Merge branch 'master' of github.com:teamfisk/AgileBreakOut

This commit is contained in:
2015-10-23 15:47:52 +02:00
15 changed files with 365 additions and 283 deletions
+170 -170
View File
@@ -5,8 +5,8 @@
<author>Blender User</author> <author>Blender User</author>
<authoring_tool>Blender 2.75.0 commit date:2015-07-07, commit time:14:56, hash:c27589e</authoring_tool> <authoring_tool>Blender 2.75.0 commit date:2015-07-07, commit time:14:56, hash:c27589e</authoring_tool>
</contributor> </contributor>
<created>2015-10-23T14:18:54</created> <created>2015-10-23T14:55:47</created>
<modified>2015-10-23T14:18:54</modified> <modified>2015-10-23T14:55:47</modified>
<unit name="meter" meter="1"/> <unit name="meter" meter="1"/>
<up_axis>Z_UP</up_axis> <up_axis>Z_UP</up_axis>
</asset> </asset>
@@ -117,25 +117,25 @@
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<technique_common> <technique_common>
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<technique_common> <technique_common>
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<technique_common> <technique_common>
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@@ -149,25 +149,25 @@
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<technique_common> <technique_common>
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<technique_common> <technique_common>
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<technique_common> <technique_common>
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</accessor> </accessor>
</technique_common> </technique_common>
@@ -181,25 +181,25 @@
</animation> </animation>
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<technique_common> <technique_common>
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<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
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<technique_common> <technique_common>
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<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_Ear_L_pose_matrix-interpolation"> <source id="Armature_002_Ear_L_pose_matrix-interpolation">
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<technique_common> <technique_common>
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<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -213,25 +213,25 @@
</animation> </animation>
<animation id="Armature_002_Ear_H_pose_matrix"> <animation id="Armature_002_Ear_H_pose_matrix">
<source id="Armature_002_Ear_H_pose_matrix-input"> <source id="Armature_002_Ear_H_pose_matrix-input">
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<technique_common> <technique_common>
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<param name="TIME" type="float"/> <param name="TIME" type="float"/>
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</source> </source>
<source id="Armature_002_Ear_H_pose_matrix-interpolation"> <source id="Armature_002_Ear_H_pose_matrix-interpolation">
<Name_array id="Armature_002_Ear_H_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_002_Ear_H_pose_matrix-interpolation-array" count="2">LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
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<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -245,25 +245,25 @@
</animation> </animation>
<animation id="Armature_002_UpperBackTentacle_L_pose_matrix"> <animation id="Armature_002_UpperBackTentacle_L_pose_matrix">
<source id="Armature_002_UpperBackTentacle_L_pose_matrix-input"> <source id="Armature_002_UpperBackTentacle_L_pose_matrix-input">
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<technique_common> <technique_common>
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<param name="TIME" type="float"/> <param name="TIME" type="float"/>
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<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
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<source id="Armature_002_UpperBackTentacle_L_pose_matrix-interpolation"> <source id="Armature_002_UpperBackTentacle_L_pose_matrix-interpolation">
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<technique_common> <technique_common>
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<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -277,25 +277,25 @@
</animation> </animation>
<animation id="Armature_002_LowerBackTentacle_L_pose_matrix"> <animation id="Armature_002_LowerBackTentacle_L_pose_matrix">
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<technique_common> <technique_common>
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<param name="TIME" type="float"/> <param name="TIME" type="float"/>
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<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
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<technique_common> <technique_common>
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@@ -309,25 +309,25 @@
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<source id="Armature_002_UpperMidTentacle_L_pose_matrix-interpolation"> <source id="Armature_002_UpperMidTentacle_L_pose_matrix-interpolation">
<Name_array id="Armature_002_UpperMidTentacle_L_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_002_UpperMidTentacle_L_pose_matrix-interpolation-array" count="2">LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_UpperMidTentacle_L_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_002_UpperMidTentacle_L_pose_matrix-interpolation-array" count="2" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -341,25 +341,25 @@
</animation> </animation>
<animation id="Armature_002_LowerMidTentacle_L_pose_matrix"> <animation id="Armature_002_LowerMidTentacle_L_pose_matrix">
<source id="Armature_002_LowerMidTentacle_L_pose_matrix-input"> <source id="Armature_002_LowerMidTentacle_L_pose_matrix-input">
<float_array id="Armature_002_LowerMidTentacle_L_pose_matrix-input-array" count="3">0.04166662 0.25 0.4583333</float_array> <float_array id="Armature_002_LowerMidTentacle_L_pose_matrix-input-array" count="2">0.04166662 0.4583333</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_LowerMidTentacle_L_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_002_LowerMidTentacle_L_pose_matrix-input-array" count="2" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_LowerMidTentacle_L_pose_matrix-output"> <source id="Armature_002_LowerMidTentacle_L_pose_matrix-output">
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<technique_common> <technique_common>
<accessor source="#Armature_002_LowerMidTentacle_L_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_002_LowerMidTentacle_L_pose_matrix-output-array" count="2" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_LowerMidTentacle_L_pose_matrix-interpolation"> <source id="Armature_002_LowerMidTentacle_L_pose_matrix-interpolation">
<Name_array id="Armature_002_LowerMidTentacle_L_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_002_LowerMidTentacle_L_pose_matrix-interpolation-array" count="2">LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_LowerMidTentacle_L_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_002_LowerMidTentacle_L_pose_matrix-interpolation-array" count="2" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -373,25 +373,25 @@
</animation> </animation>
<animation id="Armature_002_UpperFrontTentacle_L_pose_matrix"> <animation id="Armature_002_UpperFrontTentacle_L_pose_matrix">
<source id="Armature_002_UpperFrontTentacle_L_pose_matrix-input"> <source id="Armature_002_UpperFrontTentacle_L_pose_matrix-input">
<float_array id="Armature_002_UpperFrontTentacle_L_pose_matrix-input-array" count="3">0.04166662 0.25 0.4583333</float_array> <float_array id="Armature_002_UpperFrontTentacle_L_pose_matrix-input-array" count="2">0.04166662 0.4583333</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_UpperFrontTentacle_L_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_002_UpperFrontTentacle_L_pose_matrix-input-array" count="2" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_UpperFrontTentacle_L_pose_matrix-output"> <source id="Armature_002_UpperFrontTentacle_L_pose_matrix-output">
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<technique_common> <technique_common>
<accessor source="#Armature_002_UpperFrontTentacle_L_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_002_UpperFrontTentacle_L_pose_matrix-output-array" count="2" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_UpperFrontTentacle_L_pose_matrix-interpolation"> <source id="Armature_002_UpperFrontTentacle_L_pose_matrix-interpolation">
<Name_array id="Armature_002_UpperFrontTentacle_L_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_002_UpperFrontTentacle_L_pose_matrix-interpolation-array" count="2">LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_UpperFrontTentacle_L_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_002_UpperFrontTentacle_L_pose_matrix-interpolation-array" count="2" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -405,25 +405,25 @@
</animation> </animation>
<animation id="Armature_002_LowerFrontTentacle_L_pose_matrix"> <animation id="Armature_002_LowerFrontTentacle_L_pose_matrix">
<source id="Armature_002_LowerFrontTentacle_L_pose_matrix-input"> <source id="Armature_002_LowerFrontTentacle_L_pose_matrix-input">
<float_array id="Armature_002_LowerFrontTentacle_L_pose_matrix-input-array" count="3">0.04166662 0.25 0.4583333</float_array> <float_array id="Armature_002_LowerFrontTentacle_L_pose_matrix-input-array" count="2">0.04166662 0.4583333</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_LowerFrontTentacle_L_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_002_LowerFrontTentacle_L_pose_matrix-input-array" count="2" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_LowerFrontTentacle_L_pose_matrix-output"> <source id="Armature_002_LowerFrontTentacle_L_pose_matrix-output">
<float_array id="Armature_002_LowerFrontTentacle_L_pose_matrix-output-array" count="48">1 -1.78814e-7 5.96046e-8 -7.45058e-9 1.49012e-7 0.9915508 -0.1297187 0.2669196 5.21541e-8 0.1297187 0.9915509 -1.49012e-8 0 0 0 1 0.9999999 -1.63913e-7 -1.11759e-8 -7.45058e-9 2.08616e-7 0.9804086 0.1969747 0.2669196 7.07805e-8 -0.1969747 0.9804086 -1.49012e-8 0 0 0 1 1 -1.49012e-7 8.00937e-8 -7.45058e-9 5.96046e-8 0.864507 0.5026209 0.2669196 -5.58794e-8 -0.5026209 0.864507 -1.49012e-8 0 0 0 1</float_array> <float_array id="Armature_002_LowerFrontTentacle_L_pose_matrix-output-array" count="32">1 -1.78814e-7 5.96046e-8 -7.45058e-9 1.49012e-7 0.9915508 -0.1297187 0.2669196 5.21541e-8 0.1297187 0.9915509 -1.49012e-8 0 0 0 1 1 -1.49012e-7 8.00937e-8 -7.45058e-9 5.96046e-8 0.864507 0.5026209 0.2669196 -5.58794e-8 -0.5026209 0.864507 -1.49012e-8 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_LowerFrontTentacle_L_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_002_LowerFrontTentacle_L_pose_matrix-output-array" count="2" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_LowerFrontTentacle_L_pose_matrix-interpolation"> <source id="Armature_002_LowerFrontTentacle_L_pose_matrix-interpolation">
<Name_array id="Armature_002_LowerFrontTentacle_L_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_002_LowerFrontTentacle_L_pose_matrix-interpolation-array" count="2">LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_LowerFrontTentacle_L_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_002_LowerFrontTentacle_L_pose_matrix-interpolation-array" count="2" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -437,25 +437,25 @@
</animation> </animation>
<animation id="Armature_002_UpperBackTentacle_R_pose_matrix"> <animation id="Armature_002_UpperBackTentacle_R_pose_matrix">
