Add FootstepGfx and JumpGfxComponent; implement particle effects for footsteps and jumps
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39
objects/fxs/bounce_gfx.tscn
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39
objects/fxs/bounce_gfx.tscn
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[gd_scene load_steps=6 format=3 uid="uid://qo2ngbnkix85"]
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[sub_resource type="Gradient" id="Gradient_qxp43"]
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offsets = PackedFloat32Array(0, 0.289256, 0.790634)
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colors = PackedColorArray(0.635294, 1, 0.952941, 1, 0.380392, 0.827451, 0.890196, 1, 0.188235, 0.317647, 0.509804, 1)
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[sub_resource type="GradientTexture1D" id="GradientTexture1D_1jx8o"]
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gradient = SubResource("Gradient_qxp43")
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use_hdr = true
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[sub_resource type="Curve" id="Curve_8fwqm"]
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_data = [Vector2(0.251928, 1), 0.0, -3.43942, 0, 0, Vector2(1, 0.340954), 0.0, 0.0, 0, 0]
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point_count = 2
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[sub_resource type="CurveTexture" id="CurveTexture_365fl"]
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curve = SubResource("Curve_8fwqm")
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[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_wfuta"]
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particle_flag_disable_z = true
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emission_shape = 3
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emission_box_extents = Vector3(10, 1, 1)
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angle_min = -45.0
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angle_max = 45.0
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direction = Vector3(0, 1, 0)
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spread = 15.0
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initial_velocity_min = 5.0
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initial_velocity_max = 10.0
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gravity = Vector3(0, 98, 0)
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scale_curve = SubResource("CurveTexture_365fl")
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color_ramp = SubResource("GradientTexture1D_1jx8o")
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[node name="BounceGFX" type="GPUParticles2D"]
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emitting = false
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amount = 52
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one_shot = true
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explosiveness = 1.0
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fixed_fps = 24
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collision_base_size = 3.32
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process_material = SubResource("ParticleProcessMaterial_wfuta")
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