Commit 1da24554 authored by Jason Francis's avatar Jason Francis

initialize repo

parents
# Godot-specific ignores
.import/
export.cfg
export_presets.cfg
File added
extends KinematicBody
const Hole = preload("res://Hole.gd")
const SPEED = 10
func _ready():
pass
func _physics_process(delta):
var collide = move_and_collide(-transform.basis.z * delta * SPEED, true, true)
if collide != null:
queue_free()
var hole = Hole.new()
hole.translation = translation
get_node("../Platforms").add_child(hole)
else:
move_and_collide(-transform.basis.z * delta * SPEED)
\ No newline at end of file
[gd_scene load_steps=4 format=2]
[ext_resource path="res://Bullet.gd" type="Script" id=1]
[sub_resource type="SphereShape" id=1]
margin = 0.04
radius = 0.13
[sub_resource type="SpatialMaterial" id=2]
render_priority = 0
flags_transparent = false
flags_unshaded = false
flags_vertex_lighting = false
flags_no_depth_test = false
flags_use_point_size = false
flags_world_triplanar = false
flags_fixed_size = false
flags_albedo_tex_force_srgb = false
flags_do_not_receive_shadows = false
flags_disable_ambient_light = false
flags_ensure_correct_normals = false
vertex_color_use_as_albedo = false
vertex_color_is_srgb = false
params_diffuse_mode = 0
params_specular_mode = 0
params_blend_mode = 0
params_cull_mode = 0
params_depth_draw_mode = 0
params_line_width = 1.0
params_point_size = 1.0
params_billboard_mode = 0
params_billboard_keep_scale = false
params_grow = false
params_use_alpha_scissor = false
albedo_color = Color( 0.654902, 0.654902, 0.654902, 1 )
metallic = 0.76
metallic_specular = 0.5
metallic_texture_channel = 0
roughness = 0.21
roughness_texture_channel = 0
emission_enabled = false
normal_enabled = false
rim_enabled = true
rim = 0.23
rim_tint = 0.5
clearcoat_enabled = false
anisotropy_enabled = false
ao_enabled = false
depth_enabled = false
subsurf_scatter_enabled = false
transmission_enabled = false
refraction_enabled = false
detail_enabled = false
uv1_scale = Vector3( 1, 1, 1 )
uv1_offset = Vector3( 0, 0, 0 )
uv1_triplanar = false
uv1_triplanar_sharpness = 1.0
uv2_scale = Vector3( 1, 1, 1 )
uv2_offset = Vector3( 0, 0, 0 )
uv2_triplanar = false
uv2_triplanar_sharpness = 1.0
proximity_fade_enable = false
distance_fade_mode = 0
_sections_unfolded = [ "Albedo", "Emission", "Metallic", "Rim", "Roughness" ]
[node name="Bullet" type="KinematicBody"]
input_ray_pickable = true
input_capture_on_drag = false
collision_layer = 2
collision_mask = 2
move_lock_x = false
move_lock_y = false
move_lock_z = false
collision/safe_margin = 0.001
script = ExtResource( 1 )
_sections_unfolded = [ "Collision", "collision" ]
[node name="CollisionShape" type="CollisionShape" parent="."]
shape = SubResource( 1 )
disabled = false
_sections_unfolded = [ "shape" ]
[node name="CSGSphere" type="CSGSphere" parent="."]
