23 Commits

Author SHA1 Message Date
PlatinumSkink 22349fe0a6 Fixed problems I ran into while playtesting. 2015-10-23 17:42:46 +02:00
PlatinumSkink e4aae9779e Merge branch 'master' of https://github.com/teamfisk/AgileBreakOut 2015-10-23 16:59:24 +02:00
PlatinumSkink 5ba13c3b48 Merge remote-tracking branch 'origin/master' 2015-10-23 16:58:54 +02:00
PlatinumSkink 1beb873efc Fixed so ink does not damage boss, because that breaks current boss battle. 2015-10-23 16:46:45 +02:00
viktorljung 04ed2de2c3 saviours 2015-10-23 16:45:47 +02:00
tleety 825a4f5f95 Merge branch 'master' of github.com:teamfisk/AgileBreakOut 2015-10-23 16:16:26 +02:00
tleety ee413463a3 Kraken arm slider 2015-10-23 16:15:46 +02:00
viktorljung e2190630c5 Merge branch 'Physics' 2015-10-23 16:12:14 +02:00
viktorljung d91ad72a34 Jump fix 2015-10-23 16:11:45 +02:00
viktorljung a4c120764a Ball rotation fix 2015-10-23 16:01:22 +02:00
Stiffly 4f75736747 Merge remote-tracking branch 'origin/master' into water 2015-10-23 15:55:32 +02:00
PlatinumSkink 857eaf4b7f Merge branch 'master' of https://github.com/teamfisk/AgileBreakOut 2015-10-23 15:52:43 +02:00
Stiffly 206b6ee36c Merge remote-tracking branch 'origin/master' into water 2015-10-23 15:49:41 +02:00
Stiffly 90f4d771ac Updated blood effects 2015-10-23 15:49:27 +02:00
Jace 92c9d52de5 Merge branch 'master' of github.com:teamfisk/AgileBreakOut 2015-10-23 15:47:52 +02:00
Jace 3c6c38b2ce Less slippery controls 2015-10-23 15:47:35 +02:00
PlatinumSkink a630554bb3 Merge branch 'LevelSystemAndSuch' 2015-10-23 15:47:08 +02:00
viktorljung 037adf3299 Bigger more beautiful eyes! (づ。◕‿‿◕。)づ 2015-10-23 15:45:03 +02:00
viktorljung c966db2419 Merge branch 'master' of github.com:teamfisk/AgileBreakOut 2015-10-23 15:36:33 +02:00
viktorljung 48b9e8fbed Animation fixes 2015-10-23 15:36:23 +02:00
Stiffly 485cdb7b5e Blood in progress. <- period 2015-10-23 14:39:26 +02:00
Stiffly 525868e228 Merge remote-tracking branch 'origin/master' into water 2015-10-23 13:40:18 +02:00
Stiffly 2cf2975437 WIP 2015-10-23 13:39:59 +02:00
24 changed files with 403 additions and 288 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>2015-10-23T16:10:27</created>
<modified>2015-10-23T14:18:54</modified> <modified>2015-10-23T16:10:27</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 @@
<library_animations> <library_animations>
<animation id="Armature_002_Body_pose_matrix"> <animation id="Armature_002_Body_pose_matrix">
<source id="Armature_002_Body_pose_matrix-input"> <source id="Armature_002_Body_pose_matrix-input">
<float_array id="Armature_002_Body_pose_matrix-input-array" count="3">0.04166662 0.25 0.4583333</float_array> <float_array id="Armature_002_Body_pose_matrix-input-array" count="2">0.04166662 0.4583333</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_Body_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_002_Body_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_Body_pose_matrix-output"> <source id="Armature_002_Body_pose_matrix-output">
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<technique_common> <technique_common>
<accessor source="#Armature_002_Body_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_002_Body_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_Body_pose_matrix-interpolation"> <source id="Armature_002_Body_pose_matrix-interpolation">
<Name_array id="Armature_002_Body_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_002_Body_pose_matrix-interpolation-array" count="2">LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_Body_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_002_Body_pose_matrix-interpolation-array" count="2" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -149,25 +149,25 @@
</animation> </animation>
<animation id="Armature_002_Head_pose_matrix"> <animation id="Armature_002_Head_pose_matrix">
<source id="Armature_002_Head_pose_matrix-input"> <source id="Armature_002_Head_pose_matrix-input">
<float_array id="Armature_002_Head_pose_matrix-input-array" count="3">0.04166662 0.25 0.4583333</float_array> <float_array id="Armature_002_Head_pose_matrix-input-array" count="2">0.04166662 0.4583333</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_Head_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_002_Head_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_Head_pose_matrix-output"> <source id="Armature_002_Head_pose_matrix-output">
<float_array id="Armature_002_Head_pose_matrix-output-array" count="48">2.8213e-7 0 -1 0 0 -0.8 0 -0.305899 -1 0 -2.8213e-7 0 0 0 0 1 2.8213e-7 0 -1 0 0 -0.8999999 0 -0.305899 -1 0 -2.8213e-7 0 0 0 0 1 2.8213e-7 0 -1 0 0 -0.9999999 0 -0.305899 -1 0 -2.8213e-7 0 0 0 0 1</float_array> <float_array id="Armature_002_Head_pose_matrix-output-array" count="32">2.8213e-7 0 -1 0 0 -0.9999999 0 -0.305899 -1 0 -2.8213e-7 0 0 0 0 1 2.8213e-7 0 -1 0 0 -0.6999999 0 -0.305899 -1 0 -2.8213e-7 0 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_Head_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_002_Head_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_Head_pose_matrix-interpolation"> <source id="Armature_002_Head_pose_matrix-interpolation">
<Name_array id="Armature_002_Head_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_002_Head_pose_matrix-interpolation-array" count="2">LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_Head_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_002_Head_pose_matrix-interpolation-array" count="2" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -181,25 +181,25 @@
