SubResource( 26 )
nodes/speed/position = Vector2( 760, 140 )
nodes/walk_speed/node = SubResource( 27 )
nodes/walk_speed/position = Vector2( 480, 140 )
nodes/walking/node = SubResource( 30 )
nodes/walking/position = Vector2( 120, 260 )
node_connections = [ "speed", 0, "walk_speed", "output", 0, "speed", "walk_speed", 0, "walking" ]
[sub_resource type="AnimationNodeTimeScale" id=32]
[sub_resource type="AnimationNodeAnimation" id=33]
animation = "wash-floor-loop"
[sub_resource type="AnimationNodeBlendTree" id=34]
graph_offset = Vector2( 0, -251 )
nodes/TimeScale/node = SubResource( 32 )
nodes/TimeScale/position = Vector2( 460, 160 )
nodes/output/position = Vector2( 700, 160 )
nodes/wash_floor_animation/node = SubResource( 33 )
nodes/wash_floor_animation/position = Vector2( 140, 160 )
node_connections = [ "output", 0, "TimeScale", "TimeScale", 0, "wash_floor_animation" ]
[sub_resource type="AnimationNodeStateMachineTransition" id=35]
[sub_resource type="AnimationNodeStateMachineTransition" id=36]
[sub_resource type="AnimationNodeStateMachineTransition" id=37]
[sub_resource type="AnimationNodeStateMachineTransition" id=38]
[sub_resource type="AnimationNodeStateMachineTransition" id=39]
[sub_resource type="AnimationNodeStateMachineTransition" id=40]
[sub_resource type="AnimationNodeStateMachineTransition" id=41]
[sub_resource type="AnimationNodeStateMachine" id=42]
states/kneel/node = SubResource( 20 )
states/kneel/position = Vector2( 459, 358 )
states/stand/node = SubResource( 25 )
states/stand/position = Vector2( 222, 87 )
states/stand-to-walk/node = SubResource( 21 )
states/stand-to-walk/position = Vector2( 605, 71 )
states/walk/node = SubResource( 31 )
states/walk/position = Vector2( 647, 210 )
states/wash_floor/node = SubResource( 34 )
states/wash_floor/position = Vector2( 140, 268 )
transitions = [ "stand", "stand-to-walk", SubResource( 35 ), "stand-to-walk", "walk", SubResource( 36 ), "walk", "stand", SubResource( 37 ), "stand", "wash_floor", SubResource( 38 ), "wash_floor", "stand", SubResource( 39 ), "stand", "kneel", SubResource( 40 ), "kneel", "stand", SubResource( 41 ) ]
start_node = "stand"
[sub_resource type="AnimationNodeAnimation" id=43]
animation = "bed_torture_beating_b-loop"
[sub_resource type="AnimationNodeTimeScale" id=44]
[sub_resource type="AnimationNodeBlendTree" id=45]
nodes/Animation/node = SubResource( 43 )
nodes/Animation/position = Vector2( 97, 97 )
nodes/beating_speed/node = SubResource( 44 )
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=46]
animation = "bed_torture_beating_a-loop"
[sub_resource type="AnimationNodeTimeScale" id=47]
[sub_resource type="AnimationNodeBlendTree" id=48]
graph_offset = Vector2( 0, -251 )
nodes/Animation/node = SubResource( 46 )
nodes/Animation/position = Vector2( 80, 100 )
nodes/beating_m_speed/node = SubResource( 47 )
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=49]
animation = "lying-on-back-arms-tied-loop"
[sub_resource type="AnimationNodeTimeScale" id=50]
[sub_resource type="AnimationNodeBlendTree" id=51]
nodes/Animation/node = SubResource( 49 )
nodes/Animation/position = Vector2( 60, 80 )
nodes/TimeScale/node = SubResource( 50 )
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=52]
animation = "bed_torture_start_b"
[sub_resource type="AnimationNodeTimeScale" id=53]
