added game states
This commit is contained in:
@@ -1,10 +1,21 @@
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[gd_scene load_steps=3 format=3 uid="uid://j06vthscroca"]
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[gd_scene load_steps=4 format=3 uid="uid://j06vthscroca"]
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[ext_resource type="PackedScene" uid="uid://bm80w1xsgge1i" path="res://Blends/Bullet/bullet.gltf" id="1_xjght"]
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[ext_resource type="PackedScene" uid="uid://bm80w1xsgge1i" path="res://Blends/Bullet/bullet.gltf" id="1_xjght"]
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[ext_resource type="Script" uid="uid://bckkey7836cjp" path="res://Scripts/bullet.gd" id="2_oduel"]
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[ext_resource type="Script" uid="uid://bckkey7836cjp" path="res://Scripts/bullet.gd" id="2_oduel"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_oduel"]
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size = Vector3(0.039157, 0.0783691, 0.0383301)
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[node name="bullet" instance=ExtResource("1_xjght")]
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[node name="bullet" instance=ExtResource("1_xjght")]
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script = ExtResource("2_oduel")
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script = ExtResource("2_oduel")
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[node name="Cylinder" parent="." index="0"]
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[node name="Cylinder" parent="." index="0"]
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transform = Transform3D(0.02, 0, 0, 0, 0.02, 0, 0, 0, 0.02, 0, 0, 0)
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transform = Transform3D(0.02, 0, 0, 0, 0.02, 0, 0, 0, 0.02, 0, 0, 0)
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[node name="StaticBody3D" type="StaticBody3D" parent="." index="1"]
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[node name="CollisionShape3D" type="CollisionShape3D" parent="StaticBody3D" index="0"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.00286226, 0.00549316, 0.000634715)
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shape = SubResource("BoxShape3D_oduel")
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[connection signal="input_event" from="StaticBody3D" to="." method="_on_static_body_3d_input_event"]
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@@ -15,7 +15,6 @@ transform = Transform3D(1, 0, 0, 0, 0.960866, 0.277013, 0, -0.277013, 0.960866,
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h_offset = -0.33
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h_offset = -0.33
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v_offset = -0.47
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v_offset = -0.47
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current = true
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current = true
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fov = 12.3
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[node name="SpotLight3D" type="SpotLight3D" parent="."]
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[node name="SpotLight3D" type="SpotLight3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 6.13189, 0)
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transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 6.13189, 0)
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@@ -29,14 +28,26 @@ transform = Transform3D(-4.37114e-08, 0, 1, 0, 1, 0, -1, 0, -4.37114e-08, 0.0599
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transform = Transform3D(-0.1, -8.74228e-09, 0, 8.74228e-09, -0.1, 0, 0, 0, 0.1, 0.354285, 4.2476, 0.425178)
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transform = Transform3D(-0.1, -8.74228e-09, 0, 8.74228e-09, -0.1, 0, 0, 0, 0.1, 0.354285, 4.2476, 0.425178)
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is_player_revolver = true
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is_player_revolver = true
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[node name="Cylinder_002" parent="revolver" index="1"]
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transform = Transform3D(0.388665, 1.69891e-08, 0.673188, 0.673188, -2.9426e-08, -0.388665, 1.69891e-08, 0.77733, -2.9426e-08, 0.0429976, 0.542699, 3.97893)
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[node name="BulletStack" type="Node3D" parent="."]
