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liblast/Game/Assets/Weapons/Weapon.tscn

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[gd_scene load_steps=11 format=2]
[ext_resource path="res://Assets/Weapons/Handgun/Handgun.gltf" type="PackedScene" id=1]
[ext_resource path="res://Assets/Weapons/Weapon.gd" type="Script" id=2]
[ext_resource path="res://Assets/Weapons/VFX/Flash.png" type="Texture2D" id=3]
[sub_resource type="Gradient" id=1]
offsets = PackedFloat32Array( 0, 0.105072, 0.485507, 1 )
colors = PackedColorArray( 1, 1, 1, 1, 1, 0.935276, 0.740205, 1, 1, 0.841919, 0.421875, 1, 0, 0, 0, 1 )
[sub_resource type="GradientTexture" id=2]
gradient = SubResource( 1 )
[sub_resource type="Curve" id=3]
_data = [ Vector2( 0, 0 ), 0.0, 14.3675, 0, 0, Vector2( 0.214047, 0.990909 ), -0.869818, -0.869818, 0, 0, Vector2( 1, 0 ), -0.290291, 0.0, 0, 0 ]
[sub_resource type="CurveTexture" id=4]
curve = SubResource( 3 )
[sub_resource type="ParticlesMaterial" id=5]
lifetime_randomness = 0.01
direction = Vector3( -1, 0, 0 )
spread = 15.0
gravity = Vector3( 0, 0, 0 )
initial_velocity = 7.0
initial_velocity_random = 0.5
damping = 4.0
angle = 360.0
angle_random = 1.0
scale_curve = SubResource( 4 )
color_ramp = SubResource( 2 )
anim_offset = 1.0
anim_offset_random = 1.0
attractor_interaction_enabled = false
[sub_resource type="StandardMaterial3D" id=6]
blend_mode = 1
shading_mode = 0
vertex_color_use_as_albedo = true
albedo_texture = ExtResource( 3 )
billboard_mode = 3
particles_anim_h_frames = 2
particles_anim_v_frames = 2
particles_anim_loop = false
[sub_resource type="QuadMesh" id=7]
material = SubResource( 6 )
size = Vector2( 0.5, 0.5 )
[node name="Weapon" type="Node3D"]
script = ExtResource( 2 )
[node name="Handgun" parent="." instance=ExtResource( 1 )]
[node name="AnimationPlayer" parent="Handgun" index="4"]
blend_times = [ ]
[node name="Flash" type="Node3D" parent="."]
script = null
[node name="Particles" type="GPUParticles3D" parent="Flash"]
transform = Transform3D( 1, 0, 0, 0, 1, 0, 0, 0, 1, -0.340809, 0.124171, 0 )
emitting = false
amount = 12
lifetime = 0.2
one_shot = true
explosiveness = 1.0
process_material = SubResource( 5 )
draw_pass_1 = SubResource( 7 )
script = null
[editable path="Handgun"]