<source id="Armature_002_UpperBackTentacle_R_pose_matrix-input"> <source id="Armature_002_UpperBackTentacle_R_pose_matrix-input">
<float_array id="Armature_002_UpperBackTentacle_R_pose_matrix-input-array" count="3">0.04166662 0.25 0.4583333</float_array> <float_array id="Armature_002_UpperBackTentacle_R_pose_matrix-input-array" count="2">0.04166662 0.4583333</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_UpperBackTentacle_R_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_002_UpperBackTentacle_R_pose_matrix-input-array" count="2" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_UpperBackTentacle_R_pose_matrix-output"> <source id="Armature_002_UpperBackTentacle_R_pose_matrix-output">
<float_array id="Armature_002_UpperBackTentacle_R_pose_matrix-output-array" count="48">0.5962579 0.3105631 0.7402885 0.092145 0.1080331 0.8827125 -0.4573265 -0.30983 -0.7954906 0.3526601 0.4927732 0.1036631 0 0 0 1 0.5962579 0.3602274 0.7174348 0.092145 0.1080331 0.8495398 -0.516344 -0.30983 -0.7954906 0.3853808 0.4676284 0.1036631 0 0 0 1 0.5962578 0.4082211 0.691254 0.092145 0.1080331 0.8124272 -0.5729667 -0.30983 -0.7954907 0.4163141 0.4403147 0.1036631 0 0 0 1</float_array> <float_array id="Armature_002_UpperBackTentacle_R_pose_matrix-output-array" count="32">0.5962579 0.3105631 0.7402885 0.092145 0.1080331 0.8827125 -0.4573265 -0.30983 -0.7954906 0.3526601 0.4927732 0.1036631 0 0 0 1 0.5962578 0.4082211 0.691254 0.092145 0.1080331 0.8124272 -0.5729667 -0.30983 -0.7954907 0.4163141 0.4403147 0.1036631 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_UpperBackTentacle_R_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_002_UpperBackTentacle_R_pose_matrix-output-array" count="2" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_UpperBackTentacle_R_pose_matrix-interpolation"> <source id="Armature_002_UpperBackTentacle_R_pose_matrix-interpolation">
<Name_array id="Armature_002_UpperBackTentacle_R_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_002_UpperBackTentacle_R_pose_matrix-interpolation-array" count="2">LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_UpperBackTentacle_R_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_002_UpperBackTentacle_R_pose_matrix-interpolation-array" count="2" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -469,25 +469,25 @@
</animation> </animation>
<animation id="Armature_002_LowerBackTentacle_R_pose_matrix"> <animation id="Armature_002_LowerBackTentacle_R_pose_matrix">
<source id="Armature_002_LowerBackTentacle_R_pose_matrix-input"> <source id="Armature_002_LowerBackTentacle_R_pose_matrix-input">
<float_array id="Armature_002_LowerBackTentacle_R_pose_matrix-input-array" count="3">0.04166662 0.25 0.4583333</float_array> <float_array id="Armature_002_LowerBackTentacle_R_pose_matrix-input-array" count="2">0.04166662 0.4583333</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_LowerBackTentacle_R_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_002_LowerBackTentacle_R_pose_matrix-input-array" count="2" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_LowerBackTentacle_R_pose_matrix-output"> <source id="Armature_002_LowerBackTentacle_R_pose_matrix-output">
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<technique_common> <technique_common>
<accessor source="#Armature_002_LowerBackTentacle_R_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_002_LowerBackTentacle_R_pose_matrix-output-array" count="2" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_LowerBackTentacle_R_pose_matrix-interpolation"> <source id="Armature_002_LowerBackTentacle_R_pose_matrix-interpolation">
<Name_array id="Armature_002_LowerBackTentacle_R_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_002_LowerBackTentacle_R_pose_matrix-interpolation-array" count="2">LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_LowerBackTentacle_R_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_002_LowerBackTentacle_R_pose_matrix-interpolation-array" count="2" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -501,25 +501,25 @@
</animation> </animation>
<animation id="Armature_002_UpperMidTentacle_R_pose_matrix"> <animation id="Armature_002_UpperMidTentacle_R_pose_matrix">
<source id="Armature_002_UpperMidTentacle_R_pose_matrix-input"> <source id="Armature_002_UpperMidTentacle_R_pose_matrix-input">
<float_array id="Armature_002_UpperMidTentacle_R_pose_matrix-input-array" count="3">0.04166662 0.25 0.4583333</float_array> <float_array id="Armature_002_UpperMidTentacle_R_pose_matrix-input-array" count="2">0.04166662 0.4583333</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_UpperMidTentacle_R_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_002_UpperMidTentacle_R_pose_matrix-input-array" count="2" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_UpperMidTentacle_R_pose_matrix-output"> <source id="Armature_002_UpperMidTentacle_R_pose_matrix-output">
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<technique_common> <technique_common>
<accessor source="#Armature_002_UpperMidTentacle_R_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_002_UpperMidTentacle_R_pose_matrix-output-array" count="2" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_UpperMidTentacle_R_pose_matrix-interpolation"> <source id="Armature_002_UpperMidTentacle_R_pose_matrix-interpolation">
<Name_array id="Armature_002_UpperMidTentacle_R_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_002_UpperMidTentacle_R_pose_matrix-interpolation-array" count="2">LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_UpperMidTentacle_R_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_002_UpperMidTentacle_R_pose_matrix-interpolation-array" count="2" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -533,25 +533,25 @@
</animation> </animation>
<animation id="Armature_002_LowerMidTentacle_R_pose_matrix"> <animation id="Armature_002_LowerMidTentacle_R_pose_matrix">
<source id="Armature_002_LowerMidTentacle_R_pose_matrix-input"> <source id="Armature_002_LowerMidTentacle_R_pose_matrix-input">
<float_array id="Armature_002_LowerMidTentacle_R_pose_matrix-input-array" count="3">0.04166662 0.25 0.4583333</float_array> <float_array id="Armature_002_LowerMidTentacle_R_pose_matrix-input-array" count="2">0.04166662 0.4583333</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_LowerMidTentacle_R_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_002_LowerMidTentacle_R_pose_matrix-input-array" count="2" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_LowerMidTentacle_R_pose_matrix-output"> <source id="Armature_002_LowerMidTentacle_R_pose_matrix-output">
<float_array id="Armature_002_LowerMidTentacle_R_pose_matrix-output-array" count="48">1 6.74718e-7 3.35923e-7 0 -5.60417e-7 0.9636354 -0.2672207 0.3066351 -5.04006e-7 0.2672207 0.9636354 0 0 0 0 1 1 4.05946e-8 5.35279e-7 0 -1.79593e-7 0.9649782 0.2623304 0.3066351 -5.05883e-7 -0.2623304 0.9649782 0 0 0 0 1 1 -6.24792e-7 4.4462e-7 0 1.153e-7 0.6957158 0.7183171 0.3066351 -7.58128e-7 -0.7183171 0.6957158 0 0 0 0 1</float_array> <float_array id="Armature_002_LowerMidTentacle_R_pose_matrix-output-array" count="32">1 6.74718e-7 3.35923e-7 0 -5.60417e-7 0.9636354 -0.2672207 0.3066351 -5.04006e-7 0.2672207 0.9636354 0 0 0 0 1 1 -6.24792e-7 4.4462e-7 0 1.153e-7 0.6957158 0.7183171 0.3066351 -7.58128e-7 -0.7183171 0.6957158 0 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_LowerMidTentacle_R_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_002_LowerMidTentacle_R_pose_matrix-output-array" count="2" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_LowerMidTentacle_R_pose_matrix-interpolation"> <source id="Armature_002_LowerMidTentacle_R_pose_matrix-interpolation">
<Name_array id="Armature_002_LowerMidTentacle_R_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_002_LowerMidTentacle_R_pose_matrix-interpolation-array" count="2">LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_LowerMidTentacle_R_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_002_LowerMidTentacle_R_pose_matrix-interpolation-array" count="2" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -565,25 +565,25 @@
</animation> </animation>
<animation id="Armature_002_UpperFrontTentacle_R_pose_matrix"> <animation id="Armature_002_UpperFrontTentacle_R_pose_matrix">
<source id="Armature_002_UpperFrontTentacle_R_pose_matrix-input"> <source id="Armature_002_UpperFrontTentacle_R_pose_matrix-input">
<float_array id="Armature_002_UpperFrontTentacle_R_pose_matrix-input-array" count="3">0.04166662 0.25 0.4583333</float_array> <float_array id="Armature_002_UpperFrontTentacle_R_pose_matrix-input-array" count="2">0.04166662 0.4583333</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_UpperFrontTentacle_R_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_002_UpperFrontTentacle_R_pose_matrix-input-array" count="2" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_UpperFrontTentacle_R_pose_matrix-output"> <source id="Armature_002_UpperFrontTentacle_R_pose_matrix-output">
<float_array id="Armature_002_UpperFrontTentacle_R_pose_matrix-output-array" count="48">0.341094 -0.5440384 -0.766601 -0.09214502 -0.01064929 0.8132191 -0.5818604 -0.30983 0.9399689 0.2066329 0.2715906 0.1036631 0 0 0 1 0.4383928 -0.3780202 -0.8154217 -0.09214502 -0.1085735 0.8783329 -0.4655571 -0.30983 0.8922016 0.2926301 0.3440118 0.1036631 0 0 0 1 0.5124992 -0.1950254 -0.8362474 -0.09214502 -0.2182847 0.9122856 -0.3465357 -0.30983 0.8304797 0.3601393 0.4249745 0.1036631 0 0 0 1</float_array> <float_array id="Armature_002_UpperFrontTentacle_R_pose_matrix-output-array" count="32">0.341094 -0.5440384 -0.766601 -0.09214502 -0.01064929 0.8132191 -0.5818604 -0.30983 0.9399689 0.2066329 0.2715906 0.1036631 0 0 0 1 0.5124992 -0.1950254 -0.8362474 -0.09214502 -0.2182847 0.9122856 -0.3465357 -0.30983 0.8304797 0.3601393 0.4249745 0.1036631 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_UpperFrontTentacle_R_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_002_UpperFrontTentacle_R_pose_matrix-output-array" count="2" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_UpperFrontTentacle_R_pose_matrix-interpolation"> <source id="Armature_002_UpperFrontTentacle_R_pose_matrix-interpolation">
<Name_array id="Armature_002_UpperFrontTentacle_R_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_002_UpperFrontTentacle_R_pose_matrix-interpolation-array" count="2">LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_UpperFrontTentacle_R_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_002_UpperFrontTentacle_R_pose_matrix-interpolation-array" count="2" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -597,25 +597,25 @@
</animation> </animation>
<animation id="Armature_002_LowerFrontTentacle_R_pose_matrix"> <animation id="Armature_002_LowerFrontTentacle_R_pose_matrix">
<source id="Armature_002_LowerFrontTentacle_R_pose_matrix-input"> <source id="Armature_002_LowerFrontTentacle_R_pose_matrix-input">
<float_array id="Armature_002_LowerFrontTentacle_R_pose_matrix-input-array" count="3">0.04166662 0.25 0.4583333</float_array> <float_array id="Armature_002_LowerFrontTentacle_R_pose_matrix-input-array" count="2">0.04166662 0.4583333</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_LowerFrontTentacle_R_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_002_LowerFrontTentacle_R_pose_matrix-input-array" count="2" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_LowerFrontTentacle_R_pose_matrix-output"> <source id="Armature_002_LowerFrontTentacle_R_pose_matrix-output">
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<technique_common> <technique_common>