[sub_resource type="AnimationNodeBlendTree" id=54]
nodes/Animation/node = SubResource( 52 )
nodes/Animation/position = Vector2( 80, 80 )
nodes/bed_start_speed/node = SubResource( 53 )
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=55]
animation = "bed_torture_start_a"
[sub_resource type="AnimationNodeTimeScale" id=56]
[sub_resource type="AnimationNodeBlendTree" id=57]
graph_offset = Vector2( 0, 15.75 )
nodes/Animation/node = SubResource( 55 )
nodes/Animation/position = Vector2( 69, 94 )
nodes/bed_start_m_speed/node = SubResource( 56 )
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=58]
animation = "bed_torture_forcing_b"
[sub_resource type="AnimationNodeTimeScale" id=59]
[sub_resource type="AnimationNodeBlendTree" id=60]
graph_offset = Vector2( 0, -55 )
nodes/forcing_animation/node = SubResource( 58 )
nodes/forcing_animation/position = Vector2( 159, 121 )
nodes/forcing_speed/node = SubResource( 59 )
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=61]
animation = "bed_torture_forcing_a"
[sub_resource type="AnimationNodeTimeScale" id=62]
[sub_resource type="AnimationNodeBlendTree" id=63]
nodes/forcing_m_animation/node = SubResource( 61 )
nodes/forcing_m_animation/position = Vector2( 102, 110 )
nodes/forcing_m_speed/node = SubResource( 62 )
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=64]
animation = "bed_torture_forcing_s1_b-loop"
[sub_resource type="AnimationNodeTimeScale" id=65]
[sub_resource type="AnimationNodeBlendTree" id=66]
nodes/forcing_s1_animation/node = SubResource( 64 )
nodes/forcing_s1_animation/position = Vector2( 160, 140 )
nodes/forcing_s1_speed/node = SubResource( 65 )
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=67]
animation = "bed_torture_forcing_s1_a-loop"
[sub_resource type="AnimationNodeTimeScale" id=68]
[sub_resource type="AnimationNodeBlendTree" id=69]
nodes/forcing_s1_animation/node = SubResource( 67 )
nodes/forcing_s1_animation/position = Vector2( 300, 260 )
nodes/forcing_s1_speed/node = SubResource( 68 )
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=70]
[sub_resource type="AnimationNodeStateMachineTransition" id=71]
[sub_resource type="AnimationNodeStateMachineTransition" id=72]
[sub_resource type="AnimationNodeStateMachineTransition" id=73]
[sub_resource type="AnimationNodeStateMachineTransition" id=74]
[sub_resource type="AnimationNodeStateMachineTransition" id=75]
[sub_resource type="AnimationNodeStateMachineTransition" id=76]
[sub_resource type="AnimationNodeStateMachineTransition" id=77]
[sub_resource type="AnimationNodeStateMachine" id=78]
states/beating/node = SubResource( 45 )
states/beating/position = Vector2( 421, 244 )
states/beating_m/node = SubResource( 48 )
states/beating_m/position = Vector2( 225, 283 )
states/bed_facing_up/node = SubResource( 51 )
states/bed_facing_up/position = Vector2( 189, 53 )
states/bed_start/node = SubResource( 54 )
states/bed_start/position = Vector2( 299, 138 )
states/bed_start_m/node = SubResource( 57 )
states/bed_start_m/position = Vector2( 201, 203 )
states/forcing/node = SubResource( 60 )
states/forcing/position = Vector2( 429, 330 )
states/forcing_m/node = SubResource( 63 )
states/forcing_m/position = Vector2( 247, 390 )
states/forcing_s1/node = SubResource( 66 )
states/forcing_s1/position = Vector2( 533, 428 )
states/forcing_s1_m/node = SubResource( 69 )