</animation> </animation>
<animation id="Armature_002_Ear_L_pose_matrix"> <animation id="Armature_002_Ear_L_pose_matrix">
<source id="Armature_002_Ear_L_pose_matrix-input"> <source id="Armature_002_Ear_L_pose_matrix-input">
<float_array id="Armature_002_Ear_L_pose_matrix-input-array" count="3">0.04166662 0.25 0.4583333</float_array> <float_array id="Armature_002_Ear_L_pose_matrix-input-array" count="2">0.04166662 0.4583333</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_Ear_L_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_002_Ear_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_Ear_L_pose_matrix-output"> <source id="Armature_002_Ear_L_pose_matrix-output">
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<technique_common> <technique_common>
<accessor source="#Armature_002_Ear_L_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_002_Ear_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_Ear_L_pose_matrix-interpolation"> <source id="Armature_002_Ear_L_pose_matrix-interpolation">
<Name_array id="Armature_002_Ear_L_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_002_Ear_L_pose_matrix-interpolation-array" count="2">LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_Ear_L_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_002_Ear_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>
@@ -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">
<float_array id="Armature_002_Ear_H_pose_matrix-input-array" count="3">0.04166662 0.25 0.4583333</float_array> <float_array id="Armature_002_Ear_H_pose_matrix-input-array" count="2">0.04166662 0.4583333</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_Ear_H_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_002_Ear_H_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_Ear_H_pose_matrix-output"> <source id="Armature_002_Ear_H_pose_matrix-output">
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<technique_common> <technique_common>
<accessor source="#Armature_002_Ear_H_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_002_Ear_H_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_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>
<accessor source="#Armature_002_Ear_H_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_002_Ear_H_pose_matrix-interpolation-array" count="2" stride="1">
<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">
<float_array id="Armature_002_UpperBackTentacle_L_pose_matrix-input-array" count="3">0.04166662 0.25 0.4583333</float_array> <float_array id="Armature_002_UpperBackTentacle_L_pose_matrix-input-array" count="2">0.04166662 0.4583333</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_UpperBackTentacle_L_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_002_UpperBackTentacle_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_UpperBackTentacle_L_pose_matrix-output"> <source id="Armature_002_UpperBackTentacle_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"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_002_UpperBackTentacle_L_pose_matrix-interpolation"> <source id="Armature_002_UpperBackTentacle_L_pose_matrix-interpolation">
<Name_array id="Armature_002_UpperBackTentacle_L_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_002_UpperBackTentacle_L_pose_matrix-interpolation-array" count="2">LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_UpperBackTentacle_L_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_002_UpperBackTentacle_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>
@@ -277,25 +277,25 @@
</animation> </animation>
<animation id="Armature_002_LowerBackTentacle_L_pose_matrix"> <animation id="Armature_002_LowerBackTentacle_L_pose_matrix">
<source id="Armature_002_LowerBackTentacle_L_pose_matrix-input"> <source id="Armature_002_LowerBackTentacle_L_pose_matrix-input">
<float_array id="Armature_002_LowerBackTentacle_L_pose_matrix-input-array" count="3">0.04166662 0.25 0.4583333</float_array> <float_array id="Armature_002_LowerBackTentacle_L_pose_matrix-input-array" count="2">0.04166662 0.4583333</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_LowerBackTentacle_L_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_002_LowerBackTentacle_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_LowerBackTentacle_L_pose_matrix-output"> <source id="Armature_002_LowerBackTentacle_L_pose_matrix-output">
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<technique_common> <technique_common>
<accessor source="#Armature_002_LowerBackTentacle_L_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_002_LowerBackTentacle_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_LowerBackTentacle_L_pose_matrix-interpolation"> <source id="Armature_002_LowerBackTentacle_L_pose_matrix-interpolation">
<Name_array id="Armature_002_LowerBackTentacle_L_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_002_LowerBackTentacle_L_pose_matrix-interpolation-array" count="2">LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_LowerBackTentacle_L_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_002_LowerBackTentacle_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>
@@ -309,25 +309,25 @@
</animation> </animation>
<animation id="Armature_002_UpperMidTentacle_L_pose_matrix"> <animation id="Armature_002_UpperMidTentacle_L_pose_matrix">
<source id="Armature_002_UpperMidTentacle_L_pose_matrix-input"> <source id="Armature_002_UpperMidTentacle_L_pose_matrix-input">
