incanto 0.42.0 → 0.43.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/bin/incanto-feel.mjs +20 -1
- package/dist/2d.js +1 -1
- package/dist/3d.js +4 -4
- package/dist/{create-game-DItIRyXH.js → create-game-B3vBWgVD.js} +5 -4
- package/dist/{create-game-9KPppR0L.js → create-game-DFRbG0Bj.js} +3 -2
- package/dist/{environment-presets-Vl5xBsXp.js → environment-presets-Ds5kXLoF.js} +1 -1
- package/dist/{gameplay-DRi9524r.js → gameplay-BQOeAid6.js} +37 -0
- package/dist/gameplay.d.ts +17 -0
- package/dist/gameplay.js +1 -1
- package/dist/index.js +1 -1
- package/dist/{physics-3d-C2G604O1.js → physics-3d-CLPFv99o.js} +2 -2
- package/dist/react.js +1 -1
- package/dist/{src-cU57Uwdw.js → src-CwYxzZKl.js} +1 -1
- package/dist/{teardown-CCtAMDLB.js → teardown-yePMOE1K.js} +32 -1
- package/dist/{test-DuOD1DO8.js → test-BMgiiD5i.js} +117 -5
- package/dist/test.d.ts +35 -1
- package/dist/test.js +2 -2
- package/dist/vite.js +2 -2
- package/editor/assets/{agent8-Csw0T7jh.js → agent8-Cl3qFuBB.js} +1 -1
- package/editor/assets/{debug-C3qeBD4X.js → debug-u3yLCciO.js} +1 -1
- package/editor/assets/{index-B1rUkWxB.js → index-Dk2ZlO68.js} +60 -60
- package/editor/index.html +1 -1
- package/package.json +1 -1
- package/skills/incanto-3d-character.md +19 -0
- package/skills/incanto-gameplay-behaviors.md +27 -0
- package/skills/incanto-node-reference.md +2 -0
- package/templates-app/beacon-isle-3d/package.json +1 -1
- package/templates-app/beacon-isle-3d/src/game.scene.json +47 -0
- package/templates-app/tps-3d/package.json +1 -1
- package/templates-app/tps-3d/src/game.scene.json +53 -0
- package/templates-app/village-quest-3d/package.json +1 -1
- package/templates-app/village-quest-3d/src/grove.scene.json +43 -0
package/editor/index.html
CHANGED
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@@ -5,7 +5,7 @@
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<title>Incanto Scene Editor</title>
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<link rel="icon" href="data:image/svg+xml,<svg xmlns='http://www.w3.org/2000/svg' viewBox='0 0 16 16'><rect width='16' height='16' rx='3' fill='%236ee7dc'/><text x='8' y='12' text-anchor='middle' font-size='11' font-family='monospace' fill='%230e1018'>i</text></svg>" />
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-
<script type="module" crossorigin src="./assets/index-
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<script type="module" crossorigin src="./assets/index-Dk2ZlO68.js"></script>
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<link rel="modulepreload" crossorigin href="./assets/GameServer-C56iOUgF.js">
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</head>
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<body>
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package/package.json
CHANGED
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@@ -269,6 +269,25 @@ button is held — a free-roaming cursor never spins the camera. Vertical look i
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STANDARD (non-inverted): mouse UP looks up (in free view the camera swings down so
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it looks up at the character against the sky), mouse DOWN looks down.
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### Check it instead of reasoning about it
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`bunx incanto-feel <scene.json>` now ends with the answer:
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```
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facing: /Game/Player/Skin faces its travel (dot 1.00)
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facing: /Game/Husk/Skin RUNS BACKWARDS (dot -1.00) — the skin points away from
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the direction of travel.
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```
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It drives the character, measures where it actually went, and dots that with the
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skin's forward axis. **+1 is right, −1 is backwards**, and a declared
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`skinYawOffset` is subtracted first — so a model whose art faces another way is
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correctly configured, not a false alarm.
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This cannot be an `auditScene` warning: a scene file has no velocity, and the bug
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is a behavior writing a heading at runtime. `facingReport()` from `incanto/test`
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is the same check for your own tests.
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+
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## First-person weapon viewmodel + the tracer-from-the-muzzle rule
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A weapon VIEWMODEL is just a `MeshInstance3D`/group child of the **root** `Camera`
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@@ -797,6 +797,33 @@ flow.win('AREA CLEAR');
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flow.pause(); flow.resume();
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```
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### A pause menu, without a script
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`GameFlow` drives one for you. Declare a `pause` action, put a `UiPanel` named
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`PauseMenu` in the HUD, and that is the whole feature:
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```json
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{ "input": { "pause": { "type": "button", "keys": ["Escape"] } },
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"root": { "name": "Game", "type": "Node3D", "children": [
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{ "name": "Flow", "type": "Node", "script": { "name": "GameFlow" } },
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{ "name": "HUD", "type": "HudLayer", "children": [
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{ "name": "PauseMenu", "type": "UiPanel", "props": { "anchor": "center" },
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"children": [{ "name": "Title", "type": "UiText", "props": { "text": "Paused" } }] }
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] }
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] } }
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```
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The panel is hidden while playing and shown while paused — `GameFlow` owns its
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`visible`, so do not set it yourself. `pauseAction` and `pausePanelPath` rename
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either half; `pausePanelPath: ""` turns it off.
