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* Fixed skin states in process_player
[baabarian.git] / asset / dust.tscn
1 [gd_scene load_steps=5 format=3 uid="uid://cnguadxdlxtqa"]
2
3 [ext_resource type="ArrayMesh" uid="uid://d0e8jajuyhu4j" path="res://model/dust-cloud_Mesh_002.res" id="1_kdbib"]
4
5 [sub_resource type="Curve" id="Curve_kdbib"]
6 _data = [Vector2(0, 0), 0.0, 0.0, 0, 0, Vector2(0.0816583, 1), 0.0, 0.0, 0, 0, Vector2(0.996231, 0), 0.0, 0.0, 0, 0]
7 point_count = 3
8
9 [sub_resource type="CurveTexture" id="CurveTexture_1gcqg"]
10 curve = SubResource("Curve_kdbib")
11
12 [sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_1gcqg"]
13 particle_flag_rotate_y = true
14 angular_velocity_min = 202.56
15 angular_velocity_max = 217.29
16 gravity = Vector3(0, 0, 0)
17 scale_min = 0.25
18 scale_max = 0.5
19 scale_curve = SubResource("CurveTexture_1gcqg")
20 turbulence_noise_scale = 0.572
21
22 [node name="Dust" type="GPUParticles3D"]
23 emitting = false
24 amount = 20
25 lifetime = 3.0
26 fixed_fps = 60
27 process_material = SubResource("ParticleProcessMaterial_1gcqg")
28 draw_pass_1 = ExtResource("1_kdbib")