[gd_scene load_steps=4 format=2] [ext_resource path="res://Tetrominos/TetroI.gd" type="Script" id=1] [sub_resource type="SpatialMaterial" id=1] render_priority = 0 flags_transparent = true 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 vertex_color_use_as_albedo = false vertex_color_is_srgb = false params_diffuse_mode = 0 params_specular_mode = 0 params_blend_mode = 1 params_cull_mode = 0 params_depth_draw_mode = 0 params_line_width = 1.0 params_point_size = 1.0 params_billboard_mode = 0 params_grow = false params_use_alpha_scissor = false albedo_color = Color( 0.601563, 0.775878, 1, 0.259529 ) metallic = 1.0 metallic_specular = 0.63 metallic_texture_channel = 4 roughness = 0.46 roughness_texture_channel = 0 emission_enabled = true emission = Color( 0.446159, 0.591797, 0.540939, 1 ) emission_energy = 0.15 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 = 1.0 distance_fade_enable = false _sections_unfolded = [ "Albedo", "Emission", "Metallic", "NormalMap", "Proximity Fade" ] [sub_resource type="CubeMesh" id=2] material = SubResource( 1 ) custom_aabb = AABB( 0, 0, 0, 0, 0, 0 ) size = Vector3( 0.9, 0.9, 0.9 ) subdivide_width = 0 subdivide_height = 0 subdivide_depth = 0 [node name="Ghost" type="Spatial" index="0"] script = ExtResource( 1 ) [node name="Mino0" type="Spatial" parent="." index="0"] transform = Transform( 0.997027, 0, 0, 0, 0.997027, 0, 0, 0, 0.997027, 0, 0, 0 ) _sections_unfolded = [ "Pause", "Transform", "Visibility" ] [node name="MinoMesh" type="MeshInstance" parent="Mino0" index="0"] 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( 2 ) skeleton = NodePath("..") material/0 = null _sections_unfolded = [ "Geometry", "Transform", "material" ] [node name="OmniLight" type="OmniLight" parent="Mino0" index="1"] layers = 1 light_color = Color( 1, 1, 1, 1 ) light_energy = 16.0 light_indirect_energy = 1.0 light_negative = false light_specular = 0.5 light_bake_mode = 1 light_cull_mask = -1 shadow_enabled = false shadow_color = Color( 0, 0, 0, 1 ) shadow_bias = 0.15 shadow_contact = 0.0 shadow_reverse_cull_face = false editor_only = false omni_range = 5.0 omni_attenuation = 1.0 omni_shadow_mode = 1 omni_shadow_detail = 1 _sections_unfolded = [ "Light" ] [node name="Mino1" type="Spatial" parent="." index="1"] transform = Transform( 0.997027, 0, 0, 0, 0.997027, 0, 0, 0, 0.997027, 0, 0, 0 ) _sections_unfolded = [ "Pause", "Transform", "Visibility" ] [node name="MinoMesh" type="MeshInstance" parent="Mino1" index="0"] 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( 2 ) skeleton = NodePath("..") material/0 = null _sections_unfolded = [ "Geometry", "Transform", "material" ] [node name="OmniLight" type="OmniLight" parent="Mino1" index="1"] layers = 1 light_color = Color( 1, 1, 1, 1 ) light_energy = 16.0 light_indirect_energy = 1.0 light_negative = false light_specular = 0.5 light_bake_mode = 1 light_cull_mask = -1 shadow_enabled = false shadow_color = Color( 0, 0, 0, 1 ) shadow_bias = 0.15 shadow_contact = 0.0 shadow_reverse_cull_face = false editor_only = false omni_range = 5.0 omni_attenuation = 1.0 omni_shadow_mode = 1 omni_shadow_detail = 1 _sections_unfolded = [ "Light" ] [node name="Mino2" type="Spatial" parent="." index="2"] transform = Transform( 0.997027, 0, 0, 0, 0.997027, 0, 0, 0, 0.997027, 0, 0, 0 ) _sections_unfolded = [ "Pause", "Transform", "Visibility" ] [node name="MinoMesh" type="MeshInstance" parent="Mino2" index="0"] 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( 2 ) skeleton = NodePath("..") material/0 = null _sections_unfolded = [ "Geometry", "Transform", "material" ] [node name="OmniLight" type="OmniLight" parent="Mino2" index="1"] layers = 1 light_color = Color( 1, 1, 1, 1 ) light_energy = 16.0 light_indirect_energy = 1.0 light_negative = false light_specular = 0.5 light_bake_mode = 1 light_cull_mask = -1 shadow_enabled = false shadow_color = Color( 0, 0, 0, 1 ) shadow_bias = 0.15 shadow_contact = 0.0 shadow_reverse_cull_face = false editor_only = false omni_range = 5.0 omni_attenuation = 1.0 omni_shadow_mode = 1 omni_shadow_detail = 1 _sections_unfolded = [ "Light" ] [node name="Mino3" type="Spatial" parent="." index="3"] transform = Transform( 0.997027, 0, 0, 0, 0.997027, 0, 0, 0, 0.997027, 0, 0, 0 ) _sections_unfolded = [ "Pause", "Transform", "Visibility" ] [node name="MinoMesh" type="MeshInstance" parent="Mino3" index="0"] 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( 2 ) skeleton = NodePath("..") material/0 = null _sections_unfolded = [ "Geometry", "Transform", "material" ] [node name="OmniLight" type="OmniLight" parent="Mino3" index="1"] layers = 1 light_color = Color( 1, 1, 1, 1 ) light_energy = 16.0 light_indirect_energy = 1.0 light_negative = false light_specular = 0.5 light_bake_mode = 1 light_cull_mask = -1 shadow_enabled = false shadow_color = Color( 0, 0, 0, 1 ) shadow_bias = 0.15 shadow_contact = 0.0 shadow_reverse_cull_face = false editor_only = false omni_range = 5.0 omni_attenuation = 1.0 omni_shadow_mode = 1 omni_shadow_detail = 1 _sections_unfolded = [ "Light" ]