Add marketplace button functionality and skill unlocker integration
This commit is contained in:
@@ -1,8 +1,11 @@
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[gd_scene load_steps=2 format=3 uid="uid://dtl03rod7l2t0"]
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[gd_scene load_steps=5 format=3 uid="uid://dtl03rod7l2t0"]
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[ext_resource type="Texture2D" uid="uid://cvhoq7aubxlmq" path="res://sprites/ui/magnetic_skill_icon.png" id="1_5kqfg"]
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[ext_resource type="Script" uid="uid://dx8lex40lotr5" path="res://scripts/ui/marketplace_button.gd" id="2_ulgvb"]
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[ext_resource type="Texture2D" uid="uid://52adghxscdgy" path="res://sprites/locked_skill.png" id="2_vb2qn"]
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[ext_resource type="Texture2D" uid="uid://rucyqmgrdld3" path="res://sprites/unlocked_skill.png" id="3_guyun"]
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[node name="MarketplaceButton" type="Button"]
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[node name="MarketplaceButton" type="Button" node_paths=PackedStringArray("skill_level_container")]
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offset_right = 8.0
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offset_bottom = 8.0
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size_flags_horizontal = 3
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@@ -12,3 +15,17 @@ text = "Fire brick 100"
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icon = ExtResource("1_5kqfg")
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flat = true
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autowrap_mode = 2
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script = ExtResource("2_ulgvb")
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unlocked_skill_icon = ExtResource("3_guyun")
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locked_skill_icon = ExtResource("2_vb2qn")
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skill_level_container = NodePath("HBoxContainer")
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[node name="HBoxContainer" type="HBoxContainer" parent="."]
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layout_mode = 1
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anchors_preset = 12
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anchor_top = 1.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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offset_top = -8.0
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grow_horizontal = 2
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grow_vertical = 0
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@@ -19,3 +19,6 @@ config = {
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cost = 50
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icon = ExtResource("2_yimbq")
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type = 1
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is_active = false
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level = 0
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max_level = 3
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@@ -20,3 +20,6 @@ config = {
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cost = 180
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icon = ExtResource("3_wkqmb")
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type = 1
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is_active = false
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level = 0
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max_level = 1
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@@ -20,3 +20,6 @@ config = {
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cost = 150
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icon = ExtResource("3_w87qb")
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type = 1
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is_active = false
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level = 0
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max_level = 3
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@@ -20,3 +20,6 @@ config = {
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cost = 150
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icon = ExtResource("3_6btth")
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type = 1
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is_active = false
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level = 0
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max_level = 3
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@@ -4,7 +4,7 @@ extends Node
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@export var skill_manager: SkillManager
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@onready var game_manager: GM = $"/root/GameManager"
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signal skill_unlocked(skill_data: SkillData)
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func has_enough_coins(amount: int) -> bool:
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@@ -24,6 +24,7 @@ func try_unlock_skill(skill_data: SkillData) -> bool:
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game_manager.remove_coins(skill_data.cost)
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game_manager.current_session_state["skills_unlocked"].append(skill_data.name)
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skill_manager.add_skill(skill_data)
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skill_unlocked.emit(skill_data)
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return true
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@@ -33,6 +34,7 @@ func unlock_all_skills() -> void:
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for skill in available_skills:
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skills.append(skill.name)
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skill_unlocked.emit(skill)
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game_manager.unlock_skills(skills)
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skill_manager.apply_unlocked_skills()
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@@ -68,6 +68,14 @@ func get_kid_nodes() -> Array[CollectableComponent]:
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return kid_nodes
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func get_player_node() -> Node:
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for node in nodes_in_scene:
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if node is PlayerController:
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return node
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return null
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func add_coins(amount: int) -> void:
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player_state["coins"] += amount
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player_state["coins"] = max(0, player_state["coins"])
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@@ -213,7 +221,6 @@ func on_level_complete() -> void:
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SaveSystem.save_game()
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func get_unlocked_skills() -> Array:
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var skills_unlocked = player_state.get("unlocked_skills", [])
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var skills_current_session = current_session_state.get("skills_unlocked", [])
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@@ -12,4 +12,7 @@ enum SkillType {
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@export var config: Dictionary = {}
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@export var cost: int = 0
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@export var icon: Texture2D
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@export var type: SkillType = SkillType.ATTACK
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@export var type: SkillType = SkillType.ATTACK
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@export var is_active: bool = false
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@export var level: int = 1
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@export var max_level: int = 1
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@@ -46,9 +46,10 @@ func get_button_text(skill: SkillData) -> String:
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func create_upgrade_button(skill: SkillData):
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var button := marketplace_button.instantiate() as Button
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var button := marketplace_button.instantiate() as MarketplaceButton
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button.text = get_button_text(skill)
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button.icon = skill.icon
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button.skill_data = skill
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button.pressed.connect(func () -> void: _on_button_pressed(skill))
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48
scripts/ui/marketplace_button.gd
Normal file
48
scripts/ui/marketplace_button.gd
Normal file
@@ -0,0 +1,48 @@
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class_name MarketplaceButton
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extends Button
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@export var skill_data: SkillData
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@export var unlocked_skill_icon: Texture2D
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@export var locked_skill_icon: Texture2D
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@export var skill_level_container: Container
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@onready var gm: GM = $"/root/GameManager"
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func _ready() -> void:
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if not skill_data:
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printerr("MarketplaceButton: skill_data is not set.")
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if not unlocked_skill_icon or not locked_skill_icon:
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printerr("MarketplaceButton: unlocked_skill_icon or locked_skill_icon is not set.")
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return
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if not skill_level_container:
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printerr("MarketplaceButton: skill_level_container is not set.")
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return
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setup()
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var player := gm.get_player_node()
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var skill_unlocker_component := player.get_node_or_null("SkillUnlockerComponent") as SkillUnlockerComponent
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if skill_unlocker_component:
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skill_unlocker_component.skill_unlocked.connect(_on_skill_unlock)
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func setup() -> void:
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if not skill_data:
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return
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for i in range(skill_data.max_level):
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var _icon := TextureRect.new()
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_icon.texture = unlocked_skill_icon if i < skill_data.level else locked_skill_icon
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skill_level_container.add_child(_icon)
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func _on_skill_unlock(skill: SkillData) -> void:
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if skill.name == skill_data.name:
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for i in range(skill_data.max_level):
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var icon := skill_level_container.get_child(i) as TextureRect
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if i < skill.level:
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icon.texture = unlocked_skill_icon
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else:
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icon.texture = locked_skill_icon
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disabled = skill.level >= skill_data.max_level
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1
scripts/ui/marketplace_button.gd.uid
Normal file
1
scripts/ui/marketplace_button.gd.uid
Normal file
@@ -0,0 +1 @@
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uid://dx8lex40lotr5
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@@ -45,7 +45,6 @@ func _ready() -> void:
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Console.console_closed.connect(_on_console_close)
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_pressed("pause") and not is_console_open:
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if UiManager.is_visible_on_stack(pause_menu_control):
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@@ -78,6 +77,8 @@ func _on_exit_to_menu_button_pressed() -> void:
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printerr("PauseMenu: Exit to menu scene not set.")
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return
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gm.resume_game()
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gm.reset_current_session_state()
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get_tree().change_scene_to_packed(exit_to_menu_scene)
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BIN
sprites/locked_skill.png
Normal file
BIN
sprites/locked_skill.png
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Binary file not shown.
After Width: | Height: | Size: 124 B |
34
sprites/locked_skill.png.import
Normal file
34
sprites/locked_skill.png.import
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@@ -0,0 +1,34 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://52adghxscdgy"
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path="res://.godot/imported/locked_skill.png-48fa9e93aa2c711c18fd9edb5233eb69.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://sprites/locked_skill.png"
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dest_files=["res://.godot/imported/locked_skill.png-48fa9e93aa2c711c18fd9edb5233eb69.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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BIN
sprites/unlocked_skill.png
Normal file
BIN
sprites/unlocked_skill.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 124 B |
34
sprites/unlocked_skill.png.import
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34
sprites/unlocked_skill.png.import
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@@ -0,0 +1,34 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://rucyqmgrdld3"
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path="res://.godot/imported/unlocked_skill.png-be1990df98d42600170074fac52ea327.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://sprites/unlocked_skill.png"
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dest_files=["res://.godot/imported/unlocked_skill.png-be1990df98d42600170074fac52ea327.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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