<accessor source="#Armature_002_LowerFrontTentacle_R_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_002_LowerFrontTentacle_R_pose_matrix-output-array" count="2" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_LowerFrontTentacle_R_pose_matrix-interpolation"> <source id="Armature_002_LowerFrontTentacle_R_pose_matrix-interpolation">
<Name_array id="Armature_002_LowerFrontTentacle_R_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_002_LowerFrontTentacle_R_pose_matrix-interpolation-array" count="2">LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_LowerFrontTentacle_R_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_002_LowerFrontTentacle_R_pose_matrix-interpolation-array" count="2" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -629,25 +629,25 @@
</animation> </animation>
<animation id="Armature_002_Arm1_L_pose_matrix"> <animation id="Armature_002_Arm1_L_pose_matrix">
<source id="Armature_002_Arm1_L_pose_matrix-input"> <source id="Armature_002_Arm1_L_pose_matrix-input">
<float_array id="Armature_002_Arm1_L_pose_matrix-input-array" count="3">0.04166662 0.25 0.4583333</float_array> <float_array id="Armature_002_Arm1_L_pose_matrix-input-array" count="2">0.04166662 0.4583333</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_Arm1_L_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_002_Arm1_L_pose_matrix-input-array" count="2" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_Arm1_L_pose_matrix-output"> <source id="Armature_002_Arm1_L_pose_matrix-output">
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<technique_common> <technique_common>
<accessor source="#Armature_002_Arm1_L_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_002_Arm1_L_pose_matrix-output-array" count="2" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_Arm1_L_pose_matrix-interpolation"> <source id="Armature_002_Arm1_L_pose_matrix-interpolation">
<Name_array id="Armature_002_Arm1_L_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_002_Arm1_L_pose_matrix-interpolation-array" count="2">LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_Arm1_L_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_002_Arm1_L_pose_matrix-interpolation-array" count="2" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -661,25 +661,25 @@
</animation> </animation>
<animation id="Armature_002_Arm2_L_pose_matrix"> <animation id="Armature_002_Arm2_L_pose_matrix">
<source id="Armature_002_Arm2_L_pose_matrix-input"> <source id="Armature_002_Arm2_L_pose_matrix-input">
<float_array id="Armature_002_Arm2_L_pose_matrix-input-array" count="3">0.04166662 0.25 0.4583333</float_array> <float_array id="Armature_002_Arm2_L_pose_matrix-input-array" count="2">0.04166662 0.4583333</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_Arm2_L_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_002_Arm2_L_pose_matrix-input-array" count="2" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_Arm2_L_pose_matrix-output"> <source id="Armature_002_Arm2_L_pose_matrix-output">
<float_array id="Armature_002_Arm2_L_pose_matrix-output-array" count="48">1 -1.28719e-7 1.37801e-7 0 1.29622e-7 0.9999784 -0.006573148 0.2368225 -1.36952e-7 0.006573148 0.9999784 3.72529e-9 0 0 0 1 1 -1.09857e-7 1.28525e-7 0 1.22898e-7 0.9943331 -0.1063096 0.2368225 -1.16117e-7 0.1063097 0.9943331 3.72529e-9 0 0 0 1 1 -5.99114e-8 1.13846e-7 0 4.97611e-8 0.9961947 0.08715574 0.2368225 -1.18635e-7 -0.08715574 0.9961947 3.72529e-9 0 0 0 1</float_array> <float_array id="Armature_002_Arm2_L_pose_matrix-output-array" count="32">1 -6.29212e-8 1.19209e-7 0 6.29212e-8 1 0 0.2368225 -1.19209e-7 0 1 3.72529e-9 0 0 0 1 1 -5.99114e-8 1.13846e-7 0 4.97611e-8 0.9961947 0.08715574 0.2368225 -1.18635e-7 -0.08715574 0.9961947 3.72529e-9 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_Arm2_L_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_002_Arm2_L_pose_matrix-output-array" count="2" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_Arm2_L_pose_matrix-interpolation"> <source id="Armature_002_Arm2_L_pose_matrix-interpolation">
<Name_array id="Armature_002_Arm2_L_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_002_Arm2_L_pose_matrix-interpolation-array" count="2">LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_Arm2_L_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_002_Arm2_L_pose_matrix-interpolation-array" count="2" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -693,25 +693,25 @@
</animation> </animation>
<animation id="Armature_002_Arm3_L_pose_matrix"> <animation id="Armature_002_Arm3_L_pose_matrix">
<source id="Armature_002_Arm3_L_pose_matrix-input"> <source id="Armature_002_Arm3_L_pose_matrix-input">
<float_array id="Armature_002_Arm3_L_pose_matrix-input-array" count="3">0.04166662 0.25 0.4583333</float_array> <float_array id="Armature_002_Arm3_L_pose_matrix-input-array" count="2">0.04166662 0.4583333</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_Arm3_L_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_002_Arm3_L_pose_matrix-input-array" count="2" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_Arm3_L_pose_matrix-output"> <source id="Armature_002_Arm3_L_pose_matrix-output">
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<technique_common> <technique_common>
<accessor source="#Armature_002_Arm3_L_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_002_Arm3_L_pose_matrix-output-array" count="2" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_Arm3_L_pose_matrix-interpolation"> <source id="Armature_002_Arm3_L_pose_matrix-interpolation">
<Name_array id="Armature_002_Arm3_L_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_002_Arm3_L_pose_matrix-interpolation-array" count="2">LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_Arm3_L_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_002_Arm3_L_pose_matrix-interpolation-array" count="2" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -725,25 +725,25 @@
</animation> </animation>
<animation id="Armature_002_Arm4_L_pose_matrix"> <animation id="Armature_002_Arm4_L_pose_matrix">
<source id="Armature_002_Arm4_L_pose_matrix-input"> <source id="Armature_002_Arm4_L_pose_matrix-input">
<float_array id="Armature_002_Arm4_L_pose_matrix-input-array" count="3">0.04166662 0.25 0.4583333</float_array> <float_array id="Armature_002_Arm4_L_pose_matrix-input-array" count="2">0.04166662 0.4583333</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_Arm4_L_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_002_Arm4_L_pose_matrix-input-array" count="2" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_Arm4_L_pose_matrix-output"> <source id="Armature_002_Arm4_L_pose_matrix-output">
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<technique_common> <technique_common>
<accessor source="#Armature_002_Arm4_L_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_002_Arm4_L_pose_matrix-output-array" count="2" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_Arm4_L_pose_matrix-interpolation"> <source id="Armature_002_Arm4_L_pose_matrix-interpolation">
<Name_array id="Armature_002_Arm4_L_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_002_Arm4_L_pose_matrix-interpolation-array" count="2">LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_Arm4_L_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_002_Arm4_L_pose_matrix-interpolation-array" count="2" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -757,25 +757,25 @@
</animation> </animation>
<animation id="Armature_002_UpperHand_L_pose_matrix"> <animation id="Armature_002_UpperHand_L_pose_matrix">
<source id="Armature_002_UpperHand_L_pose_matrix-input"> <source id="Armature_002_UpperHand_L_pose_matrix-input">
<float_array id="Armature_002_UpperHand_L_pose_matrix-input-array" count="3">0.04166662 0.25 0.4583333</float_array> <float_array id="Armature_002_UpperHand_L_pose_matrix-input-array" count="2">0.04166662 0.4583333</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_UpperHand_L_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_002_UpperHand_L_pose_matrix-input-array" count="2" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_UpperHand_L_pose_matrix-output"> <source id="Armature_002_UpperHand_L_pose_matrix-output">
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<technique_common> <technique_common>
<accessor source="#Armature_002_UpperHand_L_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_002_UpperHand_L_pose_matrix-output-array" count="2" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_UpperHand_L_pose_matrix-interpolation"> <source id="Armature_002_UpperHand_L_pose_matrix-interpolation">
<Name_array id="Armature_002_UpperHand_L_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_002_UpperHand_L_pose_matrix-interpolation-array" count="2">LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_UpperHand_L_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_002_UpperHand_L_pose_matrix-interpolation-array" count="2" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -789,25 +789,25 @@
</animation> </animation>
<animation id="Armature_002_LowerHand_L_pose_matrix"> <animation id="Armature_002_LowerHand_L_pose_matrix">
<source id="Armature_002_LowerHand_L_pose_matrix-input"> <source id="Armature_002_LowerHand_L_pose_matrix-input">
<float_array id="Armature_002_LowerHand_L_pose_matrix-input-array" count="3">0.04166662 0.25 0.4583333</float_array> <float_array id="Armature_002_LowerHand_L_pose_matrix-input-array" count="2">0.04166662 0.4583333</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_LowerHand_L_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_002_LowerHand_L_pose_matrix-input-array" count="2" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_LowerHand_L_pose_matrix-output"> <source id="Armature_002_LowerHand_L_pose_matrix-output">
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<technique_common> <technique_common>
<accessor source="#Armature_002_LowerHand_L_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_002_LowerHand_L_pose_matrix-output-array" count="2" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_LowerHand_L_pose_matrix-interpolation"> <source id="Armature_002_LowerHand_L_pose_matrix-interpolation">
<Name_array id="Armature_002_LowerHand_L_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_002_LowerHand_L_pose_matrix-interpolation-array" count="2">LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_LowerHand_L_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_002_LowerHand_L_pose_matrix-interpolation-array" count="2" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -821,25 +821,25 @@
</animation> </animation>
<animation id="Armature_002_Arm1_R_pose_matrix"> <animation id="Armature_002_Arm1_R_pose_matrix">
<source id="Armature_002_Arm1_R_pose_matrix-input"> <source id="Armature_002_Arm1_R_pose_matrix-input">
<float_array id="Armature_002_Arm1_R_pose_matrix-input-array" count="3">0.04166662 0.25 0.4583333</float_array> <float_array id="Armature_002_Arm1_R_pose_matrix-input-array" count="2">0.04166662 0.4583333</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_Arm1_R_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_002_Arm1_R_pose_matrix-input-array" count="2" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_Arm1_R_pose_matrix-output"> <source id="Armature_002_Arm1_R_pose_matrix-output">
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<technique_common> <technique_common>
<accessor source="#Armature_002_Arm1_R_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_002_Arm1_R_pose_matrix-output-array" count="2" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_Arm1_R_pose_matrix-interpolation"> <source id="Armature_002_Arm1_R_pose_matrix-interpolation">
