Browse Source

Working on ToonTown

Josh Engebretson 10 years ago
parent
commit
fb7bb648d0
100 changed files with 1009 additions and 250 deletions
  1. 0 0
      RoboMan3D/Roboman3D.atomic
  2. 1 0
      ToonTown/.gitignore
  3. 5 0
      ToonTown/Resources.asset
  4. 5 0
      ToonTown/Resources/Components.asset
  5. 209 195
      ToonTown/Resources/Components/AvatarController.js
  6. 7 0
      ToonTown/Resources/Components/AvatarController.js.asset
  7. 0 26
      ToonTown/Resources/Components/Crate.js
  8. 7 0
      ToonTown/Resources/Components/LightFlicker.js.asset
  9. 37 29
      ToonTown/Resources/Components/RoboMan.js
  10. 7 0
      ToonTown/Resources/Components/RoboMan.js.asset
  11. 7 0
      ToonTown/Resources/Components/Scene.js.asset
  12. 7 0
      ToonTown/Resources/Components/TouchInput.js.asset
  13. 5 0
      ToonTown/Resources/Data.asset
  14. 5 0
      ToonTown/Resources/Materials.asset
  15. 5 0
      ToonTown/Resources/Models.asset
  16. 9 0
      ToonTown/Resources/Models/Appentis_Appentis.mdl.asset
  17. 9 0
      ToonTown/Resources/Models/Awning_Awning.mdl.asset
  18. 9 0
      ToonTown/Resources/Models/Barrel_Barrel.mdl.asset
  19. 9 0
      ToonTown/Resources/Models/Basin_Basin.mdl.asset
  20. 9 0
      ToonTown/Resources/Models/Bed1_1_Bed1_1.mdl.asset
  21. 9 0
      ToonTown/Resources/Models/Bed1_2_Bed1_2.mdl.asset
  22. 9 0
      ToonTown/Resources/Models/Bed2_Bed2.mdl.asset
  23. 9 0
      ToonTown/Resources/Models/Bench1_Bench1.mdl.asset
  24. 9 0
      ToonTown/Resources/Models/Book1_Book1.mdl.asset
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      ToonTown/Resources/Models/Book2_Book2.mdl.asset
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      ToonTown/Resources/Models/Book4_Book4.mdl.asset
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      ToonTown/Resources/Models/Book5_Book5.mdl.asset
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      ToonTown/Resources/Models/Book6_Book6.mdl.asset
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      ToonTown/Resources/Models/Book8_Book8.mdl.asset
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      ToonTown/Resources/Models/Books1_Books1.mdl.asset
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      ToonTown/Resources/Models/Books2_Books2.mdl.asset
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      ToonTown/Resources/Models/Books3_Books3.mdl.asset
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      ToonTown/Resources/Models/Books4_Books4.mdl.asset
  34. 9 0
      ToonTown/Resources/Models/Bottle_Bottle.mdl.asset
  35. 9 0
      ToonTown/Resources/Models/Box.mdl.asset
  36. 9 0
      ToonTown/Resources/Models/Box1_Box1.mdl.asset
  37. 9 0
      ToonTown/Resources/Models/Box2_Box1.mdl.asset
  38. 9 0
      ToonTown/Resources/Models/Bucket1_Bucket1.mdl.asset
  39. 9 0
      ToonTown/Resources/Models/Bucket2_Bucket2.mdl.asset
  40. 9 0
      ToonTown/Resources/Models/Building1_1_SEPARATED_Building1_1_Bottom.mdl.asset
  41. 9 0
      ToonTown/Resources/Models/Building1_1_SEPARATED_Building1_1_Top.mdl.asset
  42. 9 0
      ToonTown/Resources/Models/Building1_1_SEPARATED_Windows_Building1_1.mdl.asset
  43. 9 0
      ToonTown/Resources/Models/Building2_1_SEPARATED_Building2_1_Bottom.mdl.asset
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      ToonTown/Resources/Models/Building2_1_SEPARATED_Building2_1_Top.mdl.asset
  45. 9 0
      ToonTown/Resources/Models/Building2_1_SEPARATED_Windows.mdl.asset
  46. 9 0
      ToonTown/Resources/Models/Building2bis_2_CLOSED_Building2bis_2_CLOSED.mdl.asset
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      ToonTown/Resources/Models/Building3_SEPARATED_Building3_Bottom.mdl.asset
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      ToonTown/Resources/Models/Building3_SEPARATED_Building3_Top.mdl.asset
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      ToonTown/Resources/Models/Building4_1_SEPARATED_Building4_1_Bottom.mdl.asset