layers = 1
operation = 0
snap = 0.001
use_collision = false
collision_layer = 1
collision_mask = 1
invert_faces = false
radius = 0.125
radial_segments = 4
rings = 2
smooth_faces = true
material = SubResource( 2 )
File added
[gd_scene load_steps=12 format=2]
[ext_resource path="res://Root.gd" type="Script" id=1]
[ext_resource path="res://Player.gd" type="Script" id=2]
[ext_resource path="res://Sky.shader" type="Shader" id=3]
[ext_resource path="res://Cubes.meshlib" type="MeshLibrary" id=4]
[sub_resource type="CylinderShape" id=2]
margin = 0.04
radius = 1.0
height = 2.0
[sub_resource type="SpatialMaterial" id=3]
render_priority = 0
flags_transparent = false
flags_unshaded = false
flags_vertex_lighting = false
flags_no_depth_test = false
flags_use_point_size = false
flags_world_triplanar = false
flags_fixed_size = false
flags_albedo_tex_force_srgb = false
flags_do_not_receive_shadows = false
flags_disable_ambient_light = false
flags_ensure_correct_normals = false
vertex_color_use_as_albedo = false
vertex_color_is_srgb = false
params_diffuse_mode = 0
params_specular_mode = 0
params_blend_mode = 0
params_cull_mode = 0
params_depth_draw_mode = 0
params_line_width = 1.0
params_point_size = 1.0
params_billboard_mode = 0
params_billboard_keep_scale = false
params_grow = false
params_use_alpha_scissor = false
albedo_color = Color( 1, 1, 1, 1 )
metallic = 0.0
metallic_specular = 0.5
metallic_texture_channel = 0
roughness = 1.0
roughness_texture_channel = 0
emission_enabled = true
emission = Color( 1, 1, 1, 1 )
emission_energy = 1.0
emission_operator = 0
emission_on_uv2 = false
normal_enabled = false
rim_enabled = false
clearcoat_enabled = false
anisotropy_enabled = false
ao_enabled = false
depth_enabled = false
subsurf_scatter_enabled = false
transmission_enabled = false
refraction_enabled = false
detail_enabled = false
uv1_scale = Vector3( 1, 1, 1 )
uv1_offset = Vector3( 0, 0, 0 )
uv1_triplanar = false
uv1_triplanar_sharpness = 1.0
uv2_scale = Vector3( 1, 1, 1 )
uv2_offset = Vector3( 0, 0, 0 )
uv2_triplanar = false
uv2_triplanar_sharpness = 1.0
proximity_fade_enable = true
proximity_fade_distance = 1178.6
distance_fade_mode = 0
_sections_unfolded = [ "Distance Fade", "Emission", "NormalMap", "Proximity Fade", "Transmission" ]
[sub_resource type="PlaneMesh" id=4]
material = SubResource( 3 )
custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
flip_faces = false
size = Vector2( 65535, -65535 )
subdivide_width = 0
subdivide_depth = 0
[sub_resource type="OpenSimplexNoise" id=5]
seed = 15
octaves = 4
period = 64.0
persistence = 0.5
lacunarity = 2.0
[sub_resource type="NoiseTexture" id=6]
flags = 7
width = 2048
height = 2048
seamless = true
as_normalmap = false
noise = SubResource( 5 )
_sections_unfolded = [ "noise" ]
[sub_resource type="ShaderMaterial" id=7]
render_priority = 0
shader = ExtResource( 3 )
shader_param/albedo = Color( 0.639216, 0.243137, 0.631373, 1 )
shader_param/uv1_scale = Vector3( 12, 12, 12 )
shader_param/uv1_offset = Vector3( 0, 0, 0 )
shader_param/layer1 = 0.9
shader_param/layer2 = 0.1
shader_param/texture_albedo = SubResource( 6 )
_sections_unfolded = [ "shader", "shader_param" ]
[sub_resource type="ShaderMaterial" id=8]
render_priority = 0
shader = ExtResource( 3 )
shader_param/albedo = Color( 0.243137, 0.509804, 0.639216, 1 )
shader_param/uv1_scale = Vector3( 8, 8, 8 )
shader_param/uv1_offset = Vector3( 0, 0, 0 )
shader_param/layer1 = 0.5
shader_param/layer2 = 0.0
shader_param/texture_albedo = SubResource( 6 )
_sections_unfolded = [ "shader", "shader_param", "shader_param/texture_albedo" ]
[node name="Root" type="Spatial"]
script = ExtResource( 1 )
[node name="Player" type="KinematicBody" parent="."]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 4, 4 )
input_ray_pickable = true
input_capture_on_drag = false
collision_layer = 1
collision_mask = 1
move_lock_x = false
move_lock_y = false
move_lock_z = false
collision/safe_margin = 0.001
script = ExtResource( 2 )
_sections_unfolded = [ "Collision", "Transform", "collision" ]
[node name="Camera" type="Camera" parent="Player"]
keep_aspect = 1
cull_mask = 1048575
environment = null
h_offset = 0.0
v_offset = 0.0
doppler_tracking = 0
projection = 0
current = false
fov = 70.0
size = 1.0
near = 0.05
far = 8192.0
_sections_unfolded = [ "Matrix", "Transform" ]
[node name="CollisionShape" type="CollisionShape" parent="Player"]
shape = SubResource( 2 )
disabled = false
[node name="DirectionalLight" type="DirectionalLight" parent="."]