<Name_array id="Armature_002_Arm1_R_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_002_Arm1_R_pose_matrix-interpolation-array" count="2">LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_Arm1_R_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_002_Arm1_R_pose_matrix-interpolation-array" count="2" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -853,25 +853,25 @@
</animation> </animation>
<animation id="Armature_002_Arm2_R_pose_matrix"> <animation id="Armature_002_Arm2_R_pose_matrix">
<source id="Armature_002_Arm2_R_pose_matrix-input"> <source id="Armature_002_Arm2_R_pose_matrix-input">
<float_array id="Armature_002_Arm2_R_pose_matrix-input-array" count="3">0.04166662 0.25 0.4583333</float_array> <float_array id="Armature_002_Arm2_R_pose_matrix-input-array" count="2">0.04166662 0.4583333</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_Arm2_R_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_002_Arm2_R_pose_matrix-input-array" count="2" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_Arm2_R_pose_matrix-output"> <source id="Armature_002_Arm2_R_pose_matrix-output">
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<technique_common> <technique_common>
<accessor source="#Armature_002_Arm2_R_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_002_Arm2_R_pose_matrix-output-array" count="2" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_Arm2_R_pose_matrix-interpolation"> <source id="Armature_002_Arm2_R_pose_matrix-interpolation">
<Name_array id="Armature_002_Arm2_R_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_002_Arm2_R_pose_matrix-interpolation-array" count="2">LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_Arm2_R_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_002_Arm2_R_pose_matrix-interpolation-array" count="2" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -885,25 +885,25 @@
</animation> </animation>
<animation id="Armature_002_Arm3_R_pose_matrix"> <animation id="Armature_002_Arm3_R_pose_matrix">
<source id="Armature_002_Arm3_R_pose_matrix-input"> <source id="Armature_002_Arm3_R_pose_matrix-input">
<float_array id="Armature_002_Arm3_R_pose_matrix-input-array" count="3">0.04166662 0.25 0.4583333</float_array> <float_array id="Armature_002_Arm3_R_pose_matrix-input-array" count="2">0.04166662 0.4583333</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_Arm3_R_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_002_Arm3_R_pose_matrix-input-array" count="2" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_Arm3_R_pose_matrix-output"> <source id="Armature_002_Arm3_R_pose_matrix-output">
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<technique_common> <technique_common>
<accessor source="#Armature_002_Arm3_R_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_002_Arm3_R_pose_matrix-output-array" count="2" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_Arm3_R_pose_matrix-interpolation"> <source id="Armature_002_Arm3_R_pose_matrix-interpolation">
<Name_array id="Armature_002_Arm3_R_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_002_Arm3_R_pose_matrix-interpolation-array" count="2">LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_Arm3_R_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_002_Arm3_R_pose_matrix-interpolation-array" count="2" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -917,25 +917,25 @@
</animation> </animation>
<animation id="Armature_002_Arm4_R_pose_matrix"> <animation id="Armature_002_Arm4_R_pose_matrix">
<source id="Armature_002_Arm4_R_pose_matrix-input"> <source id="Armature_002_Arm4_R_pose_matrix-input">
<float_array id="Armature_002_Arm4_R_pose_matrix-input-array" count="3">0.04166662 0.25 0.4583333</float_array> <float_array id="Armature_002_Arm4_R_pose_matrix-input-array" count="2">0.04166662 0.4583333</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_Arm4_R_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_002_Arm4_R_pose_matrix-input-array" count="2" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_Arm4_R_pose_matrix-output"> <source id="Armature_002_Arm4_R_pose_matrix-output">
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<technique_common> <technique_common>
<accessor source="#Armature_002_Arm4_R_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_002_Arm4_R_pose_matrix-output-array" count="2" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_Arm4_R_pose_matrix-interpolation"> <source id="Armature_002_Arm4_R_pose_matrix-interpolation">
<Name_array id="Armature_002_Arm4_R_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_002_Arm4_R_pose_matrix-interpolation-array" count="2">LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_Arm4_R_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_002_Arm4_R_pose_matrix-interpolation-array" count="2" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -949,25 +949,25 @@
</animation> </animation>
<animation id="Armature_002_UpperHand_R_pose_matrix"> <animation id="Armature_002_UpperHand_R_pose_matrix">
<source id="Armature_002_UpperHand_R_pose_matrix-input"> <source id="Armature_002_UpperHand_R_pose_matrix-input">
<float_array id="Armature_002_UpperHand_R_pose_matrix-input-array" count="3">0.04166662 0.25 0.4583333</float_array> <float_array id="Armature_002_UpperHand_R_pose_matrix-input-array" count="2">0.04166662 0.4583333</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_UpperHand_R_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_002_UpperHand_R_pose_matrix-input-array" count="2" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_UpperHand_R_pose_matrix-output"> <source id="Armature_002_UpperHand_R_pose_matrix-output">
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<technique_common> <technique_common>
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<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_UpperHand_R_pose_matrix-interpolation"> <source id="Armature_002_UpperHand_R_pose_matrix-interpolation">
<Name_array id="Armature_002_UpperHand_R_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_002_UpperHand_R_pose_matrix-interpolation-array" count="2">LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_UpperHand_R_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_002_UpperHand_R_pose_matrix-interpolation-array" count="2" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -981,25 +981,25 @@
</animation> </animation>
<animation id="Armature_002_LowerHand_R_pose_matrix"> <animation id="Armature_002_LowerHand_R_pose_matrix">
<source id="Armature_002_LowerHand_R_pose_matrix-input"> <source id="Armature_002_LowerHand_R_pose_matrix-input">
<float_array id="Armature_002_LowerHand_R_pose_matrix-input-array" count="3">0.04166662 0.25 0.4583333</float_array> <float_array id="Armature_002_LowerHand_R_pose_matrix-input-array" count="2">0.04166662 0.4583333</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_LowerHand_R_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_002_LowerHand_R_pose_matrix-input-array" count="2" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_LowerHand_R_pose_matrix-output"> <source id="Armature_002_LowerHand_R_pose_matrix-output">
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<technique_common> <technique_common>
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<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_LowerHand_R_pose_matrix-interpolation"> <source id="Armature_002_LowerHand_R_pose_matrix-interpolation">
<Name_array id="Armature_002_LowerHand_R_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_002_LowerHand_R_pose_matrix-interpolation-array" count="2">LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_LowerHand_R_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_002_LowerHand_R_pose_matrix-interpolation-array" count="2" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
+17 -17
View File
@@ -5,8 +5,8 @@
<author>Blender User</author> <author>Blender User</author>
<authoring_tool>Blender 2.75.0 commit date:2015-07-07, commit time:14:56, hash:c27589e</authoring_tool> <authoring_tool>Blender 2.75.0 commit date:2015-07-07, commit time:14:56, hash:c27589e</authoring_tool>
</contributor> </contributor>
<created>2015-10-23T13:41:46</created> <created>2015-10-23T14:55:12</created>
<modified>2015-10-23T13:41:46</modified> <modified>2015-10-23T14:55:12</modified>
<unit name="meter" meter="1"/> <unit name="meter" meter="1"/>
<up_axis>Z_UP</up_axis> <up_axis>Z_UP</up_axis>
</asset> </asset>
@@ -285,7 +285,7 @@
</technique_common> </technique_common>
</source> </source>
<source id="Armature_004_LowerBackTentacle_L_pose_matrix-output"> <source id="Armature_004_LowerBackTentacle_L_pose_matrix-output">
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<technique_common> <technique_common>
<accessor source="#Armature_004_LowerBackTentacle_L_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_004_LowerBackTentacle_L_pose_matrix-output-array" count="3" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
@@ -413,7 +413,7 @@
</technique_common> </technique_common>
</source> </source>
<source id="Armature_004_LowerFrontTentacle_L_pose_matrix-output"> <source id="Armature_004_LowerFrontTentacle_L_pose_matrix-output">
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<technique_common> <technique_common>
<accessor source="#Armature_004_LowerFrontTentacle_L_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_004_LowerFrontTentacle_L_pose_matrix-output-array" count="3" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
@@ -541,7 +541,7 @@
</technique_common> </technique_common>
</source> </source>
<source id="Armature_004_LowerMidTentacle_R_pose_matrix-output"> <source id="Armature_004_LowerMidTentacle_R_pose_matrix-output">
<float_array id="Armature_004_LowerMidTentacle_R_pose_matrix-output-array" count="48">1 6.74719e-7 3.35923e-7 0 -5.60417e-7 0.9636353 -0.2672207 0.3066351 -5.04006e-7 0.2672206 0.9636353 0 0 0 0 1 1 6.74719e-7 3.35923e-7 0 -5.60417e-7 0.9636353 -0.2672207 0.3066351 -5.04006e-7 0.2672206 0.9636353 0 0 0 0 1 1 6.74719e-7 3.35923e-7 0 -5.60417e-7 0.9636353 -0.2672207 0.3066351 -5.04006e-7 0.2672206 0.9636353 0 0 0 0 1</float_array> <float_array id="Armature_004_LowerMidTentacle_R_pose_matrix-output-array" count="48">1 6.74718e-7 3.35923e-7 0 -5.60417e-7 0.9636354 -0.2672206 0.3066351 -5.04006e-7 0.2672206 0.9636353 0 0 0 0 1 1 6.74718e-7 3.35923e-7 0 -5.60417e-7 0.9636354 -0.2672206 0.3066351 -5.04006e-7 0.2672206 0.9636353 0 0 0 0 1 1 6.74718e-7 3.35923e-7 0 -5.60417e-7 0.9636354 -0.2672206 0.3066351 -5.04006e-7 0.2672206 0.9636353 0 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_004_LowerMidTentacle_R_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_004_LowerMidTentacle_R_pose_matrix-output-array" count="3" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
@@ -637,7 +637,7 @@
</technique_common> </technique_common>
</source> </source>
<source id="Armature_004_Arm1_L_pose_matrix-output"> <source id="Armature_004_Arm1_L_pose_matrix-output">
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<technique_common> <technique_common>
<accessor source="#Armature_004_Arm1_L_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_004_Arm1_L_pose_matrix-output-array" count="3" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
@@ -669,7 +669,7 @@
</technique_common> </technique_common>
</source> </source>
<source id="Armature_004_Arm2_L_pose_matrix-output"> <source id="Armature_004_Arm2_L_pose_matrix-output">
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<technique_common> <technique_common>
<accessor source="#Armature_004_Arm2_L_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_004_Arm2_L_pose_matrix-output-array" count="3" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
@@ -701,7 +701,7 @@
</technique_common> </technique_common>
</source> </source>
<source id="Armature_004_Arm3_L_pose_matrix-output"> <source id="Armature_004_Arm3_L_pose_matrix-output">