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      ToonTown/Resources/Models/Building4_1_SEPARATED_Building4_1_Top.mdl.asset
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      ToonTown/Resources/Models/Building4_1_SEPARATED_Windows.mdl.asset
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      ToonTown/Resources/Models/Building4_2_SEPARATED_Building4_2_Bottom.mdl.asset
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      ToonTown/Resources/Models/Building4_2_SEPARATED_Building4_2_Top.mdl.asset
  54. 9 0
      ToonTown/Resources/Models/Building4_2_SEPARATED_Windows.mdl.asset
  55. 9 0
      ToonTown/Resources/Models/Building5_CLOSED_Building5_CLOSED.mdl.asset
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      ToonTown/Resources/Models/Building5_SEPARATED_Building5_Bottom.mdl.asset
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      ToonTown/Resources/Models/Building5_SEPARATED_Building5_Top.mdl.asset
  58. 9 0
      ToonTown/Resources/Models/Building5_SEPARATED_Windows.mdl.asset
  59. 9 0
      ToonTown/Resources/Models/Bush1_Mesh.mdl.asset
  60. 9 0
      ToonTown/Resources/Models/Bush2_Mesh.mdl.asset
  61. 9 0
      ToonTown/Resources/Models/Carpet1_1_Carpet1_1.mdl.asset
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      ToonTown/Resources/Models/Carpet1_2_Carpet1_2.mdl.asset
  63. 9 0
      ToonTown/Resources/Models/Carpet2_1_Carpet2.mdl.asset
  64. 9 0
      ToonTown/Resources/Models/Chair1_Chair1.mdl.asset
  65. 9 0
      ToonTown/Resources/Models/Chest_Chest.mdl.asset
  66. 9 0
      ToonTown/Resources/Models/Coffer2_Coffer2.mdl.asset
  67. 9 0
      ToonTown/Resources/Models/Coffer_Coffer.mdl.asset
  68. 9 0
      ToonTown/Resources/Models/Crate.mdl.asset
  69. 9 0
      ToonTown/Resources/Models/Door_Door.mdl.asset
  70. 9 0
      ToonTown/Resources/Models/Fire_Fire.mdl.asset
  71. 9 0
      ToonTown/Resources/Models/FlourBag1_FlourBags.mdl.asset
  72. 9 0
      ToonTown/Resources/Models/FlourBag2_FlourBag2.mdl.asset
  73. 9 0
      ToonTown/Resources/Models/FlourBags_FlourBag01.mdl.asset
  74. 9 0
      ToonTown/Resources/Models/Furniture1_Furniture1.mdl.asset
  75. 9 0
      ToonTown/Resources/Models/Furniture2_2_Furniture2_2.mdl.asset
  76. 9 0
      ToonTown/Resources/Models/Furniture3_1_Furniture3_1.mdl.asset
  77. 9 0
      ToonTown/Resources/Models/Furniture3_2_Furniture3_2.mdl.asset
  78. 9 0
      ToonTown/Resources/Models/Furniture4_Furniture4.mdl.asset
  79. 9 0
      ToonTown/Resources/Models/Horseshoe_Horseshoe.mdl.asset
  80. 9 0
      ToonTown/Resources/Models/Inkstand_Inkstand.mdl.asset
  81. 9 0
      ToonTown/Resources/Models/Lantern2_Lantern.mdl.asset
  82. 9 0
      ToonTown/Resources/Models/Lantern_Lantern.mdl.asset
  83. 9 0
      ToonTown/Resources/Models/LogPile_LogPile.mdl.asset
  84. 9 0
      ToonTown/Resources/Models/Painting1_Painting1.mdl.asset
  85. 9 0
      ToonTown/Resources/Models/Painting2_Painting2.mdl.asset
  86. 9 0
      ToonTown/Resources/Models/Pallet.mdl.asset
  87. 9 0
      ToonTown/Resources/Models/Plane.mdl.asset
  88. 9 0
      ToonTown/Resources/Models/Plant1_Mesh.mdl.asset
  89. 9 0
      ToonTown/Resources/Models/Plant3_Mesh.mdl.asset
  90. 9 0
      ToonTown/Resources/Models/PostLight_Post.mdl.asset
  91. 9 0
      ToonTown/Resources/Models/Pot1_pot1.mdl.asset
  92. 9 0
      ToonTown/Resources/Models/Pot2_pot1.mdl.asset
  93. 9 0
      ToonTown/Resources/Models/Pot3_Pot3.mdl.asset
  94. BIN
      ToonTown/Resources/Models/RoboMan.mdl
  95. BIN
      ToonTown/Resources/Models/RoboMan_Attack_Idle.ani
  96. BIN
      ToonTown/Resources/Models/RoboMan_Attack_JumpFall.ani
  97. BIN
      ToonTown/Resources/Models/RoboMan_Attack_Run.ani
  98. BIN
      ToonTown/Resources/Models/RoboMan_Crouch_Idle.ani
  99. BIN
      ToonTown/Resources/Models/RoboMan_Crouch_Walk.ani
  100. BIN
      ToonTown/Resources/Models/RoboMan_Normal_Idle.ani