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[node name="BulletStack" type="Node3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1.09463, 3.35364, -0.941887)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1.09463, 3.35364, -0.941887)
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script = ExtResource("4_kry3j")
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script = ExtResource("4_kry3j")
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[node name="bullet2" parent="BulletStack" instance=ExtResource("3_8gbba")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.0812991, -0.0193229, 0.00827265)
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[node name="bullet" parent="BulletStack" instance=ExtResource("3_8gbba")]
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[node name="bullet" parent="BulletStack" instance=ExtResource("3_8gbba")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.000887632, -0.00966144, 0.00413632)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.000887632, -0.00966144, 0.00413632)
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[node name="bullet3" parent="BulletStack" instance=ExtResource("3_8gbba")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.172968, -0.0193229, 0.0478075)
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[node name="bullet4" parent="BulletStack" instance=ExtResource("3_8gbba")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.20906, -0.0193229, 0.168294)
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[node name="bullet5" parent="BulletStack" instance=ExtResource("3_8gbba")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.126874, -0.00966144, 0.164157)
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[node name="bullet6" parent="BulletStack" instance=ExtResource("3_8gbba")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.300729, -0.0193229, 0.207828)
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[editable path="revolver"]
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[editable path="revolver"]
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@@ -27,3 +27,8 @@ func moveTo(target_pos: Vector3):
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func on_target_reached():
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func on_target_reached():
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print("Target Reached")
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print("Target Reached")
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is_target_reached = true
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is_target_reached = true
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func _on_static_body_3d_input_event(camera: Node, event: InputEvent, event_position: Vector3, normal: Vector3, shape_idx: int) -> void:
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if event.is_action_released("left_mouse_click"):
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GameManager.bullet_selected.emit(self)
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@@ -10,7 +10,7 @@ var v_offset: float = 0.1
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func _ready() -> void:
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func _ready() -> void:
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GameManager.set_bullet_stack(self)
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GameManager.set_bullet_stack(self)
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generate_bullet_stack()
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#generate_bullet_stack()
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func generate_bullet_stack():
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func generate_bullet_stack():
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for i in range(1, 22, 1):
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for i in range(1, 22, 1):
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@@ -18,3 +18,6 @@ func generate_bullet_stack():
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newBullet.position = Vector3(i*h_offset,0,0)
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newBullet.position = Vector3(i*h_offset,0,0)
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bullets.append(newBullet)
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bullets.append(newBullet)
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add_child(newBullet)
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add_child(newBullet)
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func add_bullets():
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pass
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@@ -1,5 +1,10 @@
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extends Node
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extends Node
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signal bullet_selected(object)
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enum GameState { PLAYER1_GUN_LOAD, PLAYER2_GUN_LOAD, GUN_ANIMATION}
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var current_state = GameState.PLAYER1_GUN_LOAD
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var bullets: Array
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var bullets: Array
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var player1_revolver: Node3D
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var player1_revolver: Node3D
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@@ -8,6 +13,7 @@ var bullet_stack: Node3D
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func _ready() -> void:
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func _ready() -> void:
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bullets.resize(21)
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bullets.resize(21)
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bullet_selected.connect(on_bullet_selected)
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func _input(event: InputEvent) -> void:
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func _input(event: InputEvent) -> void:
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if event.is_action_released("load"):
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if event.is_action_released("load"):
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@@ -24,3 +30,14 @@ func set_bullet_stack(newStack):
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func add_bullet():
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func add_bullet():
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pass
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pass
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func on_bullet_selected(bullet_object: Node3D):
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if current_state == GameState.PLAYER1_GUN_LOAD:
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current_state = GameState.GUN_ANIMATION
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player1_revolver.load_bullet(bullet_object)
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func end_turn():
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if current_state == GameState.PLAYER1_GUN_LOAD:
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current_state = GameState.PLAYER2_GUN_LOAD
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@@ -12,7 +12,7 @@ var timer: Timer
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var is_cylinder_out: bool = false
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var is_cylinder_out: bool = false
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func _ready() -> void:
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func _ready() -> void:
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loaded_bullets.resize(6)
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loaded_bullets.resize(max_bullets + 1)
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timer = $Timer
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timer = $Timer
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if is_player_revolver:
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if is_player_revolver:
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GameManager.set_player_revolver(self)
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GameManager.set_player_revolver(self)
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@@ -34,13 +34,12 @@ func load_bullet(bullet_object: Node3D):
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bullet_object.rotate_x(deg_to_rad(-90))
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bullet_object.rotate_x(deg_to_rad(-90))
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is_cylinder_out = true
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is_cylinder_out = true
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bullet_object.reparent(cylinder)
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bullet_object.reparent(cylinder)
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print_tree()
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timer.timeout.connect(on_load_anim_end)
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timer.timeout.connect(on_load_anim_end)
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#cylinder.rotation.x = 90.0
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#cylinder.rotation.x = 90.0
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func on_load_anim_end():
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func on_load_anim_end():
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is_cylinder_out = false
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is_cylinder_out = false
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GameManager.end_turn()
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timer.timeout.disconnect(on_load_anim_end)
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timer.timeout.disconnect(on_load_anim_end)
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func on_bullet_reached():
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func on_bullet_reached():
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@@ -31,3 +31,8 @@ load2={
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
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]
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]
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}
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}
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left_mouse_click={
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"deadzone": 0.2,
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"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":1,"position":Vector2(290, 15),"global_position":Vector2(299, 63),"factor":1.0,"button_index":1,"canceled":false,"pressed":true,"double_click":false,"script":null)
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]
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}
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