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#Requires AutoHotkey v2.0 | |
; Godot 运行当前场景 | |
GodotRunCurrentScene() { | |
if WinExist("Godot Engine") { | |
WinActivate | |
Send "{F6}" | |
} | |
} |
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shader_type spatial; | |
render_mode cull_disabled; | |
uniform bool srgb = false; | |
uniform float back_face_darker : hint_range(0.0, 1.0, 0.01) = 0.1; | |
uniform vec4 color0 : source_color= vec4(0.93333333f, 0.90588235f, 0.87058824f, 1.0); | |
uniform vec4 color1 : source_color = vec4(0.8901960784313725, 0.6039215686274509, 0.6745098039215687, 1.0); | |
uniform vec4 color2 : source_color = vec4(0.7686274509803922, 0.36470588235294116, 0.6235294117647059, 1.0); | |
uniform vec4 color3 : source_color = vec4(0.38823529411764707, 0.29411764705882354, 0.49019607843137253, 1.0); |
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@tool | |
class_name AnimationTreeComposer extends AnimationTree | |
@export var model_container_path: NodePath | |
func use_model_in_container() -> void: | |
var model_container = get_node_or_null(model_container_path) | |
if model_container: | |
var m = model_container.get_node_or_null(model_container.model_path) |
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# Extends Godot's (version 4.4+) ColorPalette resource to Load .gpl palette file. | |
@tool | |
class_name GPLColorPalette extends ColorPalette | |
@export_global_file("*.gpl") var source_gpl: String | |
@export_tool_button("Load Palette From File", "PortableCompressedTexture2D") var convert_action = convert | |
func convert(): |
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extends Object | |
# 中文格式枚举 | |
enum EnumChinese { | |
Simp, | |
Trad, | |
} | |
# 转为简体 |
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class_name Trail3D extends MeshInstance3D | |
enum {VIEW, NORMAL, OBJECT} | |
enum {X, Y, Z} | |
@export var emit: bool = true | |
@export var distance: float= 0.1 | |
@export_range(0, 99999) var segments: int = 20 | |
@export var lifetime: float= 0.5 | |
@export_range(0, 99999) var base_width: float = 0.5 |
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;SMBDIS.ASM - A COMPREHENSIVE SUPER MARIO BROS. DISASSEMBLY | |
;by doppelganger (doppelheathen@gmail.com) | |
;This file is provided for your own use as-is. It will require the character rom data | |
;and an iNES file header to get it to work. | |
;There are so many people I have to thank for this, that taking all the credit for | |
;myself would be an unforgivable act of arrogance. Without their help this would | |
;probably not be possible. So I thank all the peeps in the nesdev scene whose insight into | |
;the 6502 and the NES helped me learn how it works (you guys know who you are, there's no |
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# 将 Animated Sprite 用于特效的脚本,创建后自动播放,播放完成后销毁。 | |
extends AnimatedSprite | |
func _ready() -> void: | |
self.frame = 0 | |
play() | |
yield(self,"animation_finished") | |
queue_free() |
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# PerformanceMonitor 将 Godot 当前性能指标输出成文本 | |
extends Node | |
export(bool) var enabled := true | |
# 文本输出到的 label 控件 | |
export(NodePath) var label_path | |
onready var label:Label = get_node(label_path) | |
const frame_time = 0.0167 # 基于 60 fps 的比值 | |
var info :="" |
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shader_type canvas_item; | |
uniform bool use_pallete; | |
uniform sampler2D pallete_texture; | |
uniform vec4 tint_color : hint_color = vec4(1.0); | |
uniform float tint_factor : hint_range(0, 1); | |
const float from_u = 0.25; | |
const float to_u = 0.75; | |
const float pal_size = 16f; |
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