states/forcing_s1_m/position = Vector2( 247, 544 )
transitions = [ "bed_facing_up", "bed_start", SubResource( 70 ), "bed_facing_up", "bed_start_m", SubResource( 71 ), "bed_start_m", "beating_m", SubResource( 72 ), "bed_start", "beating", SubResource( 73 ), "beating_m", "forcing_m", SubResource( 74 ), "beating", "forcing", SubResource( 75 ), "forcing_m", "forcing_s1_m", SubResource( 76 ), "forcing", "forcing_s1", SubResource( 77 ) ]
start_node = "bed_facing_up"
[sub_resource type="AnimationNodeStateMachine" id=79]
states/bed/node = SubResource( 78 )
states/bed/position = Vector2( 251, 82 )
start_node = "bed"
[sub_resource type="AnimationNodeStateMachineTransition" id=80]
[sub_resource type="AnimationNodeStateMachineTransition" id=81]
[sub_resource type="AnimationNodeStateMachine" id=82]
states/Motion/node = SubResource( 42 )
states/Motion/position = Vector2( 188, 65 )
states/SmartObject/node = SubResource( 79 )
states/SmartObject/position = Vector2( 250, 140 )
transitions = [ "Motion", "SmartObject", SubResource( 80 ), "SmartObject", "Motion", SubResource( 81 ) ]
start_node = "Motion"
[sub_resource type="AnimationNodeOneShot" id=83]
[sub_resource type="AnimationNodeAnimation" id=84]
animation = "throw"
[sub_resource type="AnimationNodeTimeScale" id=85]
[sub_resource type="AnimationNodeOneShot" id=86]
[sub_resource type="AnimationNodeAnimation" id=87]
animation = "small_turn_left"
[sub_resource type="AnimationNodeTimeScale" id=88]
[sub_resource type="AnimationNodeOneShot" id=89]
[sub_resource type="AnimationNodeAnimation" id=90]
animation = "small_turn_right"
[sub_resource type="AnimationNodeTimeScale" id=91]
[sub_resource type="AnimationNodeOneShot" id=92]
[sub_resource type="AnimationNodeAnimation" id=93]
animation = "unstuck1"
[sub_resource type="AnimationNodeTimeScale" id=94]
[sub_resource type="AnimationNodeOneShot" id=95]
[sub_resource type="AnimationNodeAnimation" id=96]
animation = "unstuck2"
[sub_resource type="AnimationNodeTimeScale" id=97]
[resource]
graph_offset = Vector2( -227.051, -544.846 )
nodes/Animation/node = SubResource( 1 )
nodes/Animation/position = Vector2( 120, -200 )
nodes/climb_low_obstacle/node = SubResource( 2 )
nodes/climb_low_obstacle/position = Vector2( 2340, -380 )
nodes/climb_low_obstacle_animation/node = SubResource( 3 )
nodes/climb_low_obstacle_animation/position = Vector2( 1800, 20 )
nodes/climb_low_obstacle_speed/node = SubResource( 4 )
nodes/climb_low_obstacle_speed/position = Vector2( 2120, -160 )
nodes/free_grabbed/node = SubResource( 5 )
nodes/free_grabbed/position = Vector2( 3500, -260 )
nodes/grab/node = SubResource( 6 )
nodes/grab/position = Vector2( 2640, -380 )
nodes/grab_attack/node = SubResource( 7 )
nodes/grab_attack/position = Vector2( 600, -420 )
nodes/grab_attack_animation/node = SubResource( 8 )
nodes/grab_attack_animation/position = Vector2( 400, -40 )
nodes/grab_attack_speed/node = SubResource( 9 )
nodes/grab_attack_speed/position = Vector2( 680, -40 )
nodes/grab_scale/node = SubResource( 10 )
nodes/grab_scale/position = Vector2( 600, -200 )
nodes/grab_seek/node = SubResource( 11 )
nodes/grab_seek/position = Vector2( 400, -200 )
nodes/grabbed_animation/node = SubResource( 12 )
nodes/grabbed_animation/position = Vector2( 2260, 160 )
nodes/grabbed_attack_animation/node = SubResource( 13 )
