Add scaling Alien Grunt boss waves and native simulation; publish Web release
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@@ -1,9 +1,10 @@
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extends SceneTree
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func _initialize() -> void:
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for path in ["res://assets/weapons/v_9mmar", "res://assets/zombies/zombie_textured", "res://assets/weapons/grenade"]:
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for path in ["res://assets/weapons/v_9mmar", "res://assets/zombies/zombie_textured",
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"res://assets/weapons/grenade", "res://assets/boss/agrunt_textured",
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"res://assets/boss/hornet_textured"]:
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var scene: PackedScene = load(path + ".mdl")
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assert(scene != null)
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assert(ResourceSaver.save(scene, path + ".scn") == OK)
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var node := scene.instantiate()
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var textured := 0
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for mesh in node.find_children("*", "MeshInstance3D", true, false):
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@@ -12,6 +13,19 @@ func _initialize() -> void:
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assert(material is StandardMaterial3D and material.albedo_texture != null)
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textured += 1
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assert(textured > 0)
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if path.contains("/boss/"):
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var anim := node.get_node_or_null("AnimationPlayer") as AnimationPlayer
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if anim != null:
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for label in anim.get_animation_list():
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anim.get_animation(label).loop_mode = Animation.LOOP_LINEAR if label in [
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"idle1", "idle", "walk", "run"] else Animation.LOOP_NONE
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if path.contains("/boss/"):
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var packed := PackedScene.new()
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assert(packed.pack(node) == OK)
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assert(ResourceSaver.save(packed, path + ".scn") == OK)
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else:
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# Preserve the established export of unchanged weapons/zombie scenes.
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assert(ResourceSaver.save(scene, path + ".scn") == OK)
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print("NATIVE SCENE VERIFIED ", path, " surfaces=", textured)
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node.free()
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quit()
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