fixed camera and sword animation issue and upgraded to Godot 4.6
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@@ -1,4 +1,4 @@
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[gd_resource type="AnimationNodeBlendTree" load_steps=13 format=3 uid="uid://c26yvcyyyj811"]
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[gd_resource type="AnimationNodeBlendTree" format=3 uid="uid://c26yvcyyyj811"]
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[ext_resource type="AnimationNodeStateMachine" uid="uid://3r5oeg0ho0d4" path="res://systems/head/fp_state_machine.tres" id="1_knaxl"]
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@@ -9,6 +9,7 @@ animation = &"die"
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animation = &"idle"
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[sub_resource type="AnimationNodeOneShot" id="AnimationNodeOneShot_ao3u1"]
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filters = ["../..", "../../FPRig/Sword:position", "../../FPRig/Sword:rotation", "..:position", "..:rotation", ".:position", ".:rotation"]
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[sub_resource type="AnimationNodeOneShot" id="AnimationNodeOneShot_1hkum"]
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@@ -37,7 +38,7 @@ animation = &"jump_start"
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animation = &"mantle"
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[resource]
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graph_offset = Vector2(-290.66962, -123.155754)
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graph_offset = Vector2(149.92139, -71.126785)
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nodes/output/position = Vector2(1700, -40)
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nodes/AnimationNodeStateMachine/node = ExtResource("1_knaxl")
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nodes/AnimationNodeStateMachine/position = Vector2(-560, 180)
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