nodes/grabbed_attack_animation/position = Vector2( 2340, 340 )
nodes/grabbed_attack_speed/node = SubResource( 14 )
nodes/grabbed_attack_speed/position = Vector2( 2680, 340 )
nodes/grabbed_attacked/node = SubResource( 15 )
nodes/grabbed_attacked/position = Vector2( 3080, 0 )
nodes/grabbed_scale/node = SubResource( 16 )
nodes/grabbed_scale/position = Vector2( 2800, 40 )
nodes/grabbed_seek/node = SubResource( 17 )
nodes/grabbed_seek/position = Vector2( 2540, 40 )
nodes/main/node = SubResource( 82 )
nodes/main/position = Vector2( 280, -360 )
nodes/output/position = Vector2( 3740, -260 )
nodes/throw/node = SubResource( 83 )
nodes/throw/position = Vector2( 3000, -280 )
nodes/throw_animation/node = SubResource( 84 )
nodes/throw_animation/position = Vector2( 2560, -160 )
nodes/throw_speed/node = SubResource( 85 )
nodes/throw_speed/position = Vector2( 2800, -160 )
nodes/turn_left/node = SubResource( 86 )
nodes/turn_left/position = Vector2( 1200, -400 )
nodes/turn_left_animation/node = SubResource( 87 )
nodes/turn_left_animation/position = Vector2( 440, 100 )
nodes/turn_left_speed/node = SubResource( 88 )
nodes/turn_left_speed/position = Vector2( 680, 100 )
nodes/turn_right/node = SubResource( 89 )
nodes/turn_right/position = Vector2( 900, -400 )
nodes/turn_right_animation/node = SubResource( 90 )
nodes/turn_right_animation/position = Vector2( 440, 220 )
nodes/turn_right_speed/node = SubResource( 91 )
nodes/turn_right_speed/position = Vector2( 680, 220 )
nodes/unstuck1/node = SubResource( 92 )
nodes/unstuck1/position = Vector2( 1520, -380 )
nodes/unstuck1_animation/node = SubResource( 93 )
nodes/unstuck1_animation/position = Vector2( 1180, 0 )
nodes/unstuck1_speed/node = SubResource( 94 )
nodes/unstuck1_speed/position = Vector2( 1380, -160 )
nodes/unstuck2/node = SubResource( 95 )
nodes/unstuck2/position = Vector2( 1920, -380 )
nodes/unstuck2_animation/node = SubResource( 96 )
nodes/unstuck2_animation/position = Vector2( 1460, -20 )
nodes/unstuck2_speed/node = SubResource( 97 )
nodes/unstuck2_speed/position = Vector2( 1700, -160 )
node_connections = [ "output", 0, "free_grabbed", "grabbed_attack_speed", 0, "grabbed_attack_animation", "climb_low_obstacle_speed", 0, "climb_low_obstacle_animation", "throw_speed", 0, "throw_animation", "turn_right", 0, "grab_attack", "turn_right", 1, "turn_right_speed", "grab_seek", 0, "Animation", "free_grabbed", 0, "throw", "free_grabbed", 1, "grabbed_attacked", "grab_attack_speed", 0, "grab_attack_animation", "unstuck1_speed", 0, "unstuck1_animation", "grabbed_scale", 0, "grabbed_seek", "turn_right_speed", 0, "turn_right_animation", "turn_left_speed", 0, "turn_left_animation", "climb_low_obstacle", 0, "unstuck2", "climb_low_obstacle", 1, "climb_low_obstacle_speed", "grabbed_attacked", 0, "grabbed_scale", "grabbed_attacked", 1, "grabbed_attack_speed", "unstuck2", 0, "unstuck1", "unstuck2", 1, "unstuck2_speed", "unstuck1", 0, "turn_left", "unstuck1", 1, "unstuck1_speed", "grab", 0, "climb_low_obstacle", "grab", 1, "grab_scale", "unstuck2_speed", 0, "unstuck2_animation", "grab_scale", 0, "grab_seek", "grabbed_seek", 0, "grabbed_animation", "grab_attack", 0, "main", "grab_attack", 1, "grab_attack_speed", "turn_left", 0, "turn_right", "turn_left", 1, "turn_left_speed", "throw", 0, "grab", "throw", 1, "throw_speed" ]