[gd_scene load_steps=46 format=2] [ext_resource path="res://Data/Graphics/SS_001.png" type="Texture" id=1] [ext_resource path="res://icon.png" type="Texture" id=2] [ext_resource path="res://Data/Scripts/Player.gd" type="Script" id=3] [sub_resource type="CapsuleShape2D" id=1] radius = 6.0 height = 14.0 [sub_resource type="Animation" id=2] resource_name = "Base" length = 0.02 loop = true step = 0.02 tracks/0/type = "value" tracks/0/path = NodePath("Body/Sprite:frame") tracks/0/interp = 1 tracks/0/loop_wrap = true tracks/0/imported = false tracks/0/enabled = true tracks/0/keys = { "times": PoolRealArray( 0 ), "transitions": PoolRealArray( 1 ), "update": 1, "values": [ 16 ] } tracks/1/type = "value" tracks/1/path = NodePath("Body/Head/Sprite:frame") tracks/1/interp = 1 tracks/1/loop_wrap = true tracks/1/imported = false tracks/1/enabled = true tracks/1/keys = { "times": PoolRealArray( 0 ), "transitions": PoolRealArray( 1 ), "update": 1, "values": [ 0 ] } tracks/2/type = "value" tracks/2/path = NodePath("Body:position") tracks/2/interp = 1 tracks/2/loop_wrap = true tracks/2/imported = false tracks/2/enabled = true tracks/2/keys = { "times": PoolRealArray( 0 ), "transitions": PoolRealArray( 1 ), "update": 0, "values": [ Vector2( -0.75, 0.75 ) ] } tracks/3/type = "value" tracks/3/path = NodePath("Body:rotation_degrees") tracks/3/interp = 1 tracks/3/loop_wrap = true tracks/3/imported = false tracks/3/enabled = true tracks/3/keys = { "times": PoolRealArray( 0 ), "transitions": PoolRealArray( 1 ), "update": 0, "values": [ 0.0 ] } tracks/4/type = "value" tracks/4/path = NodePath("Body:scale") tracks/4/interp = 1 tracks/4/loop_wrap = true tracks/4/imported = false tracks/4/enabled = true tracks/4/keys = { "times": PoolRealArray( 0 ), "transitions": PoolRealArray( 1 ), "update": 0, "values": [ Vector2( 1, 1 ) ] } tracks/5/type = "value" tracks/5/path = NodePath("Body/Head:position") tracks/5/interp = 1 tracks/5/loop_wrap = true tracks/5/imported = false tracks/5/enabled = true tracks/5/keys = { "times": PoolRealArray( 0 ), "transitions": PoolRealArray( 1 ), "update": 0, "values": [ Vector2( 0.291992, -5.2558 ) ] } tracks/6/type = "value" tracks/6/path = NodePath("Body/Head:rotation_degrees") tracks/6/interp = 1 tracks/6/loop_wrap = true tracks/6/imported = false tracks/6/enabled = true tracks/6/keys = { "times": PoolRealArray( 0 ), "transitions": PoolRealArray( 1 ), "update": 0, "values": [ 0.0 ] } tracks/7/type = "value" tracks/7/path = NodePath("Body/Head:scale") tracks/7/interp = 1 tracks/7/loop_wrap = true tracks/7/imported = false tracks/7/enabled = true tracks/7/keys = { "times": PoolRealArray( 0 ), "transitions": PoolRealArray( 1 ), "update": 0, "values": [ Vector2( 1, 1 ) ] } tracks/8/type = "value" tracks/8/path = NodePath("Body/Right Hand:position") tracks/8/interp = 1 tracks/8/loop_wrap = true tracks/8/imported = false tracks/8/enabled = true tracks/8/keys = { "times": PoolRealArray( 0 ), "transitions": PoolRealArray( 1 ), "update": 0, "values": [ Vector2( -2.83482, -0.404972 ) ] } tracks/9/type = "value" tracks/9/path = NodePath("Body/Right Hand:rotation_degrees") tracks/9/interp = 1 tracks/9/loop_wrap = true tracks/9/imported = false tracks/9/enabled = true tracks/9/keys = { "times": PoolRealArray( 0 ), "transitions": PoolRealArray( 1 ), "update": 0, "values": [ 0.0 ] } tracks/10/type = "value" tracks/10/path = NodePath("Body/Right Hand:scale") tracks/10/interp = 1 tracks/10/loop_wrap = true tracks/10/imported = false tracks/10/enabled = true tracks/10/keys = { "times": PoolRealArray( 0 ), "transitions": PoolRealArray( 1 ), "update": 0, "values": [ Vector2( 1, 1 ) ] } tracks/11/type = "value" tracks/11/path = NodePath("Body/Left Hand:position") tracks/11/interp = 1 tracks/11/loop_wrap = true tracks/11/imported = false tracks/11/enabled = true tracks/11/keys = { "times": PoolRealArray( 0 ), "transitions": PoolRealArray( 1 ), "update": 0, "values": [ Vector2( 6.0746, -0.728951 ) ] } tracks/12/type = "value" tracks/12/path = NodePath("Body/Left Hand:rotation_degrees") tracks/12/interp = 1 tracks/12/loop_wrap = true tracks/12/imported = false tracks/12/enabled = true tracks/12/keys = { "times": PoolRealArray( 0 ), "transitions": PoolRealArray( 1 ), "update": 0, "values": [ 0.0 ] } tracks/13/type = "value" tracks/13/path = NodePath("Body/Left Hand:scale") tracks/13/interp = 1 tracks/13/loop_wrap = true tracks/13/imported = false tracks/13/enabled = true tracks/13/keys = { "times": PoolRealArray( 0 ), "transitions": PoolRealArray( 1 ), "update": 0, "values": [ Vector2( 1, 1 ) ] } tracks/14/type = "value" tracks/14/path = NodePath("Body/Right Foot:position") tracks/14/interp = 1 tracks/14/loop_wrap = true tracks/14/imported = false tracks/14/enabled = true tracks/14/keys = { "times": PoolRealArray( 0 ), "transitions": PoolRealArray( 1 ), "update": 0, "values": [ Vector2( -1.29591, 9.47638 ) ] } tracks/15/type = "value" tracks/15/path = NodePath("Body/Right Foot:rotation_degrees") tracks/15/interp = 1 tracks/15/loop_wrap = true tracks/15/imported = false tracks/15/enabled = true tracks/15/keys = { "times": PoolRealArray( 0 ), "transitions": PoolRealArray( 1 ), "update": 0, "values": [ 0.0 ] } tracks/16/type = "value" tracks/16/path = NodePath("Body/Right Foot:scale") tracks/16/interp = 1 tracks/16/loop_wrap = true tracks/16/imported = false tracks/16/enabled = true tracks/16/keys = { "times": PoolRealArray( 0 ), "transitions": PoolRealArray( 1 ), "update": 0, "values": [ Vector2( 1, 1 ) ] } tracks/17/type = "value" tracks/17/path = NodePath("Body/Left Foot:position") tracks/17/interp = 1 tracks/17/loop_wrap = true tracks/17/imported = false tracks/17/enabled = true tracks/17/keys = { "times": PoolRealArray( 0 ), "transitions": PoolRealArray( 1 ), "update": 0, "values": [ Vector2( 2.26785, 9.31439 ) ] } tracks/18/type = "value" tracks/18/path = NodePath("Body/Left Foot:rotation_degrees") tracks/18/interp = 1 tracks/18/loop_wrap = true tracks/18/imported = false tracks/18/enabled = true tracks/18/keys = { "times": PoolRealArray( 0 ), "transitions": PoolRealArray( 1 ), "update": 0, "values": [ 0.0 ] } tracks/19/type = "value" tracks/19/path = NodePath("Body/Left Foot:scale") tracks/19/interp = 1 tracks/19/loop_wrap = true tracks/19/imported = false tracks/19/enabled = true tracks/19/keys = { "times": PoolRealArray( 0 ), "transitions": PoolRealArray( 1 ), "update": 0, "values": [ Vector2( 1, 1 ) ] } tracks/20/type = "value" tracks/20/path = NodePath("Body/Sprite:scale") tracks/20/interp = 1 tracks/20/loop_wrap = true tracks/20/imported = false tracks/20/enabled = true tracks/20/keys = { "times": PoolRealArray( 0 ), "transitions": PoolRealArray( 1 ), "update": 0, "values": [ Vector2( 1, 1 ) ] } [sub_resource type="Animation" id=3] resource_name = "Blink" length = 0.8 tracks/0/type = "value" tracks/0/path = NodePath("Body/Head/Sprite:frame") tracks/0/interp = 1 tracks/0/loop_wrap = true tracks/0/imported = false tracks/0/enabled = true tracks/0/keys = { "times": PoolRealArray( 0, 0.1, 0.2, 0.3, 0.6, 0.7 ), "transitions": PoolRealArray( 1, 1, 1, 1, 1, 1 ), "update": 1, "values": [ 0, 1, 2, 3, 2, 1 ] } [sub_resource type="Animation" id=4] resource_name = "Breath" length = 2.0 loop = true tracks/0/type = "bezier" tracks/0/path = NodePath("Body/Sprite:scale:x") tracks/0/interp = 1 tracks/0/loop_wrap = true tracks/0/imported = false tracks/0/enabled = true tracks/0/keys = { "points": PoolRealArray( 1, -0.25, 0, 0.25, 0, 1.15, -0.25, 0, 0.25, 0, 1.15, -0.25, 0, 0.25, 0, 1, -0.25, 0, 0.25, 0 ), "times": PoolRealArray( 0, 0.7, 0.9, 1.6 ) } tracks/1/type = "bezier" tracks/1/path = NodePath("Body/Sprite:scale:y") tracks/1/interp = 1 tracks/1/loop_wrap = true tracks/1/imported = false tracks/1/enabled = true tracks/1/keys = { "points": PoolRealArray( 1, -0.25, 0, 0.25, 0, 1, -0.25, 0, 0.25, 0, 1, -0.25, 0, 0.25, 0, 1, -0.25, 0, 0.25, 0 ), "times": PoolRealArray( 0, 0.7, 0.9, 1.6 ) } tracks/2/type = "bezier" tracks/2/path = NodePath("Body/Sprite:position:x") tracks/2/interp = 1 tracks/2/loop_wrap = true tracks/2/imported = false tracks/2/enabled = true tracks/2/keys = { "points": PoolRealArray( 0.346, -0.25, 0, 0.25, 0, 0.5, -0.25, 0, 0.25, 0, 0.5, -0.25, 0, 0.25, 0, 0.346, -0.25, 0, 0.25, 0 ), "times": PoolRealArray( 0, 0.7, 0.9, 1.6 ) } tracks/3/type = "bezier" tracks/3/path = NodePath("Body/Sprite:position:y") tracks/3/interp = 1 tracks/3/loop_wrap = true tracks/3/imported = false tracks/3/enabled = true tracks/3/keys = { "points": PoolRealArray( 0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0 ), "times": PoolRealArray( 0, 0.7, 0.9, 1.6 ) } [sub_resource type="Animation" id=5] length = 0.6 tracks/0/type = "value" tracks/0/path = NodePath("Body/Head/Sprite:frame") tracks/0/interp = 1 tracks/0/loop_wrap = true tracks/0/imported = false tracks/0/enabled = true tracks/0/keys = { "times": PoolRealArray( 0, 0.1, 0.2 ), "transitions": PoolRealArray( 1, 1, 1 ), "update": 1, "values": [ 0, 1, 4 ] } [sub_resource type="Animation" id=6] resource_name = "FootShuffleA" length = 0.8 tracks/0/type = "bezier" tracks/0/path = NodePath("Body/Right Foot:position:x") tracks/0/interp = 1 tracks/0/loop_wrap = true tracks/0/imported = false tracks/0/enabled = true tracks/0/keys = { "points": PoolRealArray( -1.29591, -0.25, 0, 0.25, 0 ), "times": PoolRealArray( 0 ) } tracks/1/type = "bezier" tracks/1/path = NodePath("Body/Right Foot:position:y") tracks/1/interp = 1 tracks/1/loop_wrap = true tracks/1/imported = false tracks/1/enabled = true tracks/1/keys = { "points": PoolRealArray( 9.47638, -0.25, 0, 0.25, 0 ), "times": PoolRealArray( 0 ) } tracks/2/type = "bezier" tracks/2/path = NodePath("Body/Right Foot:rotation_degrees") tracks/2/interp = 1 tracks/2/loop_wrap = true tracks/2/imported = false tracks/2/enabled = true tracks/2/keys = { "points": PoolRealArray( 0, -0.25, 0, 0.25, 0 ), "times": PoolRealArray( 0 ) } tracks/3/type = "bezier" tracks/3/path = NodePath("Body/Left Foot:position:x") tracks/3/interp = 1 tracks/3/loop_wrap = true tracks/3/imported = false tracks/3/enabled = true tracks/3/keys = { "points": PoolRealArray( 2.26785, -0.05, 0, 0.05, 0, 3.307, -0.05, 0, 0.05, 0, 3.5904, -0.05, 0, 0.05, 0, 3.5904, -0.05, 0, 0.05, 0, 3.68487, -0.05, 0, 0.05, 0, 3.68487, -0.05, 0, 0.05, 0, 2.26785, -0.05, 0, 0.05, 0 ), "times": PoolRealArray( 0, 0.1, 0.3, 0.4, 0.5, 0.6, 0.8 ) } tracks/4/type = "bezier" tracks/4/path = NodePath("Body/Left Foot:position:y") tracks/4/interp = 1 tracks/4/loop_wrap = true tracks/4/imported = false tracks/4/enabled = true tracks/4/keys = { "points": PoolRealArray( 9.31439, -0.05, 0, 0.05, 0, 8.18078, -0.05, 0, 0.05, 0, 7.04716, -0.05, 0, 0.05, 0, 8.65312, -0.05, 0, 0.05, 0, 7.42503, -0.05, 0, 0.05, 0, 8.55865, -0.05, 0, 0.05, 0, 9.31439, -0.05, 0, 0.05, 0 ), "times": PoolRealArray( 0, 0.1, 0.3, 0.4, 0.5, 0.6, 0.8 ) } tracks/5/type = "bezier" tracks/5/path = NodePath("Body/Left Foot:rotation_degrees") tracks/5/interp = 1 tracks/5/loop_wrap = true tracks/5/imported = false tracks/5/enabled = true tracks/5/keys = { "points": PoolRealArray( 0, -0.05, 0, 0.05, 0, 40.8562, -0.05, 0, 0.05, 0, 40.8562, -0.05, 0, 0.05, 0, 0, -0.05, 0, 0.05, 0 ), "times": PoolRealArray( 0, 0.1, 0.6, 0.8 ) } [sub_resource type="Animation" id=7] resource_name = "HandsShuffleA" length = 0.9 tracks/0/type = "bezier" tracks/0/path = NodePath("Body/Left Hand:position:x") tracks/0/interp = 1 tracks/0/loop_wrap = true tracks/0/imported = false tracks/0/enabled = true tracks/0/keys = { "points": PoolRealArray( 6.0746, -0.05, 0, 0.25, 0, 7.39715, -0.05, 0, 0.25, 0, 3.7129, -0.05, 0, 0.25, 0, 6.0746, -0.05, 0, 0.25, 0 ), "times": PoolRealArray( 0, 0.2, 0.5, 0.9 ) } tracks/1/type = "bezier" tracks/1/path = NodePath("Body/Left Hand:position:y") tracks/1/interp = 1 tracks/1/loop_wrap = true tracks/1/imported = false tracks/1/enabled = true tracks/1/keys = { "points": PoolRealArray( -0.728951, -0.05, 0, 0.25, 0, -0.35108, -0.05, 0, 0.25, 0, 0.404663, -0.05, 0, 0.25, 0, -0.728951, -0.05, 0, 0.25, 0 ), "times": PoolRealArray( 0, 0.2, 0.5, 0.9 ) } tracks/2/type = "bezier" tracks/2/path = NodePath("Body/Left Hand:rotation_degrees") tracks/2/interp = 1 tracks/2/loop_wrap = true tracks/2/imported = false tracks/2/enabled = true tracks/2/keys = { "points": PoolRealArray( 0, -0.05, 0, 0.25, 0 ), "times": PoolRealArray( 0 ) } tracks/3/type = "bezier" tracks/3/path = NodePath("Body/Right Hand:position:x") tracks/3/interp = 1 tracks/3/loop_wrap = true tracks/3/imported = false tracks/3/enabled = true tracks/3/keys = { "points": PoolRealArray( -2.83482, -0.05, 0, 0.25, 0, -4.15738, -0.05, 0, 0.25, 0, -0.66206, -0.05, 0, 0.25, 0, -2.83482, -0.05, 0, 0.25, 0 ), "times": PoolRealArray( 0, 0.2, 0.5, 0.9 ) } tracks/4/type = "bezier" tracks/4/path = NodePath("Body/Right Hand:position:y") tracks/4/interp = 1 tracks/4/loop_wrap = true tracks/4/imported = false tracks/4/enabled = true tracks/4/keys = { "points": PoolRealArray( -0.404972, -0.05, 0, 0.25, 0, -0.499439, -0.05, 0, 0.25, 0, 0.350771, -0.05, 0, 0.25, 0, -0.404972, -0.05, 0, 0.25, 0 ), "times": PoolRealArray( 0, 0.2, 0.5, 0.9 ) } tracks/5/type = "bezier" tracks/5/path = NodePath("Body/Right Hand:rotation_degrees") tracks/5/interp = 1 tracks/5/loop_wrap = true tracks/5/imported = false tracks/5/enabled = true tracks/5/keys = { "points": PoolRealArray( 0, -0.05, 0, 0.25, 0 ), "times": PoolRealArray( 0 ) } [sub_resource type="Animation" id=8] resource_name = "HandsShuffleB" length = 2.8 tracks/0/type = "bezier" tracks/0/path = NodePath("Body/Right Hand:position:x") tracks/0/interp = 1 tracks/0/loop_wrap = true tracks/0/imported = false tracks/0/enabled = true tracks/0/keys = { "points": PoolRealArray( -2.83482, -0.05, 0, 0, 0, -0.000782251, 0, 0, 0, 0, 2.54985, 0, 0, 0, 0, 4.1558, 0, 0, 0, 0, 4.25027, 0, 0, 0, 0, 4.62814, 0, 0, 0, 0, 4.34473, 0, 0, 0, 0, 4.1558, 0, 0, 0, 0, 2.54985, 0, 0, 0, 0, -0.000782251, 0, 0, 0, 0, -2.83482, 0, 0, 0.05, 0 ), "times": PoolRealArray( 0, 0.2, 0.4, 0.6, 0.8, 1, 2, 2.2, 2.4, 2.6, 2.8 ) } tracks/1/type = "bezier" tracks/1/path = NodePath("Body/Right Hand:position:y") tracks/1/interp = 1 tracks/1/loop_wrap = true tracks/1/imported = false tracks/1/enabled = true tracks/1/keys = { "points": PoolRealArray( -0.404972, -0.05, 0, 0, 0, -0.782844, 0, 0, 0, 0, -1.82199, 0, 0, 0, 0, -4.37263, 0, 0, 0, 0, -5.3173, 0, 0, 0, 0, -5.12837, 0, 0, 0, 0, -5.12837, 0, 0, 0, 0, -4.37263, 0, 0, 0, 0, -1.82199, 0, 0, 0, 0, -0.782844, 0, 0, 0, 0, -0.404972, 0, 0, 0.05, 0 ), "times": PoolRealArray( 0, 0.2, 0.4, 0.6, 0.8, 1, 2, 2.2, 2.4, 2.6, 2.8 ) } [sub_resource type="Animation" id=9] resource_name = "LookAtCamera" length = 0.4 tracks/0/type = "value" tracks/0/path = NodePath("Body/Head/Sprite:frame") tracks/0/interp = 1 tracks/0/loop_wrap = true tracks/0/imported = false tracks/0/enabled = true tracks/0/keys = { "times": PoolRealArray( 0, 0.1, 0.2, 0.3 ), "transitions": PoolRealArray( 1, 1, 1, 1 ), "update": 1, "values": [ 0, 9, 10, 11 ] } [sub_resource type="Animation" id=10] resource_name = "LookDown" length = 0.1 tracks/0/type = "value" tracks/0/path = NodePath("Body/Head/Sprite:frame") tracks/0/interp = 1 tracks/0/loop_wrap = true tracks/0/imported = false tracks/0/enabled = true tracks/0/keys = { "times": PoolRealArray( 0 ), "transitions": PoolRealArray( 1 ), "update": 1, "values": [ 12 ] } [sub_resource type="Animation" id=11] resource_name = "LookFromCamera" length = 0.4 tracks/0/type = "value" tracks/0/path = NodePath("Body/Head/Sprite:frame") tracks/0/interp = 1 tracks/0/loop_wrap = true tracks/0/imported = false tracks/0/enabled = true tracks/0/keys = { "times": PoolRealArray( 0, 0.1, 0.2, 0.3 ), "transitions": PoolRealArray( 1, 1, 1, 1 ), "update": 1, "values": [ 11, 10, 9, 0 ] } [sub_resource type="Animation" id=12] length = 1.2 loop = true step = 0.02 tracks/0/type = "bezier" tracks/0/path = NodePath("Body:position:x") tracks/0/interp = 1 tracks/0/loop_wrap = true tracks/0/imported = false tracks/0/enabled = true tracks/0/keys = { "points": PoolRealArray( -0.75, -0.05, 0, 0.05, 0, -0.75, -0.05, 0, 0.05, 0, -0.75, -0.05, 0, 0.05, 0, -0.75, -0.05, 0, 0.05, 0, -0.75, -0.05, 0, 0.05, 0, -0.75, -0.05, 0, 0.05, 0, -0.75, -0.05, 0, 0.05, 0, -0.75, -0.05, 0, 0.05, 0, -0.75, -0.05, 0, 0.05, 0, -0.75, -0.05, 0, 0.05, 0, -0.75, -0.05, 0, 0.05, 0, -0.75, -0.05, 0, 0.05, 0, -0.75, -0.05, 0, 0.05, 0 ), "times": PoolRealArray( 0, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9, 1, 1.1, 1.2 ) } tracks/1/type = "bezier" tracks/1/path = NodePath("Body:position:y") tracks/1/interp = 1 tracks/1/loop_wrap = true tracks/1/imported = false tracks/1/enabled = true tracks/1/keys = { "points": PoolRealArray( 0.75, -0.05, 0, 0.05, 0, 1.82693, -0.05, 0, 0.05, 0, 1, -0.05, 0, 0.05, 0, 0.75, -0.05, 0, 0.05, 0, 0, -0.05, 0, 0.05, 0, 0.45, -0.05, 0, 0.05, 0, 0.75, -0.05, 0, 0.05, 0, 1.827, -0.05, 0, 0.05, 0, 1, -0.05, 0, 0.05, 0, 0.75, -0.05, 0, 0.05, 0, 0, -0.05, 0, 0.05, 0, 0.45, -0.05, 0, 0.05, 0, 0.75, -0.05, 0, 0.05, 0 ), "times": PoolRealArray( 0, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9, 1, 1.1, 1.2 ) } tracks/2/type = "bezier" tracks/2/path = NodePath("Body:rotation_degrees") tracks/2/interp = 1 tracks/2/loop_wrap = true tracks/2/imported = false tracks/2/enabled = true tracks/2/keys = { "points": PoolRealArray( 4, -0.05, 0, 0.05, 0, 4, -0.05, 0, 0.05, 0 ), "times": PoolRealArray( 0, 1.2 ) } tracks/3/type = "bezier" tracks/3/path = NodePath("Body/Head:rotation_degrees") tracks/3/interp = 1 tracks/3/loop_wrap = true tracks/3/imported = false tracks/3/enabled = true tracks/3/keys = { "points": PoolRealArray( 0, -0.05, 0, 0.05, 0, 6.16962, -0.05, 0, 0.05, 0, -3.0988, -0.05, 0, 0.05, 0, 6.16962, -0.05, 0, 0.05, 0, -3.0988, -0.05, 0, 0.05, 0, 0, -0.05, 0, 0.05, 0 ), "times": PoolRealArray( 0, 0.1, 0.4, 0.7, 1, 1.2 ) } tracks/4/type = "bezier" tracks/4/path = NodePath("Body/Right Hand:position:x") tracks/4/interp = 1 tracks/4/loop_wrap = true tracks/4/imported = false tracks/4/enabled = true tracks/4/keys = { "points": PoolRealArray( -8.5038, -0.05, 0, 0.05, 0, -6.32139, -0.05, 0, 0.05, 0, -3.38769, -0.05, 0, 0.05, 0, 2.75203, -0.05, 0, 0.05, 0, 5.40025, -0.05, 0, 0.05, 0, 6.73876, -0.05, 0, 0.05, 0, 7.5589, -0.05, 0, 0.05, 0, 6.73876, -0.05, 0, 0.05, 0, 5.40025, -0.05, 0, 0.05, 0, 2.75203, -0.05, 0, 0.05, 0, -3.38769, -0.05, 0, 0.05, 0, -6.32139, -0.05, 0, 0.05, 0, -8.5038, -0.05, 0, 0.05, 0 ), "times": PoolRealArray( 0, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9, 1, 1.1, 1.2 ) } tracks/5/type = "bezier" tracks/5/path = NodePath("Body/Right Hand:position:y") tracks/5/interp = 1 tracks/5/loop_wrap = true tracks/5/imported = false tracks/5/enabled = true tracks/5/keys = { "points": PoolRealArray( 0.416108, -0.05, 0, 0.05, 0, 3.32226, -0.05, 0, 0.05, 0, 4.10672, -0.05, 0, 0.05, 0, 3.13761, -0.05, 0, 0.05, 0, 2.41264, -0.05, 0, 0.05, 0, 0.96959, -0.05, 0, 0.05, 0, -0.167324, -0.05, 0, 0.05, 0, 0.96959, -0.05, 0, 0.05, 0, 2.41264, -0.05, 0, 0.05, 0, 3.13761, -0.05, 0, 0.05, 0, 4.10672, -0.05, 0, 0.05, 0, 3.32226, -0.05, 0, 0.05, 0, 0.416108, -0.05, 0, 0.05, 0 ), "times": PoolRealArray( 0, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9, 1, 1.1, 1.2 ) } tracks/6/type = "bezier" tracks/6/path = NodePath("Body/Left Hand:position:x") tracks/6/interp = 1 tracks/6/loop_wrap = true tracks/6/imported = false tracks/6/enabled = true tracks/6/keys = { "points": PoolRealArray( 9.06326, -0.05, 0, 0.05, 0, 8.99689, -0.05, 0, 0.05, 0, 7.79799, -0.05, 0, 0.05, 0, -1.23787, -0.05, 0, 0.05, 0, -4.1509, -0.05, 0, 0.05, 0, -5.7417, -0.05, 0, 0.05, 0, -6.98066, -0.05, 0, 0.05, 0, -5.7417, -0.05, 0, 0.05, 0, -4.1509, -0.05, 0, 0.05, 0, -1.23787, -0.05, 0, 0.05, 0, 7.79799, -0.05, 0, 0.05, 0, 8.99689, -0.05, 0, 0.05, 0, 9.06326, -0.05, 0, 0.05, 0 ), "times": PoolRealArray( 0, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9, 1, 1.1, 1.2 ) } tracks/7/type = "bezier" tracks/7/path = NodePath("Body/Left Hand:position:y") tracks/7/interp = 1 tracks/7/loop_wrap = true tracks/7/imported = false tracks/7/enabled = true tracks/7/keys = { "points": PoolRealArray( -0.765617, -0.05, 0, 0.05, 0, 0.85837, -0.05, 0, 0.05, 0, 3.01137, -0.05, 0, 0.05, 0, 3.73318, -0.05, 0, 0.05, 0, 1.95768, -0.05, 0, 0.05, 0, 1.07932, -0.05, 0, 0.05, 0, 0.0863929, -0.05, 0, 0.05, 0, 1.07932, -0.05, 0, 0.05, 0, 1.95768, -0.05, 0, 0.05, 0, 3.73318, -0.05, 0, 0.05, 0, 3.01137, -0.05, 0, 0.05, 0, 0.85837, -0.05, 0, 0.05, 0, -0.765617, -0.05, 0, 0.05, 0 ), "times": PoolRealArray( 0, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9, 1, 1.1, 1.2 ) } tracks/8/type = "bezier" tracks/8/path = NodePath("Body/Right Foot:position:x") tracks/8/interp = 1 tracks/8/loop_wrap = true tracks/8/imported = false tracks/8/enabled = true tracks/8/keys = { "points": PoolRealArray( 7.12145, -0.05, 0, 0.05, 0, 4.62287, -0.05, 0, 0.05, 0, 1.2647, -0.05, 0, 0.05, 0, -4.91884, -0.05, 0, 0.05, 0, -6.2824, -0.05, 0, 0.05, 0, -7.27782, -0.05, 0, 0.05, 0, -6.55347, -0.05, 0, 0.05, 0, -4.97081, -0.05, 0, 0.05, 0, -1.90815, -0.05, 0, 0.05, 0, 4.24599, -0.05, 0, 0.05, 0, 5.99706, -0.05, 0, 0.05, 0, 6.82972, -0.05, 0, 0.05, 0, 7.12145, -0.05, 0, 0.05, 0 ), "times": PoolRealArray( 0, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9, 1, 1.1, 1.2 ) } tracks/9/type = "bezier" tracks/9/path = NodePath("Body/Right Foot:position:y") tracks/9/interp = 1 tracks/9/loop_wrap = true tracks/9/imported = false tracks/9/enabled = true tracks/9/keys = { "points": PoolRealArray( 8.78822, -0.05, 0, 0.05, 0, 7.79341, -0.05, 0, 0.05, 0, 8.65798, -0.05, 0, 0.05, 0, 9.00041, -0.05, 0, 0.05, 0, 10.0854, -0.05, 0, 0.05, 0, 8.71555, -0.05, 0, 0.05, 0, 7.49537, -0.05, 0, 0.05, 0, 9.54383, -0.05, 0, 0.05, 0, 9.59956, -0.05, 0, 0.05, 0, 7.54987, -0.05, 0, 0.05, 0, 8.14713, -0.05, 0, 0.05, 0, 7.18927, -0.05, 0, 0.05, 0, 8.78822, -0.05, 0, 0.05, 0 ), "times": PoolRealArray( 0, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9, 1, 1.1, 1.2 ) } tracks/10/type = "bezier" tracks/10/path = NodePath("Body/Right Foot:rotation_degrees") tracks/10/interp = 1 tracks/10/loop_wrap = true tracks/10/imported = false tracks/10/enabled = true tracks/10/keys = { "points": PoolRealArray( -40.6858, -0.05, 0, 0.05, 0, -5.64208, -0.05, 0, 0.05, 0, -2.7316, -0.05, 0, 0.05, 0, 30.9261, -0.05, 0, 0.05, 0, 44.2104, -0.05, 0, 0.05, 0, 77.8077, -0.05, 0, 0.05, 0, 109.662, -0.05, 0, 0.05, 0, 132.096, -0.05, 0, 0.05, 0, 101.727, -0.05, 0, 0.05, 0, 29.4588, -0.05, 0, 0.05, 0, -2.57295, -0.05, 0, 0.05, 0, -11.4331, -0.05, 0, 0.05, 0, -40.6858, -0.05, 0, 0.05, 0 ), "times": PoolRealArray( 0, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9, 1, 1.1, 1.2 ) } tracks/11/type = "bezier" tracks/11/path = NodePath("Body/Left Foot:position:x") tracks/11/interp = 1 tracks/11/loop_wrap = true tracks/11/imported = false tracks/11/enabled = true tracks/11/keys = { "points": PoolRealArray( -5.80155, -0.05, 0, 0.05, 0, -3.63603, -0.05, 0, 0.05, 0, -0.60655, -0.05, 0, 0.05, 0, 4.82511, -0.05, 0, 0.05, 0, 6.67197, -0.05, 0, 0.05, 0, 6.81346, -0.05, 0, 0.05, 0, 7.41322, -0.05, 0, 0.05, 0, 6.8842, -0.05, 0, 0.05, 0, 3.08467, -0.05, 0, 0.05, 0, -3.54025, -0.05, 0, 0.05, 0, -5.19742, -0.05, 0, 0.05, 0, -6.14902, -0.05, 0, 0.05, 0, -5.80155, -0.05, 0, 0.05, 0 ), "times": PoolRealArray( 0, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9, 1, 1.1, 1.2 ) } tracks/12/type = "bezier" tracks/12/path = NodePath("Body/Left Foot:position:y") tracks/12/interp = 1 tracks/12/loop_wrap = true tracks/12/imported = false tracks/12/enabled = true tracks/12/keys = { "points": PoolRealArray( 7.56739, -0.05, 0, 0.05, 0, 8.94534, -0.05, 0, 0.05, 0, 9.81307, -0.05, 0, 0.05, 0, 7.72394, -0.05, 0, 0.05, 0, 8.40446, -0.05, 0, 0.05, 0, 7.85479, -0.05, 0, 0.05, 0, 8.71248, -0.05, 0, 0.05, 0, 7.57995, -0.05, 0, 0.05, 0, 8.56535, -0.05, 0, 0.05, 0, 9.02861, -0.05, 0, 0.05, 0, 9.77423, -0.05, 0, 0.05, 0, 9.0311, -0.05, 0, 0.05, 0, 7.56739, -0.05, 0, 0.05, 0 ), "times": PoolRealArray( 0, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9, 1, 1.1, 1.2 ) } tracks/13/type = "bezier" tracks/13/path = NodePath("Body/Left Foot:rotation_degrees") tracks/13/interp = 1 tracks/13/loop_wrap = true tracks/13/imported = false tracks/13/enabled = true tracks/13/keys = { "points": PoolRealArray( 114.222, -0.05, 0, 0.05, 0, 101.558, -0.05, 0, 0.05, 0, 21.8541, -0.05, 0, 0.05, 0, -3.35793, -0.05, 0, 0.05, 0, -15.1317, -0.05, 0, 0.05, 0, -25.4655, -0.05, 0, 0.05, 0, -6.78048, -0.05, 0, 0.05, 0, -4.43915, -0.05, 0, 0.05, 0, 30.8803, -0.05, 0, 0.05, 0, 44.418, -0.05, 0, 0.05, 0, 80.042, -0.05, 0, 0.05, 0, 114.222, -0.05, 0, 0.05, 0 ), "times": PoolRealArray( 0, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9, 1, 1.1, 1.2 ) } [sub_resource type="Animation" id=13] resource_name = "Walk" length = 1.6 loop = true tracks/0/type = "value" tracks/0/path = NodePath("Body:position") tracks/0/interp = 1 tracks/0/loop_wrap = true tracks/0/imported = false tracks/0/enabled = true tracks/0/keys = { "times": PoolRealArray( 0.00350559, 0.2, 0.4, 0.6, 0.8, 1, 1.2, 1.4 ), "transitions": PoolRealArray( 1, 1, 1, 1, 1, 1, 1, 1 ), "update": 0, "values": [ Vector2( -0.75, 0.75 ), Vector2( -0.75, 2 ), Vector2( -0.75, 0 ), Vector2( -0.75, -0.75 ), Vector2( -0.75, 0.75 ), Vector2( -0.75, 2 ), Vector2( -0.75, 0 ), Vector2( -0.75, -0.75 ) ] } tracks/1/type = "value" tracks/1/path = NodePath("Body:rotation_degrees") tracks/1/interp = 1 tracks/1/loop_wrap = true tracks/1/imported = false tracks/1/enabled = true tracks/1/keys = { "times": PoolRealArray( 0.00350559 ), "transitions": PoolRealArray( 1 ), "update": 0, "values": [ 0.0 ] } tracks/2/type = "value" tracks/2/path = NodePath("Body/Right Hand:position") tracks/2/interp = 1 tracks/2/loop_wrap = true tracks/2/imported = false tracks/2/enabled = true tracks/2/keys = { "times": PoolRealArray( 0.00350559, 0.2, 0.4, 0.6, 0.8, 1, 1.2, 1.4 ), "transitions": PoolRealArray( 1, 1, 1, 1, 1, 1, 1, 1 ), "update": 0, "values": [ Vector2( -4.91311, -0.216038 ), Vector2( -6.95929, -1.06861 ), Vector2( -2.52591, 0.380762 ), Vector2( 3.4421, 1.06282 ), Vector2( 5.31776, 1.06282 ), Vector2( 6.59661, 0.210247 ), Vector2( 0.287579, 1.65962 ), Vector2( -2.52591, 0.977562 ) ] } tracks/3/type = "value" tracks/3/path = NodePath("Body/Left Hand:position") tracks/3/interp = 1 tracks/3/loop_wrap = true tracks/3/imported = false tracks/3/enabled = true tracks/3/keys = { "times": PoolRealArray( -2.32831e-10, 0.2, 0.4, 0.6, 0.8, 1, 1.2, 1.4 ), "transitions": PoolRealArray( 1, 1, 1, 1, 1, 1, 1, 1 ), "update": 0, "values": [ Vector2( 8.62523, -0.728951 ), Vector2( 10.5009, -0.643694 ), Vector2( 5.81174, -0.217408 ), Vector2( 0.696301, 0.379392 ), Vector2( -3.39605, 0.549907 ), Vector2( -4.84542, 0.294136 ), Vector2( 1.63413, 1.573 ), Vector2( 6.74957, 1.14671 ) ] } tracks/4/type = "value" tracks/4/path = NodePath("Body/Right Foot:position") tracks/4/interp = 1 tracks/4/loop_wrap = true tracks/4/imported = false tracks/4/enabled = true tracks/4/keys = { "times": PoolRealArray( -2.32831e-10, 0.2, 0.4, 0.6, 0.8, 1, 1.2, 1.4 ), "transitions": PoolRealArray( 1, 1, 1, 1, 1, 1, 1, 1 ), "update": 0, "values": [ Vector2( 4.0753, 8.96484 ), Vector2( 4.41633, 8.02701 ), Vector2( 0.750264, 10.1584 ), Vector2( -2.40425, 10.4995 ), Vector2( -5.13249, 8.87957 ), Vector2( -6.15558, 8.19752 ), Vector2( -2.9158, 9.05009 ), Vector2( 2.28489, 9.30586 ) ] } tracks/5/type = "value" tracks/5/path = NodePath("Body/Right Foot:rotation_degrees") tracks/5/interp = 1 tracks/5/loop_wrap = true tracks/5/imported = false tracks/5/enabled = true tracks/5/keys = { "times": PoolRealArray( -0.00350559, 0.2, 0.4, 0.8, 1, 1.2, 1.4 ), "transitions": PoolRealArray( 1, 1, 1, 1, 1, 1, 1 ), "update": 0, "values": [ -23.6647, 0.0, 0.0, 45.6642, 93.5603, 93.5603, 60.3923 ] } tracks/6/type = "value" tracks/6/path = NodePath("Body/Left Foot:position") tracks/6/interp = 1 tracks/6/loop_wrap = true tracks/6/imported = false tracks/6/enabled = true tracks/6/keys = { "times": PoolRealArray( 0, 0.2, 0.4, 0.6, 0.8, 1, 1.2, 1.4 ), "transitions": PoolRealArray( 1, 1, 1, 1, 1, 1, 1, 1 ), "update": 0, "values": [ Vector2( -3.95593, 8.46182 ), Vector2( -3.78541, 7.95027 ), Vector2( -0.630892, 9.22913 ), Vector2( 4.05826, 9.05862 ), Vector2( 6.27495, 9.14388 ), Vector2( 5.59289, 8.12079 ), Vector2( 1.84157, 9.9112 ), Vector2( -3.78541, 9.99646 ) ] } tracks/7/type = "value" tracks/7/path = NodePath("Body/Left Foot:rotation_degrees") tracks/7/interp = 1 tracks/7/loop_wrap = true tracks/7/imported = false tracks/7/enabled = true tracks/7/keys = { "times": PoolRealArray( 0, 0.2, 0.4, 0.6, 0.8, 1, 1.2, 1.4 ), "transitions": PoolRealArray( 1, 1, 1, 1, 1, 1, 1, 1 ), "update": 0, "values": [ 30.2969, 101.405, 101.405, 49.9436, -33.5517, 0.0, 0.0, 49.7383 ] } [sub_resource type="AnimationNodeAnimation" id=14] animation = "Walk" [sub_resource type="AnimationNodeAnimation" id=15] animation = "Run" [sub_resource type="AnimationNodeAnimation" id=16] animation = "Breath" [sub_resource type="AnimationNodeTimeScale" id=17] [sub_resource type="AnimationNodeBlendTree" id=18] nodes/Animation/node = SubResource( 16 ) nodes/Animation/position = Vector2( 60, 120 ) nodes/BreathRate/node = SubResource( 17 ) nodes/BreathRate/position = Vector2( 280, 120 ) nodes/output/position = Vector2( 680, 140 ) node_connections = [ "output", 0, "BreathRate", "BreathRate", 0, "Animation" ] [sub_resource type="AnimationNodeBlend2" id=19] [sub_resource type="AnimationNodeAnimation" id=20] animation = "Blink" [sub_resource type="AnimationNodeAnimation" id=21] animation = "Eyebrow" [sub_resource type="AnimationNodeAnimation" id=22] animation = "HandsShuffleA" [sub_resource type="AnimationNodeAnimation" id=23] animation = "HandsShuffleB" [sub_resource type="AnimationNodeAnimation" id=24] animation = "FootShuffleA" [sub_resource type="AnimationNodeAnimation" id=25] animation = "Base" [sub_resource type="AnimationNodeOneShot" id=26] [sub_resource type="AnimationNodeTransition" id=27] input_count = 3 input_0/name = "Blink" input_0/auto_advance = false input_1/name = "EyeBrow" input_1/auto_advance = false input_2/name = "ShakeHead" input_2/auto_advance = false [sub_resource type="AnimationNodeOneShot" id=28] [sub_resource type="AnimationNodeTransition" id=29] input_count = 2 input_0/name = "Fidget" input_0/auto_advance = false input_1/name = "Contemplate" input_1/auto_advance = false [sub_resource type="AnimationNodeOneShot" id=30] [sub_resource type="AnimationNodeAnimation" id=31] animation = "LookAtCamera" [sub_resource type="AnimationNodeAnimation" id=32] animation = "LookAtCamera" [sub_resource type="AnimationNodeAnimation" id=33] animation = "LookFromCamera" [sub_resource type="AnimationNodeAnimation" id=34] animation = "LookFromCamera" [sub_resource type="AnimationNodeStateMachineTransition" id=35] switch_mode = 2 auto_advance = true [sub_resource type="AnimationNodeStateMachineTransition" id=36] switch_mode = 2 auto_advance = true [sub_resource type="AnimationNodeStateMachineTransition" id=37] switch_mode = 2 auto_advance = true [sub_resource type="AnimationNodeStateMachine" id=38] states/LookAtCamera/node = SubResource( 32 ) states/LookAtCamera/position = Vector2( 382, 12 ) "states/LookAtCamera 2/node" = SubResource( 31 ) "states/LookAtCamera 2/position" = Vector2( 338, 257 ) states/LookFromCamera/node = SubResource( 33 ) states/LookFromCamera/position = Vector2( 601, 135 ) states/ShakeHead/node = SubResource( 34 ) states/ShakeHead/position = Vector2( 122, 143 ) transitions = [ "LookFromCamera", "LookAtCamera 2", SubResource( 35 ), "LookAtCamera 2", "ShakeHead", SubResource( 36 ), "LookAtCamera", "LookFromCamera", SubResource( 37 ) ] start_node = "LookAtCamera" end_node = "ShakeHead" graph_offset = Vector2( -163, -106 ) [sub_resource type="AnimationNodeBlendTree" id=39] graph_offset = Vector2( -40.5663, 152.619 ) nodes/Animation/node = SubResource( 25 ) nodes/Animation/position = Vector2( 400, 160 ) "nodes/Animation 2/node" = SubResource( 20 ) "nodes/Animation 2/position" = Vector2( 120, 300 ) "nodes/Animation 3/node" = SubResource( 21 ) "nodes/Animation 3/position" = Vector2( 120, 420 ) "nodes/Animation 4/node" = SubResource( 22 ) "nodes/Animation 4/position" = Vector2( 580, 380 ) "nodes/Animation 5/node" = SubResource( 23 ) "nodes/Animation 5/position" = Vector2( 580, 500 ) "nodes/Animation 6/node" = SubResource( 24 ) "nodes/Animation 6/position" = Vector2( 1100, 80 ) nodes/Expression/node = SubResource( 26 ) nodes/Expression/position = Vector2( 600, 160 ) nodes/FaceState/node = SubResource( 27 ) nodes/FaceState/position = Vector2( 380, 340 ) nodes/Feet/node = SubResource( 28 ) nodes/Feet/position = Vector2( 1400, 80 ) nodes/HandState/node = SubResource( 29 ) nodes/HandState/position = Vector2( 860, 400 ) nodes/Hands/node = SubResource( 30 ) nodes/Hands/position = Vector2( 1080, 200 ) nodes/ShakeHead/node = SubResource( 38 ) nodes/ShakeHead/position = Vector2( 120, 540 ) nodes/output/position = Vector2( 1820, 120 ) node_connections = [ "output", 0, "Feet", "Expression", 0, "Animation", "Expression", 1, "FaceState", "FaceState", 0, "Animation 2", "FaceState", 1, "Animation 3", "FaceState", 2, "ShakeHead", "Feet", 0, "Hands", "Feet", 1, "Animation 6", "HandState", 0, "Animation 4", "HandState", 1, "Animation 5", "Hands", 0, "Expression", "Hands", 1, "HandState" ] [sub_resource type="AnimationNodeTransition" id=40] input_count = 4 input_0/name = "Idle" input_0/auto_advance = false input_1/name = "Run" input_1/auto_advance = false input_2/name = "Walk" input_2/auto_advance = false input_3/name = "Jump" input_3/auto_advance = false [sub_resource type="AnimationNodeBlendTree" id=41] graph_offset = Vector2( 3.22357, 70.3737 ) nodes/Animation/node = SubResource( 15 ) nodes/Animation/position = Vector2( 160, 260 ) "nodes/Animation 2/node" = SubResource( 14 ) "nodes/Animation 2/position" = Vector2( 140, 400 ) nodes/Breath/node = SubResource( 18 ) nodes/Breath/position = Vector2( 640, 340 ) nodes/BreathCtrl/node = SubResource( 19 ) nodes/BreathCtrl/position = Vector2( 900, 220 ) nodes/Idle/node = SubResource( 39 ) nodes/Idle/position = Vector2( 140, 160 ) nodes/State/node = SubResource( 40 ) nodes/State/position = Vector2( 660, 120 ) nodes/output/position = Vector2( 1180, 240 ) node_connections = [ "output", 0, "BreathCtrl", "BreathCtrl", 0, "State", "BreathCtrl", 1, "Breath", "State", 0, "Idle", "State", 1, "Animation", "State", 2, "Animation 2" ] [sub_resource type="AnimationNodeStateMachinePlayback" id=42] [node name="Player" type="KinematicBody2D"] position = Vector2( 0, -0.174824 ) script = ExtResource( 3 ) [node name="CollisionShape2D" type="CollisionShape2D" parent="."] shape = SubResource( 1 ) [node name="Body" type="Position2D" parent="."] position = Vector2( -0.75, 0.75 ) [node name="Sprite" type="Sprite" parent="Body"] position = Vector2( 0.424996, 0 ) scale = Vector2( 1.07694, 1 ) texture = ExtResource( 1 ) vframes = 16 hframes = 16 frame = 16 [node name="Head" type="Position2D" parent="Body"] position = Vector2( 0.291992, -5.2558 ) rotation = -0.014155 [node name="Sprite" type="Sprite" parent="Body/Head"] position = Vector2( 0.291992, -2.04392 ) texture = ExtResource( 1 ) vframes = 16 hframes = 16 [node name="Right Hand" type="Position2D" parent="Body"] position = Vector2( -2.83482, -0.404972 ) [node name="Sprite" type="Sprite" parent="Body/Right Hand"] position = Vector2( 0.404972, 0.728954 ) texture = ExtResource( 1 ) region_enabled = true region_rect = Rect2( 5, 32, 5, 5 ) [node name="Left Hand" type="Position2D" parent="Body"] show_behind_parent = true position = Vector2( 6.0746, -0.728951 ) [node name="Sprite" type="Sprite" parent="Body/Left Hand"] position = Vector2( 0.404972, 0.728954 ) texture = ExtResource( 1 ) region_enabled = true region_rect = Rect2( 5, 36, 5, 5 ) [node name="Right Foot" type="Position2D" parent="Body"] position = Vector2( -1.29591, 9.47638 ) [node name="Sprite" type="Sprite" parent="Body/Right Foot"] position = Vector2( 0.485966, 0.890942 ) texture = ExtResource( 1 ) region_enabled = true region_rect = Rect2( 0, 32, 5, 4 ) [node name="Left Foot" type="Position2D" parent="Body"] show_behind_parent = true position = Vector2( 2.26785, 9.31439 ) [node name="Sprite" type="Sprite" parent="Body/Left Foot"] position = Vector2( 0.485966, 0.890942 ) texture = ExtResource( 1 ) region_enabled = true region_rect = Rect2( 0, 36, 5, 4 ) [node name="icon" type="Sprite" parent="."] visible = false position = Vector2( 0.0053978, 44.3479 ) texture = ExtResource( 2 ) [node name="AnimationPlayer" type="AnimationPlayer" parent="."] anims/Base = SubResource( 2 ) anims/Blink = SubResource( 3 ) anims/Breath = SubResource( 4 ) anims/Eyebrow = SubResource( 5 ) anims/FootShuffleA = SubResource( 6 ) anims/HandsShuffleA = SubResource( 7 ) anims/HandsShuffleB = SubResource( 8 ) anims/LookAtCamera = SubResource( 9 ) anims/LookDown = SubResource( 10 ) anims/LookFromCamera = SubResource( 11 ) anims/Run = SubResource( 12 ) anims/Walk = SubResource( 13 ) [node name="AnimationTree" type="AnimationTree" parent="."] tree_root = SubResource( 41 ) anim_player = NodePath("../AnimationPlayer") active = true parameters/Breath/BreathRate/scale = 1.0 parameters/BreathCtrl/blend_amount = 0.5 parameters/Idle/Expression/active = false parameters/Idle/FaceState/current = 2 parameters/Idle/Feet/active = false parameters/Idle/HandState/current = 0 parameters/Idle/Hands/active = false parameters/Idle/ShakeHead/playback = SubResource( 42 ) parameters/State/current = 0