transform = Transform( -0.258819, 0.330366, -0.907673, 0, 0.939693, 0.34202, 0.965926, 0.0885214, -0.24321, -16.7857, 4.70087, 0 )
layers = 1
light_color = Color( 0.980392, 0.921569, 0.980392, 1 )
light_energy = 0.75
light_indirect_energy = 1.0
light_negative = false
light_specular = 0.5
light_bake_mode = 1
light_cull_mask = -1
shadow_enabled = true
shadow_color = Color( 0, 0, 0, 1 )
shadow_bias = 0.1
shadow_contact = 0.0
shadow_reverse_cull_face = false
editor_only = false
directional_shadow_mode = 2
directional_shadow_split_1 = 0.1
directional_shadow_split_2 = 0.2
directional_shadow_split_3 = 0.5
directional_shadow_blend_splits = false
directional_shadow_normal_bias = 0.8
directional_shadow_bias_split_scale = 0.25
directional_shadow_depth_range = 0
directional_shadow_max_distance = 200.0
_sections_unfolded = [ "Light", "Shadow", "Transform" ]
[node name="Clouds1" type="MeshInstance" parent="."]
transform = Transform( 2, 0, 0, 0, 1, 0, 0, 0, 2, 0, 256, 0 )
layers = 1
material_override = null
cast_shadow = 0
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 4 )
skeleton = NodePath("")
material/0 = SubResource( 7 )
_sections_unfolded = [ "Geometry", "Matrix", "Transform", "material" ]
[node name="Clouds2" type="MeshInstance" parent="."]
transform = Transform( 2, 0, 0, 0, 1, 0, 0, 0, 2, 0, 384, 0 )
layers = 1
material_override = null
cast_shadow = 0
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 4 )
skeleton = NodePath("")
material/0 = SubResource( 8 )
_sections_unfolded = [ "Geometry", "Matrix", "Transform", "material" ]
[node name="GridMap" type="GridMap" parent="."]
mesh_library = ExtResource( 4 )
cell_size = Vector3( 2, 2, 2 )
cell_octant_size = 8
cell_center_x = true
cell_center_y = true
cell_center_z = true
cell_scale = 1.0
collision_layer = 1
collision_mask = 1
data = {
"cells": PoolIntArray( 0, 0, 0, 65534, 0, 0, 65535, 0, 0, 131070, 0, 0, 131071, 0, 0, 0, 1, 0, 65534, 1, 0, 65535, 1, 0, 0, 2, 0, 65534, 2, 0, 65535, 2, 0, 0, 3, 0, 65534, 3, 0, 65535, 3, 0, 0, 65535, 0, 65534, 65535, 0, 65535, 65535, 0 )
}
_sections_unfolded = [ "Cell", "Collision", "mesh_library" ]
__meta__ = {
"_editor_clip_": 0,
"_editor_floor_": Vector3( 0, 1, 0 )
}
extends CSGSphere
const Mat = preload("res://BPanel.material")
var MAX_TIMER = 2
var timer = MAX_TIMER
var init_radius = null
func _ready():
radius = 2
radial_segments = 4
rings = 4
operation = CSGShape.OPERATION_SUBTRACTION
material = Mat
func _process(delta):
if init_radius == null:
init_radius = radius
timer = max(timer - delta, 0)
radius = init_radius * (timer/MAX_TIMER)
if timer == 0:
radius = 0.000001
queue_free()
\ No newline at end of file
[gd_scene load_steps=4 format=2]
[ext_resource path="res://BPanel.material" type="Material" id=1]
[sub_resource type="CubeMesh" id=1]
material = ExtResource( 1 )
custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
flip_faces = false
size = Vector3( 2, 2, 2 )
subdivide_width = 0
subdivide_height = 0
subdivide_depth = 0
[sub_resource type="BoxShape" id=2]
margin = 0.04
extents = Vector3( 1, 1, 1 )
[node name="Spatial" type="Spatial"]
[node name="MeshInstance" type="MeshInstance" parent="."]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 1, 1 )
layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 1 )
skeleton = NodePath("..")