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<technique_common> <technique_common>
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<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
@@ -733,7 +733,7 @@
</technique_common> </technique_common>
</source> </source>
<source id="Armature_004_Arm4_L_pose_matrix-output"> <source id="Armature_004_Arm4_L_pose_matrix-output">
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<technique_common> <technique_common>
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<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
@@ -765,7 +765,7 @@
</technique_common> </technique_common>
</source> </source>
<source id="Armature_004_UpperHand_L_pose_matrix-output"> <source id="Armature_004_UpperHand_L_pose_matrix-output">
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<technique_common> <technique_common>
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<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
@@ -797,7 +797,7 @@
</technique_common> </technique_common>
</source> </source>
<source id="Armature_004_LowerHand_L_pose_matrix-output"> <source id="Armature_004_LowerHand_L_pose_matrix-output">
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<technique_common> <technique_common>
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<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
@@ -829,7 +829,7 @@
</technique_common> </technique_common>
</source> </source>
<source id="Armature_004_Arm1_R_pose_matrix-output"> <source id="Armature_004_Arm1_R_pose_matrix-output">
<float_array id="Armature_004_Arm1_R_pose_matrix-output-array" count="48">0.7071067 -0.6123726 -0.3535533 3.93073e-4 6.32868e-8 0.4999999 -0.8660254 -0.2065513 0.7071068 0.6123723 0.3535534 0.170607 0 0 0 1 0.7071067 -0.6123726 -0.3535533 3.93073e-4 6.32868e-8 0.4999999 -0.8660254 -0.2065513 0.7071068 0.6123723 0.3535534 0.170607 0 0 0 1 0.7071067 -0.6123726 -0.3535533 3.93073e-4 6.32868e-8 0.4999999 -0.8660254 -0.2065513 0.7071068 0.6123723 0.3535534 0.170607 0 0 0 1</float_array> <float_array id="Armature_004_Arm1_R_pose_matrix-output-array" count="48">-2.8213e-7 0 -1 3.93073e-4 6.29212e-8 0.9999999 -2.13163e-14 -0.2065513 1 -6.29212e-8 -2.8213e-7 0.170607 0 0 0 1 -2.8213e-7 0 -1 3.93073e-4 6.29212e-8 0.9999999 -2.13163e-14 -0.2065513 1 -6.29212e-8 -2.8213e-7 0.170607 0 0 0 1 -2.8213e-7 0 -1 3.93073e-4 6.29212e-8 0.9999999 -2.13163e-14 -0.2065513 1 -6.29212e-8 -2.8213e-7 0.170607 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_004_Arm1_R_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_004_Arm1_R_pose_matrix-output-array" count="3" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
@@ -861,7 +861,7 @@
</technique_common> </technique_common>
</source> </source>
<source id="Armature_004_Arm2_R_pose_matrix-output"> <source id="Armature_004_Arm2_R_pose_matrix-output">
<float_array id="Armature_004_Arm2_R_pose_matrix-output-array" count="48">1 1.53195e-7 3.34854e-7 7.45058e-9 -1.81413e-7 0.9999784 -0.00657317 0.2368225 -3.57902e-7 0.006573141 0.9999784 0 0 0 0 1 1 1.53195e-7 3.34854e-7 7.45058e-9 -1.81413e-7 0.9999784 -0.00657317 0.2368225 -3.57902e-7 0.006573141 0.9999784 0 0 0 0 1 1 1.53195e-7 3.34854e-7 7.45058e-9 -1.81413e-7 0.9999784 -0.00657317 0.2368225 -3.57902e-7 0.006573141 0.9999784 0 0 0 0 1</float_array> <float_array id="Armature_004_Arm2_R_pose_matrix-output-array" count="48">1 6.29212e-8 3.57628e-7 0 -6.29212e-8 1 -1.22899e-10 0.2368226 -3.57628e-7 1.22876e-10 1 0 0 0 0 1 1 6.29212e-8 3.57628e-7 0 -6.29212e-8 1 -1.22899e-10 0.2368226 -3.57628e-7 1.22876e-10 1 0 0 0 0 1 1 6.29212e-8 3.57628e-7 0 -6.29212e-8 1 -1.22899e-10 0.2368226 -3.57628e-7 1.22876e-10 1 0 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_004_Arm2_R_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_004_Arm2_R_pose_matrix-output-array" count="3" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
@@ -893,7 +893,7 @@
</technique_common> </technique_common>
</source> </source>
<source id="Armature_004_Arm3_R_pose_matrix-output"> <source id="Armature_004_Arm3_R_pose_matrix-output">
<float_array id="Armature_004_Arm3_R_pose_matrix-output-array" count="48">1 1.72733e-7 -7.88033e-8 7.45058e-8 -1.25366e-7 0.9848199 -0.1735788 0.2368225 7.71099e-8 0.1735788 0.9848201 2.98023e-8 0 0 0 1 1 1.72733e-7 -7.88033e-8 7.45058e-8 -1.25366e-7 0.9848199 -0.1735788 0.2368225 7.71099e-8 0.1735788 0.9848201 2.98023e-8 0 0 0 1 1 1.72733e-7 -7.88033e-8 7.45058e-8 -1.25366e-7 0.9848199 -0.1735788 0.2368225 7.71099e-8 0.1735788 0.9848201 2.98023e-8 0 0 0 1</float_array> <float_array id="Armature_004_Arm3_R_pose_matrix-output-array" count="48">1 6.29212e-8 -6.29212e-8 0 -6.29212e-8 1 2.4578e-10 0.2368225 6.29212e-8 -2.45776e-10 1 0 0 0 0 1 1 6.29212e-8 -6.29212e-8 0 -6.29212e-8 1 2.4578e-10 0.2368225 6.29212e-8 -2.45776e-10 1 0 0 0 0 1 1 6.29212e-8 -6.29212e-8 0 -6.29212e-8 1 2.4578e-10 0.2368225 6.29212e-8 -2.45776e-10 1 0 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_004_Arm3_R_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_004_Arm3_R_pose_matrix-output-array" count="3" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
@@ -925,7 +925,7 @@
</technique_common> </technique_common>
</source> </source>
<source id="Armature_004_Arm4_R_pose_matrix-output"> <source id="Armature_004_Arm4_R_pose_matrix-output">
<float_array id="Armature_004_Arm4_R_pose_matrix-output-array" count="48">0.9999999 -1.56903e-7 4.20833e-8 -3.72529e-8 1.45427e-7 0.8966584 0.4427233 0.2368228 -4.69387e-8 -0.4427233 0.8966583 0 0 0 0 1 0.9999999 -1.56903e-7 4.20833e-8 -3.72529e-8 1.45427e-7 0.8966584 0.4427233 0.2368228 -4.69387e-8 -0.4427233 0.8966583 0 0 0 0 1 0.9999999 -1.56903e-7 4.20833e-8 -3.72529e-8 1.45427e-7 0.8966584 0.4427233 0.2368228 -4.69387e-8 -0.4427233 0.8966583 0 0 0 0 1</float_array> <float_array id="Armature_004_Arm4_R_pose_matrix-output-array" count="48">1 -5.96046e-8 6.29212e-8 0 6.29211e-8 1 -1.22883e-10 0.2368227 -6.29212e-8 1.16416e-10 1 0 0 0 0 1 1 -5.96046e-8 6.29212e-8 0 6.29211e-8 1 -1.22883e-10 0.2368227 -6.29212e-8 1.16416e-10 1 0 0 0 0 1 1 -5.96046e-8 6.29212e-8 0 6.29211e-8 1 -1.22883e-10 0.2368227 -6.29212e-8 1.16416e-10 1 0 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_004_Arm4_R_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_004_Arm4_R_pose_matrix-output-array" count="3" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
@@ -957,7 +957,7 @@
</technique_common> </technique_common>
</source> </source>
<source id="Armature_004_UpperHand_R_pose_matrix-output"> <source id="Armature_004_UpperHand_R_pose_matrix-output">
<float_array id="Armature_004_UpperHand_R_pose_matrix-output-array" count="48">0.9999999 -1.94812e-7 -2.71521e-7 -1.49012e-8 1.11171e-7 0.9731113 -0.2303354 0.2368227 2.49915e-7 0.2303354 0.9731113 -5.96046e-8 0 0 0 1 0.9999999 -1.94812e-7 -2.71521e-7 -1.49012e-8 1.11171e-7 0.9731113 -0.2303354 0.2368227 2.49915e-7 0.2303354 0.9731113 -5.96046e-8 0 0 0 1 0.9999999 -1.94812e-7 -2.71521e-7 -1.49012e-8 1.11171e-7 0.9731113 -0.2303354 0.2368227 2.49915e-7 0.2303354 0.9731113 -5.96046e-8 0 0 0 1</float_array> <float_array id="Armature_004_UpperHand_R_pose_matrix-output-array" count="48">1 -1.49011e-8 -2.38419e-7 -2.98023e-8 0 1 0 0.2368227 2.38419e-7 1.13798e-15 1 0 0 0 0 1 1 -1.49011e-8 -2.38419e-7 -2.98023e-8 0 1 0 0.2368227 2.38419e-7 1.13798e-15 1 0 0 0 0 1 1 -1.49011e-8 -2.38419e-7 -2.98023e-8 0 1 0 0.2368227 2.38419e-7 1.13798e-15 1 0 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_004_UpperHand_R_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_004_UpperHand_R_pose_matrix-output-array" count="3" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
@@ -989,7 +989,7 @@
</technique_common> </technique_common>
</source> </source>
<source id="Armature_004_LowerHand_R_pose_matrix-output"> <source id="Armature_004_LowerHand_R_pose_matrix-output">
<float_array id="Armature_004_LowerHand_R_pose_matrix-output-array" count="48">1 -5.3316e-8 -8.35065e-8 -1.04308e-7 2.97814e-8 0.9998958 -0.0144403 0.1475569 -3.36056e-8 0.01444033 0.9998957 2.98023e-8 0 0 0 1 1 -5.3316e-8 -8.35065e-8 -1.04308e-7 2.97814e-8 0.9998958 -0.0144403 0.1475569 -3.36056e-8 0.01444033 0.9998957 2.98023e-8 0 0 0 1 1 -5.3316e-8 -8.35065e-8 -1.04308e-7 2.97814e-8 0.9998958 -0.0144403 0.1475569 -3.36056e-8 0.01444033 0.9998957 2.98023e-8 0 0 0 1</float_array> <float_array id="Armature_004_LowerHand_R_pose_matrix-output-array" count="48">1 2.84325e-14 0 0 0 1 0 0.1475569 0 1.13798e-15 1 2.91038e-11 0 0 0 1 1 2.84325e-14 0 0 0 1 0 0.1475569 0 1.13798e-15 1 2.91038e-11 0 0 0 1 1 2.84325e-14 0 0 0 1 0 0.1475569 0 1.13798e-15 1 2.91038e-11 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_004_LowerHand_R_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_004_LowerHand_R_pose_matrix-output-array" count="3" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
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+1 -1
View File
@@ -15,7 +15,7 @@ namespace Components
struct Kraken : Component { struct Kraken : Component {
int MaxHealth = 30; int MaxHealth = 18;
int Health = MaxHealth; int Health = MaxHealth;
int CurrentAction = 3; int CurrentAction = 3;
float RetreatSpeed = 0.2; float RetreatSpeed = 0.2;
+1
View File
@@ -20,6 +20,7 @@ struct BrickGenerating : Event
int TargetLine; int TargetLine;
int Set; int Set;
int SetCluster; int SetCluster;
int Speed = 6;
}; };
} }
+4
View File
@@ -68,6 +68,7 @@ private:
bool m_KrakenBattle = false; bool m_KrakenBattle = false;
bool m_KrakenHasArrived = false; bool m_KrakenHasArrived = false;
bool m_ReturnToIdle = false; bool m_ReturnToIdle = false;
bool m_RandomKraken = false;
EntityID m_KrakenTemplate; EntityID m_KrakenTemplate;
std::string m_Action = "Idle"; std::string m_Action = "Idle";
int m_NumberOfActions; int m_NumberOfActions;
@@ -77,6 +78,9 @@ private:
float m_KrakenCurrentSecondsToAction = 15; float m_KrakenCurrentSecondsToAction = 15;
const int Idle = 1; const int Idle = 1;
int m_Set = 0;
int m_SetCluster = 0;
std::array<int, 42> m_Bricks; std::array<int, 42> m_Bricks;
std::array<int, 42> m_Colors; std::array<int, 42> m_Colors;
+5 -1
View File
@@ -60,6 +60,7 @@
#include "Game/EKrakenAppear.h" #include "Game/EKrakenAppear.h"
#include "Game/EKrakenDefeated.h" #include "Game/EKrakenDefeated.h"
#include "Game/EBrickGenerating.h" #include "Game/EBrickGenerating.h"
#include "Game/EBreakAllBricks.h"
#include "Physics/CPhysics.h" #include "Physics/CPhysics.h"
#include "Physics/CCircleShape.h" #include "Physics/CCircleShape.h"
@@ -102,7 +103,7 @@ public:
void CreateBasicLevel(int, int, glm::vec2, float); void CreateBasicLevel(int, int, glm::vec2, float);
void CreateLevel(int); void CreateLevel(int);
EntityID CreateBrick(int, int, glm::vec2, float, int, int, int, glm::vec4); EntityID CreateBrick(int, int, glm::vec2, float, int, int, int, glm::vec4);
void BrickHit(EntityID, EntityID, int); void BrickHit(EntityID, EntityID, int, bool);
void OnEntityRemoved(EntityID entity); void OnEntityRemoved(EntityID entity);
@@ -181,6 +182,7 @@ private:
bool m_BrickGenerating = false; bool m_BrickGenerating = false;
dd::Events::BrickGenerating m_BrickGeneratingEvent; dd::Events::BrickGenerating m_BrickGeneratingEvent;
bool m_KrakenBattle = false;
bool m_BreakAllBricks = false; bool m_BreakAllBricks = false;
dd::EventRelay<LevelSystem, dd::Events::Contact> m_EContact; dd::EventRelay<LevelSystem, dd::Events::Contact> m_EContact;
@@ -195,6 +197,7 @@ private:
dd::EventRelay<LevelSystem, dd::Events::Resume> m_EResume; dd::EventRelay<LevelSystem, dd::Events::Resume> m_EResume;
dd::EventRelay<LevelSystem, dd::Events::HitPad> m_EHitPad; dd::EventRelay<LevelSystem, dd::Events::HitPad> m_EHitPad;
dd::EventRelay<LevelSystem, dd::Events::BrickGenerating> m_EBrickGenerating; dd::EventRelay<LevelSystem, dd::Events::BrickGenerating> m_EBrickGenerating;
dd::EventRelay<LevelSystem, dd::Events::BreakAllBricks> m_EBreakAllBricks;
dd::EventRelay<LevelSystem, dd::Events::KrakenDefeated> m_EKrakenDefeated; dd::EventRelay<LevelSystem, dd::Events::KrakenDefeated> m_EKrakenDefeated;
bool OnContact(const dd::Events::Contact &event); bool OnContact(const dd::Events::Contact &event);
@@ -210,6 +213,7 @@ private:
bool OnHitPad(const dd::Events::HitPad &event); bool OnHitPad(const dd::Events::HitPad &event);
bool OnBrickGenerating(const dd::Events::BrickGenerating &event); bool OnBrickGenerating(const dd::Events::BrickGenerating &event);
bool BrickGenerating(const dd::Events::BrickGenerating &event); bool BrickGenerating(const dd::Events::BrickGenerating &event);
bool OnBreakAllBricks(const dd::Events::BreakAllBricks &event);
void GetBrickSet(int Set, int SetCluster); void GetBrickSet(int Set, int SetCluster);
bool OnKrakenDefeated(const dd::Events::KrakenDefeated &event); bool OnKrakenDefeated(const dd::Events::KrakenDefeated &event);
+1
View File
@@ -54,6 +54,7 @@
#include "Rendering/CAnimation.h" #include "Rendering/CAnimation.h"
#include "Game/EBrickGenerating.h" #include "Game/EBrickGenerating.h"
#include "Game/EBreakAllBricks.h"
namespace dd namespace dd
+1 -1
View File
@@ -61,7 +61,7 @@ private:
int m_Shots = 0; int m_Shots = 0;
float m_InkBlasterSpeed = 5; float m_InkBlasterSpeed = 5;
EntityID m_InkBlastTemplate; EntityID m_InkBlastTemplate;
EntityID m_AttachedSquid; EntityID m_AttachedSquid = 0;
dd::EventRelay<ProjectileSystem, dd::Events::Contact> m_EContact; dd::EventRelay<ProjectileSystem, dd::Events::Contact> m_EContact;
dd::EventRelay<ProjectileSystem, dd::Events::Pause> m_EPause; dd::EventRelay<ProjectileSystem, dd::Events::Pause> m_EPause;
+16 -1
View File
@@ -133,7 +133,8 @@ void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID
auto cAnim = m_World->GetComponent<Components::Animation>(entity); auto cAnim = m_World->GetComponent<Components::Animation>(entity);
cAnim->Speed = 0.f; cAnim->Speed = 0.f;
//cAnim->Time = 0.f; //Maybe not the best but it works; cAnim->Time = 0.f;
cAnim->Loop = false;
if (!ballComponent->Sticky) { if (!ballComponent->Sticky) {
auto transform = m_World->GetComponent<Components::Transform>(entity); auto transform = m_World->GetComponent<Components::Transform>(entity);
@@ -157,6 +158,12 @@ void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID
if (m_StickyCounter > 0) { if (m_StickyCounter > 0) {
m_Sticky = true; m_Sticky = true;
} }
auto cAnim = m_World->GetComponent<Components::Animation>(entity);
cAnim->Speed = 2.f;
cAnim->Time = 0.f;
cAnim->Loop = false;
ballComponent->Sticky = false; ballComponent->Sticky = false;
} }
} }
@@ -364,6 +371,14 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
ballTransform->Velocity *= -1; ballTransform->Velocity *= -1;
Events::StickyAttachedToPad e; Events::StickyAttachedToPad e;
EventBroker->Publish(e); EventBroker->Publish(e);
auto cModel = m_World->GetComponent<Components::Model>(ballEntity);
cModel->ModelFile = "Models/Sid/Sid_Jump.dae";
auto cAnim = m_World->GetComponent<Components::Animation>(ballEntity);
cAnim->Loop = false;
cAnim->Speed = 0.f;
cAnim->Time = 0.f;
return true; return true;
} }
} }
+51 -20
View File
@@ -93,12 +93,14 @@ void dd::Systems::KrakenSystem::UpdateEntity(double dt, EntityID entity, EntityI
return; return;
} }
Events::KrakenAttack krakenAttack; Events::KrakenAttack krakenAttack;
switch (kraken->CurrentAction) switch (kraken->CurrentAction) {
{
case 1: // Idle case 1: // Idle
m_KrakenTimer += dt; if (m_RandomKraken) {
m_KrakenTimer += dt;
}
if (m_KrakenTimer > m_KrakenCurrentSecondsToAction) { if (m_KrakenTimer > m_KrakenCurrentSecondsToAction) {
m_KrakenTimer = 0; m_KrakenTimer = 0;
kraken->CurrentAction = 3;
if (m_NumberOfActions == 0) { if (m_NumberOfActions == 0) {
kraken->CurrentAction = 3; kraken->CurrentAction = 3;
} else { } else {
@@ -112,11 +114,12 @@ void dd::Systems::KrakenSystem::UpdateEntity(double dt, EntityID entity, EntityI
break; break;
case 2: // Grabbing case 2: // Grabbing
m_NumberOfActions++; m_NumberOfActions++;
kraken->CurrentAction = 5; kraken->CurrentAction = 3;
krakenAttack.ChargeUpdate = 0; /*krakenAttack.ChargeUpdate = 0;
krakenAttack.KrakenStrength = 0.1; krakenAttack.KrakenStrength = 0.1;
krakenAttack.PlayerStrength = 0.05; krakenAttack.PlayerStrength = 0.05;
EventBroker->Publish(krakenAttack); EventBroker->Publish(krakenAttack);*/
break; break;
case 3: // Brick Generating case 3: // Brick Generating
{ {
@@ -125,35 +128,60 @@ void dd::Systems::KrakenSystem::UpdateEntity(double dt, EntityID entity, EntityI
Events::BrickGenerating e; Events::BrickGenerating e;
e.Origin1 = glm::vec3(-5, 7, -10); e.Origin1 = glm::vec3(-5, 7, -10);
e.Origin2 = glm::vec3(5, 7, -10); e.Origin2 = glm::vec3(5, 7, -10);
if (kraken->Health > 20) { e.Speed = 10;
if (m_RandomKraken) {
if (kraken->Health > 20) {
e.SetCluster = 0; e.SetCluster = 0;
} else if (kraken->Health > 10) { } else if (kraken->Health > 10) {
e.SetCluster = 1; e.SetCluster = 1;
} else { } else {
e.SetCluster = 2; e.SetCluster = 2;
}
std::uniform_real_distribution<float> dist(1, 6.999f);
float random = dist(m_RandomGenerator);
e.Set = random;
} else {
e.Set = m_Set;
e.SetCluster = m_SetCluster;
m_Set++;
if (m_Set > 6) {
m_SetCluster++;
m_Set = 1;
}
} }
std::uniform_real_distribution<float> dist(1, 6.999f);
float random = dist(m_RandomGenerator);
e.Set = random;
EventBroker->Publish(e); EventBroker->Publish(e);
break; break;
} }
case 4: // Brick Generating second case case 4: // Brick Generating second case
{ {
m_NumberOfActions++;
kraken->CurrentAction = 1; kraken->CurrentAction = 1;
Events::BrickGenerating e; Events::BrickGenerating e;
e.Origin1 = glm::vec3(-5, 7, -10); e.Origin1 = glm::vec3(-5, 7, -10);
e.Origin2 = glm::vec3(5, 7, -10); e.Origin2 = glm::vec3(5, 7, -10);
if (kraken->Health > 20) { e.Speed = 10;
e.SetCluster = 0; if (m_RandomKraken) {
} else if (kraken->Health > 10) { if (kraken->Health > 20) {
e.SetCluster = 1; e.SetCluster = 0;
} else if (kraken->Health > 10) {
e.SetCluster = 1;
} else {
e.SetCluster = 2;
}
std::uniform_real_distribution<float> dist(1, 6.999f);
float random = dist(m_RandomGenerator);
e.Set = random;
} else { } else {
e.SetCluster = 2; e.Set = m_Set;
e.SetCluster = m_SetCluster;
m_Set++;
if (m_Set > 6) {
m_SetCluster++;
m_Set = 1;
}
} }
std::uniform_real_distribution<float> dist(1, 6.999f);
float random = dist(m_RandomGenerator);
e.Set = random;
EventBroker->Publish(e); EventBroker->Publish(e);
break; break;
} }
@@ -291,6 +319,7 @@ bool dd::Systems::KrakenSystem::OnKrakenHit(const dd::Events::KrakenHit &event)
auto kraken = m_World->GetComponent<Components::Kraken>(event.Kraken); auto kraken = m_World->GetComponent<Components::Kraken>(event.Kraken);
auto transform = m_World->GetComponent<Components::Transform>(event.Hitter); auto transform = m_World->GetComponent<Components::Transform>(event.Hitter);
kraken->Health--; kraken->Health--;
kraken->CurrentAction = 3;
//kraken->Health -= 15; //kraken->Health -= 15;
//kraken->Health = -1; //To defeat the kraken instantly. //kraken->Health = -1; //To defeat the kraken instantly.
@@ -366,6 +395,8 @@ bool dd::Systems::KrakenSystem::OnKrakenHit(const dd::Events::KrakenHit &event)
bool dd::Systems::KrakenSystem::OnKrakenDefeated(const dd::Events::KrakenDefeated &event) bool dd::Systems::KrakenSystem::OnKrakenDefeated(const dd::Events::KrakenDefeated &event)
{ {
m_KrakenBattle = false; m_KrakenBattle = false;
m_Set = 0;
m_SetCluster = 0;
auto kraken = m_World->GetComponent<Components::Kraken>(event.Kraken); auto kraken = m_World->GetComponent<Components::Kraken>(event.Kraken);
auto physicsComponent = m_World->GetComponent<Components::Physics>(event.Kraken); auto physicsComponent = m_World->GetComponent<Components::Physics>(event.Kraken);
+86 -68
View File
@@ -23,6 +23,7 @@ void dd::Systems::LevelSystem::Initialize()
EVENT_SUBSCRIBE_MEMBER(m_EResume, &LevelSystem::OnResume); EVENT_SUBSCRIBE_MEMBER(m_EResume, &LevelSystem::OnResume);
EVENT_SUBSCRIBE_MEMBER(m_EHitPad, &LevelSystem::OnHitPad); EVENT_SUBSCRIBE_MEMBER(m_EHitPad, &LevelSystem::OnHitPad);
EVENT_SUBSCRIBE_MEMBER(m_EBrickGenerating, &LevelSystem::OnBrickGenerating); EVENT_SUBSCRIBE_MEMBER(m_EBrickGenerating, &LevelSystem::OnBrickGenerating);
EVENT_SUBSCRIBE_MEMBER(m_EBreakAllBricks, &LevelSystem::OnBreakAllBricks);
EVENT_SUBSCRIBE_MEMBER(m_EKrakenDefeated, &LevelSystem::OnKrakenDefeated); EVENT_SUBSCRIBE_MEMBER(m_EKrakenDefeated, &LevelSystem::OnKrakenDefeated);
m_GodMode = ResourceManager::Load<ConfigFile>("Config.ini")->GetValue<bool>("Cheat.GodMode", false); m_GodMode = ResourceManager::Load<ConfigFile>("Config.ini")->GetValue<bool>("Cheat.GodMode", false);
@@ -300,12 +301,18 @@ void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID
} }
} }
if (m_BreakAllBricks) {
if (m_LooseBricks == 1 && m_KrakenBattle) {
m_BreakAllBricks = false;
}
}
auto brick = m_World->GetComponent<Components::Brick>(entity); auto brick = m_World->GetComponent<Components::Brick>(entity);
if (brick != nullptr) { if (brick != nullptr) {
if (m_BreakAllBricks) { if (m_BreakAllBricks) {
if (!brick->Removed) { if (!brick->Removed) {
brick->Removed = true; brick->Removed = true;
BrickHit(entity, entity, 1); BrickHit(entity, entity, 0, false);
} }
} }
@@ -357,7 +364,7 @@ void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID
auto ball = m_World->GetComponent<Components::Ball>(entity); auto ball = m_World->GetComponent<Components::Ball>(entity);
if (ball != nullptr) { if (ball != nullptr) {
if (m_BrickGenerating) { if (m_BrickGenerating && !m_BreakAllBricks) {
auto transform = m_World->GetComponent<Components::Transform>(entity); auto transform = m_World->GetComponent<Components::Transform>(entity);
if (transform->Position.y < 0 && transform->Velocity.y < 0) { if (transform->Position.y < 0 && transform->Velocity.y < 0) {
m_BrickGenerating = false; m_BrickGenerating = false;
@@ -498,6 +505,7 @@ EntityID dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spac
model->ModelFile = "Models/Brick/KrakenBrick.obj"; model->ModelFile = "Models/Brick/KrakenBrick.obj";
} else if (typeInt == Kraken) { } else if (typeInt == Kraken) {
m_KrakenBattle = true;
Events::KrakenAppear e; Events::KrakenAppear e;
e.Position = transform->Position; e.Position = transform->Position;
e.Health = 10; e.Health = 10;
@@ -512,6 +520,7 @@ EntityID dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spac
bool dd::Systems::LevelSystem::OnBrickGenerating(const dd::Events::BrickGenerating &event) bool dd::Systems::LevelSystem::OnBrickGenerating(const dd::Events::BrickGenerating &event)
{ {
m_BreakAllBricks = true;
m_BrickGenerating = true; m_BrickGenerating = true;
m_BrickGeneratingEvent = event; m_BrickGeneratingEvent = event;
return true; return true;
@@ -544,7 +553,7 @@ bool dd::Systems::LevelSystem::BrickGenerating(const dd::Events::BrickGenerating
} }
brick->GenerationGoal = e.GoalPosition; brick->GenerationGoal = e.GoalPosition;
e.Entity = ent; e.Entity = ent;
e.Speed = 6; e.Speed = event.Speed;
e.Queue = false; e.Queue = false;
EventBroker->Publish(e); EventBroker->Publish(e);
m_LooseBricks++; m_LooseBricks++;
@@ -557,6 +566,12 @@ bool dd::Systems::LevelSystem::BrickGenerating(const dd::Events::BrickGenerating
return true; return true;
} }
bool dd::Systems::LevelSystem::OnBreakAllBricks(const dd::Events::BreakAllBricks &event)
{
m_BreakAllBricks = true;
return true;
}
void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are sets the Kraken gets! void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are sets the Kraken gets!
{ {
std::array<int, 42> level; std::array<int, 42> level;
@@ -608,10 +623,10 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
} else if (set == 2) { } else if (set == 2) {
level = // The Audience level = // The Audience
{0, 0, 0, 0, 0, 0, 0, {0, 0, 0, 0, 0, 0, 0,
4, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 6,
1, 0, 0, 0, 0, 0, 1,
0, 0, 0, 0, 0, 0, 0 }; 0, 0, 0, 0, 0, 0, 0 };
color = color =
{y, y, y, y, y, y, y, {y, y, y, y, y, y, y,
@@ -625,8 +640,8 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
{0, 0, 0, 0, 0, 0, 0, {0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 1, 0, 0, 0, 1, 0, 0, 3, 0, 0, 0, 1, 0,
1, 1, 1, 0, 1, 1, 1, 1, 1, 6, 0, 1, 1, 1,
0, 0, 0, 0, 0, 0, 0 }; 0, 0, 0, 0, 0, 0, 0 };
color = color =
{b, b, b, b, b, b, b, {b, b, b, b, b, b, b,
@@ -638,11 +653,11 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
} else if (set == 4) { } else if (set == 4) {
level = // The Scales (right) level = // The Scales (right)
{1, 1, 1, 0, 0, 0, 0, {1, 1, 1, 0, 0, 0, 0,
1, 1, 1, 0, 0, 0, 0, 1, 1, 6, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1,
0, 0, 0, 0, 1, 1, 1 }; 0, 0, 0, 0, 1, 4, 1 };
color = color =
{m, m, m, m, m, m, m, {m, m, m, m, m, m, m,
m, m, m, m, m, m, m, m, m, m, m, m, m, m,
@@ -653,11 +668,11 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
} else if (set == 5) { } else if (set == 5) {
level = // The Scales (left) level = // The Scales (left)
{0, 0, 0, 0, 1, 1, 1, {0, 0, 0, 0, 1, 1, 1,
0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 1, 3, 1,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0,
1, 1, 1, 0, 0, 0, 0 }; 1, 6, 1, 0, 0, 0, 0 };
color = color =
{g, g, g, g, g, g, g, {g, g, g, g, g, g, g,
g, g, g, g, g, g, g, g, g, g, g, g, g, g,
@@ -668,7 +683,7 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
} else if (set == 6) { } else if (set == 6) {
level = // The Sword level = // The Sword
{0, 0, 0, 1, 0, 0, 0, {0, 0, 0, 1, 0, 0, 0,
0, 0, 1, 1, 1, 0, 0, 0, 0, 6, 2, 6, 0, 0,
0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0,
0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0,
0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0,
@@ -686,8 +701,8 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
level = // The Wall level = // The Wall
{1, 0, 0, 0, 0, 0, 1, {1, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 1, 6, 0, 0, 0, 0, 0, 6,
1, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
0, 0, 0, 0, 0, 0, 0 }; 0, 0, 0, 0, 0, 0, 0 };
color = color =
@@ -701,7 +716,7 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
level = // The Checkerboard level = // The Checkerboard
{0, 0, 0, 0, 0, 0, 0, {0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
3, 0, 1, 0, 1, 0, 1, 3, 0, 1, 0, 6, 0, 1,
0, 1, 0, 1, 0, 1, 0, 0, 1, 0, 1, 0, 1, 0,
1, 0, 1, 0, 1, 0, 1, 1, 0, 1, 0, 1, 0, 1,
0, 0, 0, 0, 0, 0, 0 }; 0, 0, 0, 0, 0, 0, 0 };
@@ -716,7 +731,7 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
level = // The Fighter Jet level = // The Fighter Jet
{0, 0, 0, 0, 0, 0, 0, {0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
1, 0, 1, 0, 1, 0, 1, 6, 0, 1, 0, 1, 0, 6,
0, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 0,
0, 0, 4, 1, 1, 0, 0, 0, 0, 4, 1, 1, 0, 0,
0, 0, 0, 1, 0, 0, 0 }; 0, 0, 0, 1, 0, 0, 0 };
@@ -730,9 +745,9 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
} else if (set == 4) { } else if (set == 4) {
level = // The Formation level = // The Formation
{0, 0, 0, 0, 0, 0, 0, {0, 0, 0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 3, 1, 1, 1, 4, 1, 1, 3, 1,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 1, 1, 1, 1, 6, 1, 1, 1, 1,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0 }; 0, 0, 0, 0, 0, 0, 0 };
color = color =
@@ -746,9 +761,9 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
level = // The Pillars level = // The Pillars
{0, 0, 0, 0, 0, 0, 0, {0, 0, 0, 0, 0, 0, 0,
0, 1, 1, 0, 1, 1, 0, 0, 1, 1, 0, 1, 1, 0,
0, 1, 2, 0, 1, 1, 0, 0, 6, 1, 0, 1, 6, 0,
0, 1, 1, 0, 1, 1, 0,
0, 1, 1, 0, 1, 1, 0, 0, 1, 1, 0, 1, 1, 0,
0, 1, 3, 0, 3, 1, 0,
0, 0, 0, 0, 0, 0, 0 }; 0, 0, 0, 0, 0, 0, 0 };
color = color =
{g, g, g, g, g, g, g, {g, g, g, g, g, g, g,
@@ -761,8 +776,8 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
level = // The Treasure Chest level = // The Treasure Chest
{0, 0, 0, 1, 0, 0, 0, {0, 0, 0, 1, 0, 0, 0,
0, 0, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 0, 0,
0, 1, 1, 5, 1, 1, 0, 0, 1, 1, 2, 1, 1, 0,
0, 0, 1, 1, 1, 0, 0, 0, 0, 1, 6, 1, 0, 0,
0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0 }; 0, 0, 0, 0, 0, 0, 0 };
color = color =
@@ -776,11 +791,11 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
} else if (setCluster == 2) { } else if (setCluster == 2) {
if (set == 1) { if (set == 1) {
level = // The Butterfly level = // The Butterfly
{1, 0, 0, 1, 0, 0, 1, {4, 0, 0, 1, 0, 0, 1,
1, 1, 0, 1, 0, 1, 1, 1, 6, 0, 1, 0, 6, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 6, 1, 1, 1,
1, 1, 0, 1, 0, 1, 1, 1, 1, 0, 1, 0, 1, 1,
1, 0, 0, 2, 0, 0, 1, 1, 0, 0, 1, 0, 0, 1,
1, 0, 0, 1, 0, 0, 3 }; 1, 0, 0, 1, 0, 0, 3 };
color = color =
{r, r, r, r, r, r, r, {r, r, r, r, r, r, r,
@@ -792,7 +807,7 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
} else if (set == 2) { } else if (set == 2) {
level = // The Cross level = // The Cross
{1, 1, 0, 0, 0, 1, 1, {1, 1, 0, 0, 0, 1, 1,
0, 4, 1, 0, 1, 1, 0, 0, 4, 1, 0, 1, 6, 0,
0, 0, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 0, 0,
0, 0, 1, 3, 1, 0, 0, 0, 0, 1, 3, 1, 0, 0,
0, 1, 1, 0, 1, 1, 0, 0, 1, 1, 0, 1, 1, 0,
@@ -806,11 +821,11 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
y, y, y, y, y, y, y }; y, y, y, y, y, y, y };
} else if (set == 3) { } else if (set == 3) {
level = // The Inverted Cross level = // The Inverted Cross
{0, 0, 1, 6, 1, 0, 0, {0, 0, 1, 1, 1, 0, 0,
1, 0, 0, 1, 0, 0, 1, 1, 0, 0, 6, 0, 0, 1,
1, 1, 0, 0, 0, 1, 3, 4, 1, 0, 0, 0, 1, 3,
1, 1, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1,
1, 0, 0, 1, 0, 0, 1, 1, 0, 0, 6, 0, 0, 1,
0, 0, 1, 1, 1, 0, 0 }; 0, 0, 1, 1, 1, 0, 0 };
color = color =
{b, b, b, b, b, b, b, {b, b, b, b, b, b, b,
@@ -822,11 +837,11 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
} else if (set == 4) { } else if (set == 4) {
level = // The Great Wall level = // The Great Wall
{1, 1, 1, 1, 1, 1, 1, {1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 6, 1, 1, 1, 1,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 5, 1, 1, 6, 1, 1, 1, 1, 1,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
1, 3, 1, 1, 1, 1, 1 }; 1, 3, 1, 1, 1, 1, 5 };
color = color =
{m, m, m, m, m, m, m, {m, m, m, m, m, m, m,
m, m, m, m, m, m, m, m, m, m, m, m, m, m,
@@ -837,10 +852,10 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
} else if (set == 5) { } else if (set == 5) {
level = // The Champion level = // The Champion
{0, 0, 1, 1, 1, 0, 0, {0, 0, 1, 1, 1, 0, 0,
0, 0, 1, 1, 2, 0, 0, 0, 0, 1, 1, 1, 0, 0,
0, 0, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 0, 0,
1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1,
5, 1, 1, 0, 1, 1, 1, 3, 6, 1, 0, 1, 6, 1,
1, 1, 1, 0, 1, 1, 1 }; 1, 1, 1, 0, 1, 1, 1 };
color = color =
{g, g, g, g, g, g, g, {g, g, g, g, g, g, g,
@@ -851,10 +866,10 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
g, g, g, g, g, g, g }; g, g, g, g, g, g, g };
} else if (set == 6) { } else if (set == 6) {
level = // The Dog. What, you can't see it? XD level = // The Dog. What, you can't see it? XD
{0, 1, 1, 1, 1, 1, 0, {0, 1, 1, 6, 1, 1, 0,
1, 1, 2, 1, 2, 1, 1, 1, 1, 4, 5, 4, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 0, 1, 1, 1, 0, 1, 6, 0, 1, 1, 1, 0, 6,
1, 0, 1, 1, 1, 0, 1, 1, 0, 1, 1, 1, 0, 1,
0, 0, 0, 3, 0, 0, 0 }; 0, 0, 0, 3, 0, 0, 0 };
color = color =
@@ -933,7 +948,7 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
// For when a brick gets shot. // For when a brick gets shot.