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The pause key is polled in `update()`, which still runs at `timeScale 0` — a
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menu that cannot be closed by the key that opened it is worse than no menu.
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**Give the Flow its own node.** A node holds one behavior, and your root
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probably already carries the game's director script.
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Terminal states ignore further transitions; the restart action (or
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`flow.restart()`) reloads the scene from its source JSON — fresh nodes,
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physics, input. Listen to the `flowChanged(state)` signal for custom UI.
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@@ -1324,8 +1324,10 @@ Signals: `dayPhaseChanged`
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| Prop | Default | Kind |
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|---|---|---|
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| `restartAction` | `"restart"` | string |
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| `pauseAction` | `"pause"` | string |
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| `freezeOnEnd` | `true` | boolean |
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| `bannerPath` | `"%Banner"` | node path |
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| `pausePanelPath` | `"%PauseMenu"` | node path |
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Signals: `flowChanged`
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@@ -67,6 +67,14 @@
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"type": "button",
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"keys": ["Mouse0", "KeyF"],
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"touch": "button"
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},
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"pause": {
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"type": "button",
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"keys": ["Escape"]
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},
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"restart": {
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"type": "button",
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"keys": ["KeyR"]
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}
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},
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"assets": {
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"name": "IsleDirector"
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},
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"children": [
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{
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"name": "Flow",
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"type": "Node",
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"script": {
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"name": "GameFlow",
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"props": {
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"pausePanelPath": "%PauseMenu"
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}
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}
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},
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{
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"name": "Terrain",
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"type": "Node3D",
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"anchor": "bottomRight",
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"shadow": true
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}
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},
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{
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"name": "PauseMenu",
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"type": "UiPanel",
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"props": {
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"anchor": "center",
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"layout": "column",
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"gap": 10,
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"padding": 18
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},
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"children": [
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{
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"name": "PausedTitle",
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"type": "UiText",
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"props": {
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"text": "Paused",
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"size": 24
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}
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},
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{
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"name": "ResumeHint",
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"type": "UiText",
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"props": {
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"text": "Esc to resume · R to restart",
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"size": 13,
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"color": "#c9d2dd"
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}
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}
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]
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}
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]
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}
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"reload": {
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"type": "button",
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"keys": ["KeyR"]
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},
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"pause": {
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"type": "button",
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"keys": ["Escape"]
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},
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"restart": {
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"keys": ["KeyR"]
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}
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"assets": {
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}
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},
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"children": [
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"name": "Flow",
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"type": "Node",
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"script": {
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"name": "GameFlow",
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"props": {
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"pausePanelPath": "%PauseMenu"
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}
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}
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},
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"script": {
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"name": "HudUpdater"
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},
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"name": "HUD",
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"children": [
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"name": "PauseMenu",
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"type": "UiPanel",
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"props": {
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"gap": 10,
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"padding": 18
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},
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"children": [
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"name": "PausedTitle",
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"type": "UiText",
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"props": {
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"text": "Paused",
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"size": 24
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}
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},
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{
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"name": "ResumeHint",
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"type": "UiText",
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"props": {
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"text": "Esc to resume · R to restart",
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"size": 13,
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"color": "#c9d2dd"
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}
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}
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]
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}
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]
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}
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]
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"restart": {
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"keys": ["KeyR"]
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},
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"pause": {
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"keys": ["Escape"]
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"name": "GroveDirector"
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"children": [
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"name": "Flow",
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"type": "Node",
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"script": {
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"name": "GameFlow",
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"props": {
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"pausePanelPath": "%PauseMenu"
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}
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},
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"anchor": "bottomRight",
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"shadow": true
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"name": "PauseMenu",
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"type": "UiPanel",
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"props": {
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"anchor": "center",
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"layout": "column",
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"gap": 10,
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"padding": 18
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},
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"children": [
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"type": "UiText",
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"props": {
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"text": "Paused",
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"size": 24
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}
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"name": "ResumeHint",
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"type": "UiText",
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"props": {
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"text": "Esc to resume · R to restart",
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"size": 13,
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"color": "#c9d2dd"
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}
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}
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]
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}
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]
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}
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