material/0 = null
_sections_unfolded = [ "Transform", "material" ]
[node name="StaticBody" type="StaticBody" parent="MeshInstance"]
input_ray_pickable = true
input_capture_on_drag = false
collision_layer = 1
collision_mask = 1
constant_linear_velocity = Vector3( 0, 0, 0 )
constant_angular_velocity = Vector3( 0, 0, 0 )
[node name="CollisionShape" type="CollisionShape" parent="MeshInstance/StaticBody"]
shape = SubResource( 2 )
disabled = false
extends KinematicBody
const Bullet = preload("res://Bullet.tscn")
const GRAV = -24.8
const MAX_SPEED = 20
const JUMP_SPEED = 18
const ACCEL = 3.5
const DEACCEL= 16
const MAX_SLOPE_ANGLE = 40
const MOUSE_SENSITIVITY = 0.05
const DEATH_LINE_Y = -10
var vel = Vector3()
var spawn_transform
var frozen = 0
var shoot_timer = 0
func _ready():
spawn_transform = transform
pass
func _physics_process(delta):
var dir = Vector3()
var cam_xform = $Camera.get_global_transform()
shoot_timer = max(shoot_timer - delta, 0)
if frozen > 0:
frozen = max(frozen - delta, 0)
else:
if Input.is_action_pressed("move_forward"):
dir += -cam_xform.basis.z.normalized()
if Input.is_action_pressed("move_backward"):
dir += cam_xform.basis.z.normalized()
if Input.is_action_pressed("move_left"):
dir += -cam_xform.basis.x.normalized()
if Input.is_action_pressed("move_right"):
dir += cam_xform.basis.x.normalized()
if Input.is_action_just_pressed("shoot") and shoot_timer == 0:
shoot_timer = 0.25
var bullet = Bullet.instance()
bullet.transform = $Camera.global_transform
get_parent().add_child(bullet)
if is_on_floor():
spawn_transform = transform
if Input.is_action_just_pressed("move_jump"):
vel.y = JUMP_SPEED
dir.y = 0
dir = dir.normalized()
var grav = GRAV
vel.y += delta*grav
if vel.y < 0:
vel.y *= 1 + 1/16
var hvel = vel
hvel.y = 0
var target = dir
target *= MAX_SPEED
var accel
if dir.dot(hvel) > 0:
accel = ACCEL
else:
accel = DEACCEL
hvel = hvel.linear_interpolate(target, accel*delta)
vel.x = hvel.x
vel.z = hvel.z
vel = move_and_slide(vel,Vector3(0,1,0), 0.05, 4, deg2rad(MAX_SLOPE_ANGLE))
if translation.y < DEATH_LINE_Y:
transform = spawn_transform
frozen = 1
vel = Vector3()
# (optional, but highly useful) Capturing/Freeing the cursor
if Input.is_action_just_pressed("ui_cancel"):
if Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
else:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
func _input(event):
if event is InputEventMouseMotion && Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
$Camera.rotate_x(deg2rad(event.relative.y * MOUSE_SENSITIVITY * -1))
self.rotate_y(deg2rad(event.relative.x * MOUSE_SENSITIVITY * -1))
var camera_rot = $Camera.rotation_degrees
camera_rot.x = clamp(camera_rot.x, -70, 70)
$Camera.rotation_degrees = camera_rot
extends Spatial
var timer = 0
func _ready():
pass
func _process(delta):
timer += delta
$Clouds1.translation.x = $Player.translation.x
$Clouds1.translation.z = $Player.translation.z
$Clouds2.translation.x = $Player.translation.x
$Clouds2.translation.z = $Player.translation.z
var cloud_uv_offset = Vector3(-$Clouds1.translation.x/65535.0, -$Clouds1.translation.z/65535.0, 0.0)
var cloud1_offset = timer * (1.0/128.0)
var cloud2_offset = timer * (1.0/192.0)
$Clouds1.get_surface_material(0).set_shader_param("uv1_offset",
cloud_uv_offset + Vector3(cloud1_offset, cloud1_offset, 0))
$Clouds2.get_surface_material(0).set_shader_param("uv1_offset",
cloud_uv_offset + Vector3(-cloud2_offset, -cloud2_offset * 0.25, 0))
shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx;
uniform vec4 albedo : hint_color;
uniform sampler2D texture_albedo : hint_albedo;
uniform vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform float layer1 = 0.75;
uniform float layer2 = 0.25;
void vertex() {
UV=UV*uv1_scale.xy+uv1_offset.xy;
}
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv);
vec4 albedo_tex_2 = texture(texture_albedo,base_uv*0.64323 + 0.41234);