+ 0 - 0
RoboMan3D/Roboman3DNew.atomic → RoboMan3D/Roboman3D.atomic


+ 1 - 0
ToonTown/.gitignore

@@ -0,0 +1 @@
+Cache/*

+ 5 - 0
ToonTown/Resources.asset

@@ -0,0 +1,5 @@
+{
+	"version": 1,
+	"guid": "4ad751f1ac43539f20d3d9dcff2d0d28",
+	"FolderImporter": {}
+}

+ 5 - 0
ToonTown/Resources/Components.asset

@@ -0,0 +1,5 @@
+{
+	"version": 1,
+	"guid": "f1d40d86e5011dd48044488fa22a0134",
+	"FolderImporter": {}
+}

+ 209 - 195
ToonTown/Resources/Components/AvatarController.js

@@ -1,275 +1,289 @@
-// Atomic Component
+// designate component
+"atomic component";
+
+var inspectorFields = {
+    speed: 1.0
+}
 
 var glmatrix = require("gl-matrix");
 var quat = glmatrix.quat;
 var vec3 = glmatrix.vec3;
 
-var game = Atomic.game;
-var node = self.node;
+exports.component = function(self) {
 
-var cameraNode = game.cameraNode;
+    var node = self.node;
 
-var onGround = true;
-var okToJump = true;
-var inAirTime = 0;
+    var cameraNode;
 
-var MOVE_FORCE = 1.8;
-var INAIR_MOVE_FORCE = 0.02;
-var BRAKE_FORCE = 0.2;
-var JUMP_FORCE = 7.0;
-var YAW_SENSITIVITY = 0.1;
-var INAIR_THRESHOLD_TIME = 0.1;
+    var onGround = true;
+    var okToJump = true;
+    var inAirTime = 0;
 
-var cameraMode = 0;
+    var MOVE_FORCE = 1.8;
+    var INAIR_MOVE_FORCE = 0.02;
+    var BRAKE_FORCE = 0.2;
+    var JUMP_FORCE = 7.0;
+    var YAW_SENSITIVITY = 0.1;
+    var INAIR_THRESHOLD_TIME = 0.1;
 
-var yaw = 75;
-var pitch = 0;
+    var cameraMode = 0;
 
-var moveForward = false;
-var moveBackwards = false;
-var moveLeft = false;
-var moveRight = false;
-var mouseMoveX = 0.0;
-var mouseMoveY = 0.0;
-var button0 = false;
-var button1 = false;
+    var yaw = 0;
+    var pitch = 0;
 
-var lastButton0 = false;
-var lastButton1 = false;
+    var moveForward = false;
+    var moveBackwards = false;
+    var moveLeft = false;
+    var moveRight = false;
+    var mouseMoveX = 0.0;
+    var mouseMoveY = 0.0;
+    var button0 = false;
+    var button1 = false;
 
-self.idle = true;
+    var lastButton0 = false;
+    var lastButton1 = false;
 
-function start() {
+    self.idle = true;
 
-    // Create rigidbody, and set non-zero mass so that the body becomes dynamic
-    var body = node.createComponent("RigidBody");
-    body.mass = 1.0;
+    self.start = function() {
 
-    // Set zero angular factor so that physics doesn't turn the character on its own.
-    // Instead we will control the character yaw manually
-    body.angularFactor = [0, 0, 0];
+        var camera = node.scene.getMainCamera();
+        cameraNode = camera.node;
 
-    // Set the rigidbody to signal collision also when in rest, so that we get ground collisions properly
-    body.collisionEventMode = Atomic.COLLISION_ALWAYS;
+        // Create rigidbody, and set non-zero mass so that the body becomes dynamic
+        var body = node.createComponent("RigidBody");
+        body.mass = 1.0;
 
-    // Set a capsule shape for collision
-    var shape = node.createComponent("CollisionShape");
-    shape.setCapsule(2, 4, [0, 2, 0]);
-}
+        // Set zero angular factor so that physics doesn't turn the character on its own.
+        // Instead we will control the character yaw manually
+        body.angularFactor = [0, 0, 0];
 
-function fixedUpdate(timestep) {
+        // Set the rigidbody to signal collision also when in rest, so that we get ground collisions properly
+        body.collisionEventMode = Atomic.COLLISION_ALWAYS;
 
-    var body = node.getComponent("RigidBody");
+        // Set a capsule shape for collision
+        var shape = node.createComponent("CollisionShape");
+        shape.setCapsule(2, 4, [0, 2, 0]);
 
-    // Update the in air timer. Reset if grounded
-    if (!onGround)
-        inAirTimer += timeStep;
-    else
-        inAirTimer = 0.0;
+    }
 
-    // When character has been in air less than 1/10 second, it's still interpreted as being on ground
-    var softGrounded = inAirTimer < INAIR_THRESHOLD_TIME;
+    self.fixedUpdate = function(timestep) {
 
-    var rot = node.getRotation();
+        var body = node.getComponent("RigidBody");
 
-    var moveDir = [0, 0, 0];
+        // Update the in air timer. Reset if grounded
+        if (!onGround)
+            inAirTimer += timeStep;
+        else
+            inAirTimer = 0.0;
 
-    // Update movement & animation
-    var velocity = body.getLinearVelocity();
+        // When character has been in air less than 1/10 second, it's still interpreted as being on ground
+        var softGrounded = inAirTimer < INAIR_THRESHOLD_TIME;
 
-    // Velocity on the XZ plane
-    var planeVelocity = [velocity[0], 0.0, velocity[2]];
+        var rot = node.getRotation();
 
-    if (cameraMode != 2) {
-        if (moveForward) {
-            vec3.add(moveDir, moveDir, [0, 0, 1])
-        }
-        if (moveBackwards) {
-            vec3.add(moveDir, moveDir, [0, 0, -1])
-        }
-        if (moveLeft) {
-            vec3.add(moveDir, moveDir, [-1, 0, 0])
-        }
-        if (moveRight) {
-            vec3.add(moveDir, moveDir, [1, 0, 0])
-        }
-    }
+        var moveDir = [0, 0, 0];
 
-    if (vec3.length(moveDir) > 0.0)
-        vec3.normalize(moveDir, moveDir);
+        // Update movement & animation
+        var velocity = body.getLinearVelocity();
 
-    vec3.transformQuat(moveDir, moveDir, [rot[1], rot[2], rot[3], rot[0]]);
-    vec3.scale(moveDir, moveDir, (softGrounded ? MOVE_FORCE : INAIR_MOVE_FORCE));
-    body.applyImpulse(moveDir);
+        // Velocity on the XZ plane
+        var planeVelocity = [velocity[0], 0.0, velocity[2]];
 
-    if (softGrounded) {
+        if (cameraMode != 2) {
+            if (moveForward) {
+                vec3.add(moveDir, moveDir, [0, 0, 1])
+            }
+            if (moveBackwards) {
+                vec3.add(moveDir, moveDir, [0, 0, -1])
+            }
+            if (moveLeft) {
+                vec3.add(moveDir, moveDir, [-1, 0, 0])
+            }
+            if (moveRight) {
+                vec3.add(moveDir, moveDir, [1, 0, 0])
+            }
+        }
 
-        // When on ground, apply a braking force to limit maximum ground velocity
-        vec3.negate(planeVelocity, planeVelocity);
-        vec3.scale(planeVelocity, planeVelocity, BRAKE_FORCE);
-        body.applyImpulse(planeVelocity);
+        if (vec3.length(moveDir) > 0.0)
+            vec3.normalize(moveDir, moveDir);
 
-        // Jump. Must release jump control inbetween jumps
-        if (button1) {
-            if (okToJump) {
-                var jumpforce = [0, 1, 0];
-                vec3.scale(jumpforce, jumpforce, JUMP_FORCE);
-                body.applyImpulse(jumpforce);
-                okToJump = false;
-            }
-        } else
-            okToJump = true;
-    }
+        vec3.transformQuat(moveDir, moveDir, [rot[1], rot[2], rot[3], rot[0]]);
+        vec3.scale(moveDir, moveDir, (softGrounded ? MOVE_FORCE : INAIR_MOVE_FORCE));
+
+        if (softGrounded)
+            vec3.scale(moveDir, moveDir, self.speed);
 
+        body.applyImpulse(moveDir);
 
-    if (softGrounded && vec3.length(moveDir) > 0.0)
-        self.idle = false;
-    else
-        self.idle = true;
+        if (softGrounded) {
 
+            // When on ground, apply a braking force to limit maximum ground velocity
+            vec3.negate(planeVelocity, planeVelocity);
+            vec3.scale(planeVelocity, planeVelocity, BRAKE_FORCE);
+            body.applyImpulse(planeVelocity);
 
-    // Reset grounded flag for next frame
-    onGround = true;
+            // Jump. Must release jump control inbetween jumps
+            if (button1) {
+                if (okToJump) {
+                    var jumpforce = [0, 1, 0];
+                    vec3.scale(jumpforce, jumpforce, JUMP_FORCE);
+                    body.applyImpulse(jumpforce);
+                    okToJump = false;
+                }
+            } else
+                okToJump = true;
+        }
 
 
-}
+        if (softGrounded && vec3.length(moveDir) > 0.0)
+            self.idle = false;
+        else
+            self.idle = true;
 
-function MoveCamera(timeStep) {
 
-    // Movement speed as world units per second
-    var MOVE_SPEED = 10.0;
-    // Mouse sensitivity as degrees per pixel
-    var MOUSE_SENSITIVITY = 0.1;
+        // Reset grounded flag for next frame
+        onGround = true;
 
-    yaw = yaw + MOUSE_SENSITIVITY * mouseMoveX;
-    pitch = pitch + MOUSE_SENSITIVITY * mouseMoveY;
 
-    if (pitch < -90)
-        pitch = -90;
+    }
 
-    if (pitch > 90)
-        pitch = 90;
+    function MoveCamera(timeStep) {
 
-    // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
-    cameraNode.rotation = QuatFromEuler(pitch, yaw, 0.0);
+        // Movement speed as world units per second
+        var MOVE_SPEED = 10.0;
+        // Mouse sensitivity as degrees per pixel
+        var MOUSE_SENSITIVITY = 0.1;
 
-    var speed = MOVE_SPEED * timeStep;
+        yaw = yaw + MOUSE_SENSITIVITY * mouseMoveX;
+        pitch = pitch + MOUSE_SENSITIVITY * mouseMoveY;
 
-    if (moveForward)
-        cameraNode.translate([0.0, 0.0, speed])
-    if (moveBackwards)
-        cameraNode.translate([0.0, 0.0, -speed])
-    if (moveLeft)
-        cameraNode.translate([-speed, 0.0, 0.0])
-    if (moveRight)
-        cameraNode.translate([speed, 0.0, 0.0])
+        if (pitch < -90)
+            pitch = -90;
 
-}
+        if (pitch > 90)
+            pitch = 90;
 
-function UpdateControls() {
+        // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
+        cameraNode.rotation = QuatFromEuler(pitch, yaw, 0.0);
 
-    var input = game.input;
+        var speed = MOVE_SPEED * timeStep;
 
-    moveForward = false;
-    moveBackwards = false;
-    moveLeft = false;
-    moveRight = false;
-    mouseMoveX = 0.0;
-    mouseMoveY = 0.0;
-    button0 = false;
-    button1 = false;
+        if (moveForward)
+            cameraNode.translate([0.0, 0.0, speed])
+        if (moveBackwards)
+            cameraNode.translate([0.0, 0.0, -speed])
+        if (moveLeft)
+            cameraNode.translate([-speed, 0.0, 0.0])
+        if (moveRight)
+            cameraNode.translate([speed, 0.0, 0.0])
 