<float_array id="Armature_002_UpperMidTentacle_L_pose_matrix-input-array" count="3">0.04166662 0.25 0.4583333</float_array> <float_array id="Armature_002_UpperMidTentacle_L_pose_matrix-input-array" count="2">0.04166662 0.4583333</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_002_UpperMidTentacle_L_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_002_UpperMidTentacle_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_UpperMidTentacle_L_pose_matrix-output"> <source id="Armature_002_UpperMidTentacle_L_pose_matrix-output">
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<technique_common> <technique_common>
<accessor source="#Armature_002_UpperMidTentacle_L_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_002_UpperMidTentacle_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_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">
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<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">
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<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">
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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_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">
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<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">
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<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>
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<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">
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<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>
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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_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">
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<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>
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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_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>
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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_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">
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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>
<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>
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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_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">
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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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</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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<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>
<accessor source="#Armature_002_UpperHand_R_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_002_UpperHand_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_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">
<float_array id="Armature_004_LowerBackTentacle_L_pose_matrix-output-array" count="48">0.9961947 -0.0394118 -0.07773563 -3.72529e-9 -5.21541e-8 0.8919164 -0.4522004 0.2669195 0.08715573 0.4504797 0.8885223 1.49012e-8 0 0 0 1 0.9961947 -0.0394118 -0.07773563 -3.72529e-9 -5.21541e-8 0.8919164 -0.4522004 0.2669195 0.08715573 0.4504797 0.8885223 1.49012e-8 0 0 0 1 0.9961947 -0.0394118 -0.07773563 -3.72529e-9 -5.21541e-8 0.8919164 -0.4522004 0.2669195 0.08715573 0.4504797 0.8885223 1.49012e-8 0 0 0 1</float_array> <float_array id="Armature_004_LowerBackTentacle_L_pose_matrix-output-array" count="48">0.9961947 -0.03941186 -0.07773566 -3.72529e-9 -5.21541e-8 0.8919164 -0.4522003 0.2669195 0.08715573 0.4504797 0.8885224 1.49012e-8 0 0 0 1 0.9961947 -0.03941186 -0.07773566 -3.72529e-9 -5.21541e-8 0.8919164 -0.4522003 0.2669195 0.08715573 0.4504797 0.8885224 1.49012e-8 0 0 0 1 0.9961947 -0.03941186 -0.07773566 -3.72529e-9 -5.21541e-8 0.8919164 -0.4522003 0.2669195 0.08715573 0.4504797 0.8885224 1.49012e-8 0 0 0 1</float_array>
<technique_common> <technique_common>
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<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">
<float_array id="Armature_004_UpperHand_L_pose_matrix-output-array" count="48">1 6.59182e-8 -2.65114e-7 3.72529e-8 -8.26943e-8 0.9731112 -0.2303356 0.2368226 2.59863e-7 0.2303354 0.9731112 -9.68575e-8 0 0 0 1 1 6.59182e-8 -2.65114e-7 3.72529e-8 -8.26943e-8 0.9731112 -0.2303356 0.2368226 2.59863e-7 0.2303354 0.9731112 -9.68575e-8 0 0 0 1 1 6.59182e-8 -2.65114e-7 3.72529e-8 -8.26943e-8 0.9731112 -0.2303356 0.2368226 2.59863e-7 0.2303354 0.9731112 -9.68575e-8 0 0 0 1</float_array> <float_array id="Armature_004_UpperHand_L_pose_matrix-output-array" count="48">1 1.49011e-8 -2.38419e-7 2.98023e-8 0 1 0 0.2368227 2.38419e-7 -8.34055e-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 -8.34055e-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 -8.34055e-15 1 0 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_004_UpperHand_L_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_004_UpperHand_L_pose_matrix-output-array" count="3" stride="16">
<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">
<float_array id="Armature_004_LowerHand_L_pose_matrix-output-array" count="48">0.9999999 1.16622e-9 2.33252e-8 4.47035e-8 1.33134e-7 0.9998958 -0.01444027 0.1475569 -1.24173e-7 0.01444024 0.9998957 -5.96046e-8 0 0 0 1 0.9999999 1.16622e-9 2.33252e-8 4.47035e-8 1.33134e-7 0.9998958 -0.01444027 0.1475569 -1.24173e-7 0.01444024 0.9998957 -5.96046e-8 0 0 0 1 0.9999999 1.16622e-9 2.33252e-8 4.47035e-8 1.33134e-7 0.9998958 -0.01444027 0.1475569 -1.24173e-7 0.01444024 0.9998957 -5.96046e-8 0 0 0 1</float_array> <float_array id="Armature_004_LowerHand_L_pose_matrix-output-array" count="48">1 -2.83954e-14 0 0 0 1 0 0.1475569 0 -8.34055e-15 1 0 0 0 0 1 1 -2.83954e-14 0 0 0 1 0 0.1475569 0 -8.34055e-15 1 0 0 0 0 1 1 -2.83954e-14 0 0 0 1 0 0.1475569 0 -8.34055e-15 1 0 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_004_LowerHand_L_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_004_LowerHand_L_pose_matrix-output-array" count="3" stride="16">
<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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+8 -2
View File
@@ -34,6 +34,7 @@
#include "CTemplate.h" #include "CTemplate.h"
#include "Core/ConfigFile.h" #include "Core/ConfigFile.h"
#include "Core/EventBroker.h" #include "Core/EventBroker.h"
#include "Input/InputSystem.h"
#include "Rendering/CModel.h" #include "Rendering/CModel.h"
#include "Rendering/CSprite.h" #include "Rendering/CSprite.h"
#include "Rendering/CPointLight.h" #include "Rendering/CPointLight.h"
@@ -176,6 +177,9 @@ public:
m_World->ComponentFactory.Register<Components::InkBlasterBrick>(); m_World->ComponentFactory.Register<Components::InkBlasterBrick>();
m_World->ComponentFactory.Register<Components::KrakenAttackBrick>(); m_World->ComponentFactory.Register<Components::KrakenAttackBrick>();
//m_World->SystemFactory.Register<Systems::InputSystem>(
// [this]() { return new Systems::InputSystem(m_World.get(), m_EventBroker); });
//m_World->AddSystem<Systems::InputSystem>();
m_World->SystemFactory.Register<Systems::LevelSystem>( m_World->SystemFactory.Register<Systems::LevelSystem>(
[this]() { return new Systems::LevelSystem(m_World.get(), m_EventBroker); }); [this]() { return new Systems::LevelSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::LevelSystem>(); m_World->AddSystem<Systems::LevelSystem>();
@@ -257,9 +261,10 @@ public:
m_LastTime = currentTime; m_LastTime = currentTime;
// Update input // Update input
m_EventBroker->Swap();
m_InputManager->Update(dt); m_InputManager->Update(dt);
// Swap event queues to get fresh input data in the read queue //m_EventBroker->Process<Systems::InputSystem>();
//m_EventBroker->Swap(); m_EventBroker->Swap();
//ResourceManager::Update(); //ResourceManager::Update();
if (m_GameIsRunning) { if (m_GameIsRunning) {
@@ -284,6 +289,7 @@ public:
m_EventBroker->Process<Engine>(); m_EventBroker->Process<Engine>();
// Swap event queues // Swap event queues
m_EventBroker->Swap(); m_EventBroker->Swap();
m_EventBroker->Clear();
glfwPollEvents(); glfwPollEvents();
} }
+1
View File
@@ -121,6 +121,7 @@ public:
int Process(); int Process();
int Process(std::string contextTypeName); int Process(std::string contextTypeName);
void Swap(); void Swap();
void Clear();
void Unsubscribe(BaseEventRelay &relay); void Unsubscribe(BaseEventRelay &relay);
private: private:
+1 -1
View File
@@ -105,7 +105,7 @@ private:
std::mt19937 m_RandomGenerator; std::mt19937 m_RandomGenerator;
float m_XMovementMultiplier = 2.f; float m_XMovementMultiplier = 2.f;
float m_EdgeX = 3.4f; //Actually 3.2, but anyways. float m_EdgeX = 3.2f;
float m_EdgeY = 5.2f; float m_EdgeY = 5.2f;
int m_MultiBalls = 0; int m_MultiBalls = 0;
bool m_ReplaceBall = false; bool m_ReplaceBall = false;
+2
View File
@@ -6,6 +6,7 @@
#define DAYDREAM_EKRAKENHIT_H #define DAYDREAM_EKRAKENHIT_H
#include "Core/EventBroker.h" #include "Core/EventBroker.h"
#include "Core/CTransform.h"
namespace dd namespace dd
{ {
@@ -17,6 +18,7 @@ struct KrakenHit : Event
{ {
EntityID Kraken; EntityID Kraken;
EntityID Hitter; EntityID Hitter;
glm::vec3 PlaceHit;
int MaxHealth; int MaxHealth;
int CurrentHealth; int CurrentHealth;
int NewHealth; int NewHealth;
+4 -2
View File
@@ -41,8 +41,10 @@ public:
m_FPSCounter = new GUI::FPSCounter(this, "FPSCounter"); m_FPSCounter = new GUI::FPSCounter(this, "FPSCounter");
m_KrakenAttackSlider = new Slider(this, "KrakenSlider"); m_KrakenAttackSlider = new Slider(this, "KrakenSlider");
m_KrakenAttackSlider->SetTexture("Textures/GUI/Menu/SliderBackground.png"); m_KrakenAttackSlider->SetTexture("Textures/GUI/KrakenSlider/KrakenArmSliderBackground.png");
m_KrakenAttackSlider->SetTextureReleased("Textures/GUI/Menu/SliderHandle.png"); m_KrakenAttackSlider->SetTextureReleased("Textures/GUI/KrakenSlider/SpaceSpam.png");
m_KrakenAttackSlider->SetTexturePressed("Textures/GUI/KrakenSlider/SpaceHit.png");
m_KrakenAttackSlider->SetLeft(Width / 2 - m_KrakenAttackSlider->Width / 2); m_KrakenAttackSlider->SetLeft(Width / 2 - m_KrakenAttackSlider->Width / 2);
m_KrakenAttackSlider->Y = 800; m_KrakenAttackSlider->Y = 800;
m_KrakenAttackSlider->Hide(); m_KrakenAttackSlider->Hide();
+1
View File
@@ -103,6 +103,7 @@ private:
bool OnBrickGenerating(const dd::Events::BrickGenerating &event); bool OnBrickGenerating(const dd::Events::BrickGenerating &event);
bool OnArrivedAtNewStage(const dd::Events::ArrivedAtNewStage &event); bool OnArrivedAtNewStage(const dd::Events::ArrivedAtNewStage &event);
void GetBrickSet(); void GetBrickSet();
void CreateBloodEffect(glm::vec3);
}; };
} }
+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;
+2
View File
@@ -26,6 +26,8 @@ struct ParticleEmitter : public Component
//values to interpolate between. //values to interpolate between.
std::vector<glm::vec3> ScaleValues; std::vector<glm::vec3> ScaleValues;
std::vector<float> AlphaValues; std::vector<float> AlphaValues;
std::vector<glm::vec3> VelocityValues;
//System variables //System variables
float GravityScale = 1.0f; float GravityScale = 1.0f;
@@ -29,6 +29,7 @@ struct CreateParticleSequence : public Event
bool DefaultScale = false; bool DefaultScale = false;
std::vector<glm::vec3> ScaleValues; std::vector<glm::vec3> ScaleValues;
std::vector<float> AlphaValues; std::vector<float> AlphaValues;
std::vector<glm::vec3> VelocityValues;
//Particle //Particle
std::string SpriteFile = ""; std::string SpriteFile = "";
+4 -1
View File
@@ -91,8 +91,11 @@ int dd::EventBroker::Process(std::string contextTypeName)
void dd::EventBroker::Swap() void dd::EventBroker::Swap()
{ {
std::swap(m_EventQueueRead, m_EventQueueWrite); std::swap(m_EventQueueRead, m_EventQueueWrite);
m_EventQueueWrite->clear(); }
void dd::EventBroker::Clear()
{
m_EventQueueWrite->clear();
} }
void dd::EventBroker::subscribeImmediate(dd::BaseEventRelay& relay) void dd::EventBroker::subscribeImmediate(dd::BaseEventRelay& relay)
+24 -8
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;
} }
} }
@@ -209,7 +216,8 @@ void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID
auto transform = m_World->GetComponent<Components::Transform>(entity); auto transform = m_World->GetComponent<Components::Transform>(entity);
glm::vec2 dir = glm::normalize(glm::vec2(transform->Velocity.x, transform->Velocity.y)); glm::vec2 dir = glm::normalize(glm::vec2(transform->Velocity.x, transform->Velocity.y));
glm::vec2 up = glm::vec2(0.f, 1.f); glm::vec2 up = glm::vec2(0.f, 1.f);
float angle = glm::acos(glm::dot<float>(dir, up)) * glm::sign(dir.x);
float angle = atan2(dir.x, dir.y);
transform->Orientation = glm::rotate(glm::quat(), angle, glm::vec3(0.f, 0.f, -1.f)); transform->Orientation = glm::rotate(glm::quat(), angle, glm::vec3(0.f, 0.f, -1.f));
} }
} }
@@ -364,6 +372,14 @@ 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;
} }
} }
@@ -455,17 +471,17 @@ bool dd::Systems::BallSystem::OnMultiBall(const dd::Events::MultiBall &event)
ball2->Waiting = false; ball2->Waiting = false;
auto padTransform = event.padTransform; auto padTransform = event.padTransform;
float x1 = padTransform->Position.x/* - 2*/, x2 = padTransform->Position.x/* + 2*/; float x1 = padTransform->Position.x/* - 2*/, x2 = padTransform->Position.x/* + 2*/;
if (x1 < -m_EdgeX) { if (x1 < -m_EdgeX + 0.4) {
x1 = m_EdgeX - 0.2; x1 = m_EdgeX - 0.7;
} }
if (x2 > m_EdgeX) { if (x2 > m_EdgeX - 0.4) {
x2 = -m_EdgeX + 0.2; x2 = -m_EdgeX + 0.7;
} }
transform1->Position = glm::vec3(x1, -5.5, -10); transform1->Position = glm::vec3(x1, -5.5, -10);
transform2->Position = glm::vec3(x2, -5.5, -10); transform2->Position = glm::vec3(x2, -5.5, -10);
transform1->Velocity = glm::normalize(glm::vec3(5, 5 ,0.f)) * ball1->Speed; transform1->Velocity = glm::normalize(glm::vec3(2.5, 5 ,0.f)) * ball1->Speed;
transform2->Velocity = glm::normalize(glm::vec3(-5, 5 ,0.f)) * ball2->Speed; transform2->Velocity = glm::normalize(glm::vec3(-2.5, 5 ,0.f)) * ball2->Speed;
SetMultiBalls(MultiBalls() + 2); SetMultiBalls(MultiBalls() + 2);
//std::cout << MultiBalls() << std::endl; //std::cout << MultiBalls() << std::endl;
+83 -52
View File
@@ -247,16 +247,20 @@ bool dd::Systems::KrakenSystem::OnContact(const dd::Events::Contact &event)
auto projectile = m_World->GetComponent<Components::Projectile>(otherEntitiy); auto projectile = m_World->GetComponent<Components::Projectile>(otherEntitiy);
if (projectile != nullptr) { if (projectile != nullptr) {
Events::ScoreEvent es; if (m_RandomKraken) {
es.Score = 23; Events::ScoreEvent es;
EventBroker->Publish(es); es.Score = 23;
Events::KrakenHit e; EventBroker->Publish(es);
e.Kraken = krakenEntity; Events::KrakenHit e;
e.Hitter = otherEntitiy; e.Kraken = krakenEntity;
e.MaxHealth = kraken->MaxHealth; e.Hitter = otherEntitiy;
e.CurrentHealth = kraken->Health; auto transform = m_World->GetComponent<Components::Transform>(otherEntitiy);
e.NewHealth = kraken->Health - 1; e.PlaceHit = transform->Position;
EventBroker->Publish(e); e.MaxHealth = kraken->MaxHealth;
e.CurrentHealth = kraken->Health;
e.NewHealth = kraken->Health - 1;
EventBroker->Publish(e);
}
m_World->RemoveEntity(otherEntitiy); m_World->RemoveEntity(otherEntitiy);
return true; return true;
} }
@@ -273,6 +277,8 @@ bool dd::Systems::KrakenSystem::OnContact(const dd::Events::Contact &event)
Events::KrakenHit e; Events::KrakenHit e;
e.Kraken = krakenEntity; e.Kraken = krakenEntity;
e.Hitter = otherEntitiy; e.Hitter = otherEntitiy;
auto transform = m_World->GetComponent<Components::Transform>(otherEntitiy);
e.PlaceHit = transform->Position;
e.MaxHealth = kraken->MaxHealth; e.MaxHealth = kraken->MaxHealth;
e.CurrentHealth = kraken->Health; e.CurrentHealth = kraken->Health;
e.NewHealth = kraken->Health - 1; e.NewHealth = kraken->Health - 1;
@@ -317,7 +323,6 @@ bool dd::Systems::KrakenSystem::OnKrakenAttack(const dd::Events::KrakenAttack &e
bool dd::Systems::KrakenSystem::OnKrakenHit(const dd::Events::KrakenHit &event) 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);
kraken->Health--; kraken->Health--;
kraken->CurrentAction = 3; kraken->CurrentAction = 3;
//kraken->Health -= 15; //kraken->Health -= 15;
@@ -332,47 +337,7 @@ bool dd::Systems::KrakenSystem::OnKrakenHit(const dd::Events::KrakenHit &event)
m_KrakenCurrentSecondsToAction = m_KrakenMaxSecondsToAction - (modifier * timeDifferenceBetweenMaxAndMin); m_KrakenCurrentSecondsToAction = m_KrakenMaxSecondsToAction - (modifier * timeDifferenceBetweenMaxAndMin);
// If modifier is 1, MaxSeconds is 15, MinSeconds is 5, then... 15 - (1 * 10), meaning 5. // If modifier is 1, MaxSeconds is 15, MinSeconds is 5, then... 15 - (1 * 10), meaning 5.