float alpha = pow(albedo_tex.r, 4.) * layer1 + pow(albedo_tex_2.r, 2.) * layer2;
ALBEDO = albedo.rgb;
ALPHA = albedo.a * alpha;
EMISSION = ALBEDO;
TRANSMISSION = ALBEDO;
}
[gd_resource type="Environment" load_steps=2 format=2]
[sub_resource type="ProceduralSky" id=1]
radiance_size = 4
sky_top_color = Color( 0, 0, 0, 1 )
sky_horizon_color = Color( 0, 0, 0, 1 )
sky_curve = 0.09
sky_energy = 1.0
ground_bottom_color = Color( 0, 0, 0, 1 )
ground_horizon_color = Color( 0, 0, 0, 1 )
ground_curve = 0.02
ground_energy = 1.0
sun_color = Color( 0.521569, 0.2, 0.584314, 1 )
sun_latitude = 20.0
sun_longitude = -75.0
sun_angle_min = 5.0
sun_angle_max = 30.0
sun_curve = 0.05
sun_energy = 64.0
texture_size = 2
_sections_unfolded = [ "Ground", "Sky", "Sun" ]
[resource]
background_mode = 2
background_sky = SubResource( 1 )
background_sky_custom_fov = 0.0
background_color = Color( 0, 0, 0, 1 )
background_energy = 1.0
background_canvas_max_layer = 0
ambient_light_color = Color( 0.639216, 0.243137, 0.631373, 1 )
ambient_light_energy = 0.25
ambient_light_sky_contribution = 0.0
fog_enabled = true
fog_color = Color( 0, 0, 0, 1 )
fog_sun_color = Color( 0.639216, 0.243137, 0.631373, 1 )
fog_sun_amount = 0.0
fog_depth_enabled = true
fog_depth_begin = 10.0
fog_depth_curve = 0.277393
fog_transmit_enabled = false
fog_transmit_curve = 0.287174
fog_height_enabled = false
fog_height_min = 0.0
fog_height_max = 100.0
fog_height_curve = 1.0
tonemap_mode = 1
tonemap_exposure = 2.0
tonemap_white = 1.0
auto_exposure_enabled = true
auto_exposure_scale = 0.4
auto_exposure_min_luma = 0.5
auto_exposure_max_luma = 8.0
auto_exposure_speed = 1.0
ss_reflections_enabled = false
ss_reflections_max_steps = 64
ss_reflections_fade_in = 0.15
ss_reflections_fade_out = 2.0
ss_reflections_depth_tolerance = 0.2
ss_reflections_roughness = true
ssao_enabled = false
ssao_radius = 1.0
ssao_intensity = 1.0
ssao_radius2 = 0.0
ssao_intensity2 = 1.0
ssao_bias = 0.01
ssao_light_affect = 0.0
ssao_ao_channel_affect = 0.0
ssao_color = Color( 0, 0, 0, 1 )
ssao_quality = 0
ssao_blur = 3
ssao_edge_sharpness = 4.0
dof_blur_far_enabled = false
dof_blur_far_distance = 10.0
dof_blur_far_transition = 5.0
dof_blur_far_amount = 0.1
dof_blur_far_quality = 1
dof_blur_near_enabled = false
dof_blur_near_distance = 2.0
dof_blur_near_transition = 1.0
dof_blur_near_amount = 0.1
dof_blur_near_quality = 1
glow_enabled = true
glow_levels/1 = false
glow_levels/2 = false
glow_levels/3 = true
glow_levels/4 = false
glow_levels/5 = true
glow_levels/6 = false
glow_levels/7 = false
glow_intensity = 0.05
glow_strength = 1.0
glow_bloom = 0.1
glow_blend_mode = 0
glow_hdr_threshold = 1.0
glow_hdr_scale = 2.0
glow_bicubic_upscale = false
adjustment_enabled = false
adjustment_brightness = 1.0
adjustment_contrast = 1.0
adjustment_saturation = 1.0
_sections_unfolded = [ "Ambient Light", "Auto Exposure", "Background", "Fog", "Glow", "SS Reflections", "Tonemap", "background_sky" ]
icon.png

3.35 KB

[remap]
importer="texture"
type="StreamTexture"
path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
[deps]
source_file="res://icon.png"
dest_files=[ "res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0
; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]
config/name="Shooty"
run/main_scene="res://Default.tscn"
config/icon="res://icon.png"
[global]
clear=false
[input]
move_forward={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":87,"unicode":0,"echo":false,"script":null)
]
}
move_backward={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":83,"unicode":0,"echo":false,"script":null)
]
}
move_right={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":68,"unicode":0,"echo":false,"script":null)
]
}
move_left={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":65,"unicode":0,"echo":false,"script":null)
]
}
move_jump={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta"