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extends Node3D
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@onready var _animation_tree: AnimationTree = $AnimationTree
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@onready var _main_state_machine: AnimationNodeStateMachinePlayback = _animation_tree.get("parameters/StateMachine/playback")
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@onready var _secondary_action_timer: Timer = $SecondaryActionTimer
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func _on_secondary_action_timer_timeout() -> void:
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if _main_state_machine.get_current_node() != "Idle":
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return
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_main_state_machine.travel("HeadMovement")
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_secondary_action_timer.start(randf_range(3.0, 8.0))
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## Sets the model to a neutral, action-free state.
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func idle() -> void:
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_main_state_machine.travel("Idle")
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_secondary_action_timer.start()
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## Plays a one-shot attack animation.
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## This animation does not play in parallel with other states.
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func attack() -> void:
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_main_state_machine.travel("Attack")
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## Plays a one-shot power-off animation.
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## This animation does not play in parallel with other states.
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func power_off() -> void:
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_main_state_machine.travel("PowerOff")
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_secondary_action_timer.stop()
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uid://j3jmdmhevnsu
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[gd_resource type="Animation" format=3 uid="uid://bqprpxg0a2kjd"]
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[resource]
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step = 0.05
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("Armature/Skeleton3D/bee_bot2:surface_material_override/2:shader_parameter/intensity")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0, 0.05, 0.1, 0.15, 0.2, 0.25),
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"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1),
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"update": 0,
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"values": [0.0, 0.0, 2.0, 0.0, 2.0, 0.0]
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}
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tracks/1/type = "value"
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/path = NodePath("Armature/Skeleton3D/bee_bot2:surface_material_override/3:shader_parameter/global_intensity")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/keys = {
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"times": PackedFloat32Array(0, 0.05, 0.1, 0.15, 0.2),
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"transitions": PackedFloat32Array(1, 1, 1, 1, 1),
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"update": 0,
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"values": [0.0, 1.0, 0.0, 4.0, 0.0]
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}
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tracks/2/type = "value"
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tracks/2/imported = false
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tracks/2/enabled = true
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tracks/2/path = NodePath("Armature/Skeleton3D/bee_bot2:surface_material_override/1:emission_energy_multiplier")
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tracks/2/interp = 1
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tracks/2/loop_wrap = true
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tracks/2/keys = {
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"times": PackedFloat32Array(0.1, 0.15, 0.2, 0.25),
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"transitions": PackedFloat32Array(1, 1, 1, 1),
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"update": 0,
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"values": [1.0, 0.0, 2.0, 0.0]
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}
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[gd_resource type="ShaderMaterial" load_steps=3 format=3 uid="uid://dx8xfrepk0a68"]
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[ext_resource type="Shader" uid="uid://dmqt66iywru6d" path="res://addons/gdquest_models_shared/shaders/screen_shader.gdshader" id="1_itpnc"]
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[ext_resource type="Texture2D" uid="uid://bvxkh2pa1nqdq" path="res://addons/gdquest_models_shared/textures/eye_mask.png" id="2_acs8v"]
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[resource]
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render_priority = 0
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shader = ExtResource("1_itpnc")
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shader_parameter/face_texture = ExtResource("2_acs8v")
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shader_parameter/intensity = 2.0
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shader_parameter/screen_color = Color(1, 0.584314, 0, 0.0784314)
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shader_parameter/screen_red_offset = Vector2(0, 0)
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shader_parameter/screen_green_offset = Vector2(0, 0)
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shader_parameter/screen_blue_offset = Vector2(0, 0)
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shader_parameter/pixel_size = 32.0
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[gd_resource type="StandardMaterial3D" format=3 uid="uid://bww7by8cvcuoe"]
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[resource]
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albedo_color = Color(0.470588, 0.470588, 0.470588, 1)
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emission_enabled = true
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emission = Color(1, 0.584314, 0, 1)
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emission_energy_multiplier = 1.25
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[gd_resource type="ShaderMaterial" load_steps=3 format=3 uid="uid://cruyb7vmbaabx"]
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[ext_resource type="Shader" uid="uid://cucygkmpgoqm5" path="res://addons/gdquest_bee_bot/shader/bee_wings_shader.gdshader" id="1_b2ohr"]
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[ext_resource type="Texture2D" uid="uid://blaqa1tkmd0xx" path="res://addons/gdquest_bee_bot/textures/wing_pattern.png" id="2_wfea8"]
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[resource]
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render_priority = 0
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shader = ExtResource("1_b2ohr")
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shader_parameter/wing_pattern_sampler = ExtResource("2_wfea8")
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shader_parameter/emission_color = Color(1, 0.584314, 0, 1)
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shader_parameter/global_intensity = 1.0
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shader_type spatial;
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render_mode cull_disabled;
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uniform sampler2D wing_pattern_sampler : repeat_disable;
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uniform vec3 emission_color : source_color = vec3(1.0);
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uniform float global_intensity = 1.0;
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void fragment() {
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float wing_pattern = texture(wing_pattern_sampler, UV).x;
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float pulse = ((1.0 + sin(UV.y + TIME)) / 2.0) + 0.5;
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ALBEDO = vec3(0.0);
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EMISSION = emission_color * smoothstep(0.51, 0.49, wing_pattern) * pulse * global_intensity;
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}
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uid://cucygkmpgoqm5
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://blaqa1tkmd0xx"
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path.s3tc="res://.godot/imported/wing_pattern.png-c2f65a14c2d4969a466827787be15035.s3tc.ctex"
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metadata={
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"imported_formats": ["s3tc_bptc"],
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"vram_texture": true
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}
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[deps]
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source_file="res://addons/gdquest_bee_bot/textures/wing_pattern.png"
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dest_files=["res://.godot/imported/wing_pattern.png-c2f65a14c2d4969a466827787be15035.s3tc.ctex"]
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[params]
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compress/mode=2
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=true
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=0
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