brick->Removed = true; brick->Removed = true;
m_World->RemoveEntity(entityShot); m_World->RemoveEntity(entityShot);
BrickHit(entityShot, entityBrick, 1); BrickHit(entityShot, entityBrick, 1, true);
//ep.Radius = 0.05; //ep.Radius = 0.05;
return true; return true;
@@ -949,13 +964,13 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
ec.Ball = entityBall; ec.Ball = entityBall;
EventBroker->Publish(ec); EventBroker->Publish(ec);
BrickHit(entityBall, entityBrick, ball->Combo); BrickHit(entityBall, entityBrick, ball->Combo, true);
} }
return true; return true;
} }
void dd::Systems::LevelSystem::BrickHit(EntityID entityHitter, EntityID entityBrick, int combo) void dd::Systems::LevelSystem::BrickHit(EntityID entityHitter, EntityID entityBrick, int combo, bool activatePowerUps)
{ {
auto brick = m_World->GetComponent<Components::Brick>(entityBrick); auto brick = m_World->GetComponent<Components::Brick>(entityBrick);
auto physicsComponent = m_World->GetComponent<Components::Physics>(entityBrick); auto physicsComponent = m_World->GetComponent<Components::Physics>(entityBrick);
@@ -972,47 +987,49 @@ void dd::Systems::LevelSystem::BrickHit(EntityID entityHitter, EntityID entityBr
} }
// Check if the brick is any kind of special. // Check if the brick is any kind of special.
auto multi = m_World->GetComponent<Components::MultiBallBrick>(entityBrick); if (activatePowerUps) {
if (multi != nullptr) { auto multi = m_World->GetComponent<Components::MultiBallBrick>(entityBrick);
Events::MultiBall e; if (multi != nullptr) {
e.padTransform = transformComponentBrick; Events::MultiBall e;
EventBroker->Publish(e); e.padTransform = transformComponentBrick;
}
else {
auto buoy = m_World->GetComponent<Components::LifebuoyBrick>(entityBrick);
if (buoy != nullptr) {
Events::Lifebuoy e;
e.Transform = transformComponentBrick;
EventBroker->Publish(e); EventBroker->Publish(e);
} }
else { else {
auto sticky = m_World->GetComponent<Components::StickyBrick>(entityBrick); auto buoy = m_World->GetComponent<Components::LifebuoyBrick>(entityBrick);
if (sticky != nullptr) { if (buoy != nullptr) {
Events::StickyPad e; Events::Lifebuoy e;
e.Transform = transformComponentBrick; e.Transform = transformComponentBrick;
e.Times = 3;
EventBroker->Publish(e); EventBroker->Publish(e);
} }
else { else {
auto ink = m_World->GetComponent<Components::InkBlasterBrick>(entityBrick); auto sticky = m_World->GetComponent<Components::StickyBrick>(entityBrick);
if (ink != nullptr) { if (sticky != nullptr) {
Events::InkBlaster e; Events::StickyPad e;
e.Transform = transformComponentBrick; e.Transform = transformComponentBrick;
e.Shots = 5; e.Times = 3;
e.Speed = 7;
EventBroker->Publish(e); EventBroker->Publish(e);
} }
else { else {
auto kraken = m_World->GetComponent<Components::KrakenAttackBrick>(entityBrick); auto ink = m_World->GetComponent<Components::InkBlasterBrick>(entityBrick);
if (kraken != nullptr) { if (ink != nullptr) {
Events::KrakenAttack e; Events::InkBlaster e;
e.ChargeUpdate = 0; e.Transform = transformComponentBrick;
e.KrakenStrength = 0.1; e.Shots = 5;
e.PlayerStrength = 0.05; e.Speed = 7;
EventBroker->Publish(e); EventBroker->Publish(e);
} }
else { else {
auto kraken = m_World->GetComponent<Components::KrakenAttackBrick>(entityBrick);
if (kraken != nullptr) {
Events::KrakenAttack e;
e.ChargeUpdate = 0;
e.KrakenStrength = 0.1;
e.PlayerStrength = 0.05;
EventBroker->Publish(e);
}
else {
}
} }
} }
} }
@@ -1149,6 +1166,7 @@ bool dd::Systems::LevelSystem::OnPowerUpTaken(const dd::Events::PowerUpTaken &ev
bool dd::Systems::LevelSystem::OnKrakenDefeated(const dd::Events::KrakenDefeated &event) bool dd::Systems::LevelSystem::OnKrakenDefeated(const dd::Events::KrakenDefeated &event)
{ {
m_KrakenBattle = false;
m_BrickGenerating = false; m_BrickGenerating = false;
m_BreakAllBricks = true; m_BreakAllBricks = true;
SetNumberOfBricks(NumberOfBricks() - 1); SetNumberOfBricks(NumberOfBricks() - 1);
+5 -1
View File
@@ -124,7 +124,7 @@ void dd::Systems::PadSystem::UpdateEntity(double dt, EntityID entity, EntityID p
if (ball->Waiting || ball->Sticky) { if (ball->Waiting || ball->Sticky) {
if (m_ResetBall && ball->Waiting) { if (m_ResetBall && ball->Waiting) {
ball->StickyPlacement = glm::vec3(0.f, 0.f, 0.f); ball->StickyPlacement = glm::vec3(0.f, 0.f, 0.f);
ball->StickyPlacement.y += 0.45f; ball->StickyPlacement.y += 0.25f;
m_ResetBall = false; m_ResetBall = false;
} }
auto ballTransform = m_World->GetComponent<Components::Transform>(entity); auto ballTransform = m_World->GetComponent<Components::Transform>(entity);
@@ -293,6 +293,10 @@ bool dd::Systems::PadSystem::OnKeyDown(const dd::Events::KeyDown &event) {
e.Origin1 = glm::vec3(-5, 7, -10); e.Origin1 = glm::vec3(-5, 7, -10);
e.Origin2 = glm::vec3(5, 7, -10); e.Origin2 = glm::vec3(5, 7, -10);
e.Set = 1; e.Set = 1;
e.SetCluster = 1;
EventBroker->Publish(e);
} else if (val == GLFW_KEY_C) {
Events::BreakAllBricks e;
EventBroker->Publish(e); EventBroker->Publish(e);
} else if (val == GLFW_KEY_L) { } else if (val == GLFW_KEY_L) {
Events::Lifebuoy e; Events::Lifebuoy e;
+6 -2
View File
@@ -108,18 +108,20 @@ bool dd::Systems::ProjectileSystem::OnInkBlaster(const dd::Events::InkBlaster &e
bool dd::Systems::ProjectileSystem::OnHitPad(const dd::Events::HitPad &event) bool dd::Systems::ProjectileSystem::OnHitPad(const dd::Events::HitPad &event)
{ {
if (m_InkBlaster) { if (m_InkBlaster && m_AttachedSquid == 0) {
auto ball = m_World->GetComponent<Components::Ball>(event.Ball); auto ball = m_World->GetComponent<Components::Ball>(event.Ball);
ball->Loaded = true; ball->Loaded = true;
m_SquidLoaded = true; m_SquidLoaded = true;
m_AttachedSquid = event.Ball; m_AttachedSquid = event.Ball;
auto model = m_World->GetComponent<Components::Model>(m_AttachedSquid); auto model = m_World->GetComponent<Components::Model>(m_AttachedSquid);
model->ModelFile = "Models/Sid/Sid_Shoot.dae"; model->ModelFile = "Models/Sid/Sid_Shoot.dae";
auto anim = m_World->GetComponent<Components::Animation>(m_AttachedSquid); auto anim = m_World->GetComponent<Components::Animation>(m_AttachedSquid);
anim->Loop = false; anim->Loop = false;
anim->Speed = 0.f; anim->Speed = 0.f;
anim->Time = 0.f;
} }
return true; return true;
} }
@@ -151,7 +153,7 @@ bool dd::Systems::ProjectileSystem::OnActionButton(const dd::Events::ActionButto
auto anim = m_World->GetComponent<Components::Animation>(m_AttachedSquid); auto anim = m_World->GetComponent<Components::Animation>(m_AttachedSquid);
anim->Loop = false; anim->Loop = false;
anim->Speed = 1.f; anim->Speed = 2.f;
anim->Time = 0.f; anim->Time = 0.f;
if (m_Shots <= 0) { if (m_Shots <= 0) {
@@ -166,6 +168,7 @@ bool dd::Systems::ProjectileSystem::OnActionButton(const dd::Events::ActionButto
{ {
Events::InkBlasterOver e; Events::InkBlasterOver e;
e.Ball = m_AttachedSquid; e.Ball = m_AttachedSquid;
EventBroker->Publish(e); EventBroker->Publish(e);
auto model = m_World->GetComponent<Components::Model>(m_AttachedSquid); auto model = m_World->GetComponent<Components::Model>(m_AttachedSquid);
@@ -174,6 +177,7 @@ bool dd::Systems::ProjectileSystem::OnActionButton(const dd::Events::ActionButto
auto anim = m_World->GetComponent<Components::Animation>(m_AttachedSquid); auto anim = m_World->GetComponent<Components::Animation>(m_AttachedSquid);
anim->Loop = true; anim->Loop = true;
anim->Speed = 1.f; anim->Speed = 1.f;
m_AttachedSquid = 0;
} }
{ {
Events::ActionButton e; Events::ActionButton e;
+1 -1
View File
@@ -57,7 +57,7 @@ void dd::Systems::WaterSystem::UpdateEntity(double dt, EntityID entity, EntityID
if (transform->Position.y < m_SubmergedHeight) { if (transform->Position.y < m_SubmergedHeight) {
brickPart->Submerged = true; brickPart->Submerged = true;
m_BrickPartCounters[brickPart->NumberOfPartsInBrick]++; m_BrickPartCounters[brickPart->NumberOfPartsInBrick]++;
std::cout << "Parts: " << m_BrickPartCounters[brickPart->NumberOfPartsInBrick] << " of " << brickPart->NumberOfPartsInBrick << std::endl; //std::cout << "Parts: " << m_BrickPartCounters[brickPart->NumberOfPartsInBrick] << " of " << brickPart->NumberOfPartsInBrick << std::endl;
if (m_BrickPartCounters[brickPart->NumberOfPartsInBrick] >= brickPart->NumberOfPartsInBrick) { if (m_BrickPartCounters[brickPart->NumberOfPartsInBrick] >= brickPart->NumberOfPartsInBrick) {
m_BrickPartCounters[brickPart->NumberOfPartsInBrick] = 0; m_BrickPartCounters[brickPart->NumberOfPartsInBrick] = 0;
Events::RaiseWater e; Events::RaiseWater e;