auto ball = m_World->GetComponent<Components::Transform>(event.Hitter); CreateBloodEffect(event.PlaceHit);
if (ball != nullptr) {
//Particle trail
Events::CreateParticleSequence trail;
trail.parent = event.Hitter;
trail.AlphaValues.push_back(1.f);
trail.AlphaValues.push_back(0.f);
trail.ScaleValues.push_back(glm::vec3(0.08f));
trail.ScaleValues.push_back(glm::vec3(0.f));
trail.RadiusDistribution = 2;
trail.EmitterLifeTime = 1.f;
trail.ParticleLifeTime = 1.f;
trail.ParticlesPerTick = 1;
trail.SpawnRate = 0.5f;
trail.Speed = 10.f;
trail.EmittingAngle = glm::half_pi<float>();
trail.SpriteFile = "Textures/Particles/FadeBall.png";
trail.Color = glm::vec4(1, 0, 0, 1);
//p.Spread = ...
EventBroker->Publish(trail);
}
//ParticlePoof
Events::CreateParticleSequence poof;
poof.EmitterLifeTime = 4;
poof.EmittingAngle = glm::half_pi<float>();
poof.Spread = 0.5f;
poof.NumberOfTicks = 1;
poof.ParticleLifeTime = 1.5f;
poof.ParticlesPerTick = 2;
poof.Position = transform->Position;
poof.ScaleValues.clear();
poof.ScaleValues.push_back(glm::vec3(0.5f));
poof.ScaleValues.push_back(glm::vec3(2.f, 2.f, 0.2f));
poof.SpriteFile = "Textures/Particles/Cloud_Particle.png";
poof.Color = glm::vec4(1, 0, 0, 1);
poof.AlphaValues.clear();
poof.AlphaValues.push_back(1.f);
poof.AlphaValues.push_back(0.f);
poof.Speed = 20;
EventBroker->Publish(poof);
//std::cout << kraken->Health << std::endl; //std::cout << kraken->Health << std::endl;
//kraken->Health = -1; //kraken->Health = -1;
@@ -489,4 +454,70 @@ bool dd::Systems::KrakenSystem::OnArrivedAtNewStage(const dd::Events::ArrivedAtN
m_KrakenHasArrived = true; m_KrakenHasArrived = true;
} }
return true; return true;
}
void dd::Systems::KrakenSystem::CreateBloodEffect(glm::vec3 pos)
{
//ParticlePoof
Events::CreateParticleSequence dust;
dust.EmitterLifeTime = 4;
dust.EmittingAngle = glm::half_pi<float>();
dust.Spread = 0.5f;
dust.NumberOfTicks = 1;
dust.ParticleLifeTime = 1.f;
dust.ParticlesPerTick = 1;
dust.Position = pos;
dust.ScaleValues.clear();
dust.ScaleValues.push_back(glm::vec3(0.5f));
dust.ScaleValues.push_back(glm::vec3(2.f, 2.f, 0.2f));
dust.SpriteFile = "Textures/Particles/Cloud_Particle.png";
dust.Color = glm::vec4(1, 0, 0, 1);
dust.AlphaValues.clear();
dust.AlphaValues.push_back(1.f);
dust.AlphaValues.push_back(0.f);
dust.Speed = 20;
EventBroker->Publish(dust);
std::uniform_real_distribution<float> dist(glm::pi<float>(), glm::two_pi<float>());
for (int i = 0; i < 3; i++) {
float angle = dist(m_RandomGenerator);
Events::CreateParticleSequence squirt;
squirt.EmitterLifeTime = 0.3f;
squirt.EmittingAngle = angle;
squirt.Spread = 0;
squirt.SpawnRate = 0.01f;
squirt.ParticleLifeTime = 0.5f;
squirt.ParticlesPerTick = 1;
squirt.Position = pos;
squirt.ScaleValues.clear();
squirt.ScaleValues.push_back(glm::vec3(0.09f));
squirt.SpriteFile = "Textures/Particles/FadeBall.png";
squirt.Color = glm::vec4(1, 0, 0, 1);
squirt.AlphaValues.clear();
squirt.AlphaValues.push_back(1.f);
squirt.AlphaValues.push_back(0.f);
squirt.Speed = 1000;
EventBroker->Publish(squirt);
}
Events::CreateParticleSequence drop;
drop.EmitterLifeTime = 7.f;
drop.SpawnRate = 0.1f;
//drop.EmittingAngle = glm::two_pi<float>() + glm::pi<float>();
drop.EmittingAngle = -glm::half_pi<float>();
drop.Spread = 0;
//drop.Spread = glm::two_pi<float>();
drop.ParticleLifeTime = 1.f;
drop.ParticlesPerTick = 2;
drop.Position = pos;
drop.ScaleValues.clear();
drop.ScaleValues.push_back(glm::vec3(.15f));
drop.ScaleValues.push_back(glm::vec3(0.1f));
drop.SpriteFile = "Textures/Particles/FadeBall.png";
drop.Color = glm::vec4(1, 0, 0, 1);
drop.AlphaValues.clear();
drop.AlphaValues.push_back(1.f);
drop.AlphaValues.push_back(0.f);
drop.GravityScale = 0;
drop.Speed = 300;
EventBroker->Publish(drop);
} }
+10 -5
View File
@@ -733,7 +733,7 @@ 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,
6, 0, 1, 0, 1, 0, 6, 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, 5, 1, 1, 0, 0,
0, 0, 0, 1, 0, 0, 0 }; 0, 0, 0, 1, 0, 0, 0 };
color = color =
{b, b, b, b, b, b, b, {b, b, b, b, b, b, b,
@@ -856,7 +856,7 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
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,
3, 6, 1, 0, 1, 6, 1, 3, 6, 1, 0, 1, 6, 1,
1, 1, 1, 0, 1, 1, 1 }; 1, 1, 1, 0, 1, 1, 5 };
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,
@@ -1023,8 +1023,13 @@ void dd::Systems::LevelSystem::BrickHit(EntityID entityHitter, EntityID entityBr
if (kraken != nullptr) { if (kraken != nullptr) {
Events::KrakenAttack e; Events::KrakenAttack e;
e.ChargeUpdate = 0; e.ChargeUpdate = 0;
e.KrakenStrength = 0.1; if (m_KrakenBattle) {
e.PlayerStrength = 0.05; e.KrakenStrength = 0.1;
e.PlayerStrength = 0.12;
} else {
e.KrakenStrength = 0.1;
e.PlayerStrength = 0.05;
}
EventBroker->Publish(e); EventBroker->Publish(e);
} }
else { else {
@@ -1268,7 +1273,7 @@ void dd::Systems::LevelSystem::GetNextLevel()
level = level =
{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, 2, 2, 2, 2, 2, 2, 2,
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, 0, 0, 0, 1};
+62 -23
View File
@@ -44,11 +44,16 @@ void dd::Systems::LifebuoySystem::Initialize()
void dd::Systems::LifebuoySystem::Update(double dt) void dd::Systems::LifebuoySystem::Update(double dt)
{ {
for (auto it = m_Lifebuoys.begin(); it != m_Lifebuoys.end();) { /*for (auto it = m_Lifebuoys.begin(); it != m_Lifebuoys.end();) { //Niklas note: Jag fortstatte få fel efter ni gick hem, och jag förstod inte det här så jag gjorde om som jag visste hur i UpdateEntity.
auto transformComponent = m_World->GetComponent<Components::Transform>(it->Entity); auto transformComponent = m_World->GetComponent<Components::Transform>(it->Entity);
auto lifebuoyComponent = m_World->GetComponent<Components::Lifebuoy>(it->Entity); auto lifebuoyComponent = m_World->GetComponent<Components::Lifebuoy>(it->Entity);
if (!m_World->ValidEntity(it->Entity)){
m_Lifebuoys.erase(it++);
}
if (transformComponent->Position.y < m_DownEdge) { if (transformComponent->Position.y < m_DownEdge) {
m_World->RemoveEntity(it->Entity); m_World->RemoveEntity(it->Entity);
m_Lifebuoys.erase(it++); m_Lifebuoys.erase(it++);
@@ -75,7 +80,7 @@ void dd::Systems::LifebuoySystem::Update(double dt)
++it; ++it;
} }
} }*/
if (IsPaused()) { if (IsPaused()) {
return; return;
@@ -98,6 +103,38 @@ void dd::Systems::LifebuoySystem::UpdateEntity(double dt, EntityID entity, Entit
} }
auto templateCheck = m_World->GetComponent<Components::Template>(entity); auto templateCheck = m_World->GetComponent<Components::Template>(entity);
if (templateCheck != nullptr){ return; } if (templateCheck != nullptr){ return; }
auto lifebuoyComponent = m_World->GetComponent<Components::Lifebuoy>(entity);
if (lifebuoyComponent != nullptr) {
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
if (transformComponent->Position.y < m_DownEdge) {
m_World->RemoveEntity(entity);
//m_Lifebuoys.erase(it++);
}
else {
if (transformComponent->Position.x > m_RightEdge) {
transformComponent->Position = glm::vec3(m_LeftEdge + 0.1f, transformComponent->Position.y, transformComponent->Position.z);
}
else if (transformComponent->Position.x < m_LeftEdge) {
transformComponent->Position = glm::vec3(m_RightEdge - 0.1f, transformComponent->Position.y, transformComponent->Position.z);
}
if (lifebuoyComponent->Hits <= 0) {
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
physicsComponent->Mask = CollisionLayer::Type::LifeBuoy;
physicsComponent->GravityScale = 10.f;
auto modelComponent = m_World->GetComponent<Components::Model>(entity);
modelComponent->Color = glm::vec4(0.5f, 0.5f, 0.5f, 0.f);
}
if (transformComponent->Position.y < m_DownLimit && lifebuoyComponent->Hits > 0) {
transformComponent->Position.y = m_DownLimit;
}
}
}
} }
bool dd::Systems::LifebuoySystem::OnPause(const dd::Events::Pause &event) bool dd::Systems::LifebuoySystem::OnPause(const dd::Events::Pause &event)
@@ -155,28 +192,30 @@ bool dd::Systems::LifebuoySystem::OnLifebuoyHit(const dd::Events::LifebuoyHit &e
{ {
auto transformComponent = m_World->GetComponent<Components::Transform>(event.Lifebuoy); auto transformComponent = m_World->GetComponent<Components::Transform>(event.Lifebuoy);
auto lifebuoyComponent = m_World->GetComponent<Components::Lifebuoy>(event.Lifebuoy); auto lifebuoyComponent = m_World->GetComponent<Components::Lifebuoy>(event.Lifebuoy);
lifebuoyComponent->Hits -= 1; if (lifebuoyComponent != nullptr) {
auto modelComponent = m_World->GetComponent<Components::Model>(event.Lifebuoy); lifebuoyComponent->Hits -= 1;
modelComponent->ModelFile = "Models/Lifebuoy/Lifebuoy" + std::to_string(5 - lifebuoyComponent->Hits) + ".obj"; auto modelComponent = m_World->GetComponent<Components::Model>(event.Lifebuoy);
modelComponent->ModelFile = "Models/Lifebuoy/Lifebuoy" + std::to_string(5 - lifebuoyComponent->Hits) + ".obj";
Events::CreateParticleSequence e; Events::CreateParticleSequence e;
e.EmitterLifeTime = 4; e.EmitterLifeTime = 4;
e.EmittingAngle = glm::half_pi<float>(); e.EmittingAngle = glm::half_pi<float>();
e.Spread = 0.5f; e.Spread = 0.5f;
e.NumberOfTicks = 1; e.NumberOfTicks = 1;
e.ParticleLifeTime = 2.f; e.ParticleLifeTime = 2.f;
e.ParticlesPerTick = 1; e.ParticlesPerTick = 1;
e.Position = transformComponent->Position; e.Position = transformComponent->Position;
e.ScaleValues.clear(); e.ScaleValues.clear();
e.ScaleValues.push_back(glm::vec3(0.5f)); e.ScaleValues.push_back(glm::vec3(0.5f));
e.ScaleValues.push_back(glm::vec3(2.f, 2.f, 0.2f)); e.ScaleValues.push_back(glm::vec3(2.f, 2.f, 0.2f));
e.SpriteFile = "Textures/Particles/Cloud_Particle.png"; e.SpriteFile = "Textures/Particles/Cloud_Particle.png";
e.Color = glm::vec4(1, 0, 0, 1); e.Color = glm::vec4(1, 0, 0, 1);
e.AlphaValues.clear(); e.AlphaValues.clear();
e.AlphaValues.push_back(1.f); e.AlphaValues.push_back(1.f);
e.AlphaValues.push_back(0.f); e.AlphaValues.push_back(0.f);
e.Speed = 10.f; e.Speed = 10.f;
EventBroker->Publish(e); EventBroker->Publish(e);
}
return true; return true;
} }
+2 -1
View File
@@ -56,6 +56,7 @@ void dd::Systems::PadSystem::Initialize()
cModel->ModelFile = "Models/Ship/Ship.obj"; cModel->ModelFile = "Models/Ship/Ship.obj";
auto pad = m_World->AddComponent<Components::Pad>(ent); auto pad = m_World->AddComponent<Components::Pad>(ent);
pad->SlowdownModifier = 10.f;
m_World->CommitEntity(ent); m_World->CommitEntity(ent);
m_Edge = 3.2 - (ctransform->Scale.x / 2); m_Edge = 3.2 - (ctransform->Scale.x / 2);
@@ -123,7 +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);
+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;
+4 -3
View File
@@ -222,10 +222,10 @@ void dd::Systems::PhysicsSystem::Update(double dt)
for (auto i : m_EntitiesToParticleHandle[e]){ for (auto i : m_EntitiesToParticleHandle[e]){
EntityID entity = i.first; EntityID entity = i.first;
const b2ParticleHandle *particleH = i.second; const b2ParticleHandle *particleH = i.second;
b2Vec2 positionB2 = positionBuffer[particleH->GetIndex()]; b2Vec2 positionB2 = positionBuffer[particleH->GetIndex()];
glm::vec2 position = glm::vec2(positionB2.x, positionB2.y); glm::vec2 position = glm::vec2(positionB2.x, positionB2.y);
EntityID entityParent = m_World->GetEntityParent(entity); EntityID entityParent = m_World->GetEntityParent(entity);
glm::vec3 parentTransform = glm::vec3(0.f); glm::vec3 parentTransform = glm::vec3(0.f);
if(entityParent) { if(entityParent) {
@@ -592,7 +592,7 @@ void dd::Systems::PhysicsSystem::UpdateParticleEmitters(double dt)
//Random z-value //Random z-value
std::uniform_real_distribution<float> dist(0, 1); std::uniform_real_distribution<float> dist(0, 0.1);
float zDistribution = dist(gen); float zDistribution = dist(gen);
particleTransform->Position = glm::vec3(emitterTransform->Position.x, emitterTransform->Position.y, -9.5f + zDistribution); particleTransform->Position = glm::vec3(emitterTransform->Position.x, emitterTransform->Position.y, -9.5f + zDistribution);
particleTransform->Scale = particleTemplate->Scale; particleTransform->Scale = particleTemplate->Scale;
@@ -730,6 +730,7 @@ bool dd::Systems::PhysicsSystem::CreateParticleSequence(const Events::CreatePart
particleEmitter->RadiusDistribution = event.RadiusDistribution; particleEmitter->RadiusDistribution = event.RadiusDistribution;
particleEmitter->DefaultScale = event.DefaultScale; particleEmitter->DefaultScale = event.DefaultScale;
particleEmitter->ScaleValues = event.ScaleValues; particleEmitter->ScaleValues = event.ScaleValues;
particleEmitter->VelocityValues = event.VelocityValues;
{ {
//Creating Particle Template //Creating Particle Template
auto particle = m_World->CreateEntity(emitter); auto particle = m_World->CreateEntity(emitter);