-    // Movement speed as world units per second
-    var MOVE_SPEED = 20.0;
-    // Mouse sensitivity as degrees per pixel
-    var MOUSE_SENSITIVITY = 0.1;
+    }
 
-    if (input.getKeyDown(Atomic.KEY_W))
-        moveForward = true;
-    if (input.getKeyDown(Atomic.KEY_S))
-        moveBackwards = true;
-    if (input.getKeyDown(Atomic.KEY_A))
-        moveLeft = true;
-    if (input.getKeyDown(Atomic.KEY_D))
-        moveRight = true;
+    function UpdateControls() {
 
-    if (input.getKeyPress(Atomic.KEY_F))
-        button0 = true;
-    if (input.getKeyPress(Atomic.KEY_SPACE))
-        button1 = true;
+        var input = Atomic.input;
 
-    mouseMoveX = input.getMouseMoveX();
-    mouseMoveY = input.getMouseMoveY();
+        moveForward = false;
+        moveBackwards = false;
+        moveLeft = false;
+        moveRight = false;
+        mouseMoveX = 0.0;
+        mouseMoveY = 0.0;
+        button0 = false;
+        button1 = false;
 
+        // Movement speed as world units per second
+        var MOVE_SPEED = 20.0;
+        // Mouse sensitivity as degrees per pixel
+        var MOUSE_SENSITIVITY = 0.1;
 
+        if (input.getKeyDown(Atomic.KEY_W))
+            moveForward = true;
+        if (input.getKeyDown(Atomic.KEY_S))
+            moveBackwards = true;
+        if (input.getKeyDown(Atomic.KEY_A))
+            moveLeft = true;
+        if (input.getKeyDown(Atomic.KEY_D))
+            moveRight = true;
 
-}
+        if (input.getKeyPress(Atomic.KEY_F))
+            button0 = true;
+        if (input.getKeyPress(Atomic.KEY_SPACE))
+            button1 = true;
+
+        mouseMoveX = input.getMouseMoveX();
+        mouseMoveY = input.getMouseMoveY();
 
-function update(timeStep) {
 
-    UpdateControls();
 
-    if (cameraMode != 2) {
-        yaw += mouseMoveX * YAW_SENSITIVITY;
-        pitch += mouseMoveY * YAW_SENSITIVITY;
     }
 
-    if (pitch < -80)
-        pitch = -80;
-    if (pitch > 80)
-        pitch = 80;
+    self.update = function(timeStep) {
 
+        UpdateControls();
 
-    if (button0) {
-        cameraMode++;
-        if (cameraMode == 3)
-            cameraMode = 0;
-    }
+        if (cameraMode != 2) {
+            yaw += mouseMoveX * YAW_SENSITIVITY;
+            pitch += mouseMoveY * YAW_SENSITIVITY;
+        }
 
-}
+        if (pitch < -80)
+            pitch = -80;
+        if (pitch > 80)
+            pitch = 80;
 
-function postUpdate(timestep) {
+        if (button0) {
+            cameraMode++;
+            if (cameraMode == 3)
+                cameraMode = 0;
+        }
 
-    // Get camera lookat dir from character yaw + pitch
-    var rot = node.getRotation();
+    }
 
-    dir = quat.create();
-    quat.setAxisAngle(dir, [1, 0, 0], (pitch * Math.PI / 180.0));
+    self.postUpdate = function(timestep) {
 
-    quat.multiply(dir, [rot[1], rot[2], rot[3], rot[0]], dir);
+        // Get camera lookat dir from character yaw + pitch
+        var rot = node.getRotation();
 
-    var headNode = node.getChild("Head_Tip", true);
+        dir = quat.create();
+        quat.setAxisAngle(dir, [1, 0, 0], (pitch * Math.PI / 180.0));
 
-    if (cameraMode == 1) {
+        quat.multiply(dir, [rot[1], rot[2], rot[3], rot[0]], dir);
 
-        var headPos = headNode.getWorldPosition();
-        var offset = [0.0, 0.15, 0.2];
-        vec3.add(headPos, headPos, vec3.transformQuat(offset, offset, [rot[1], rot[2], rot[3], rot[0]]));
-        cameraNode.setPosition(headPos);
-        cameraNode.setRotation([dir[3], dir[0], dir[1], dir[2]]);
-        quat.setAxisAngle(dir, [0, 1, 0], (yaw * Math.PI / 180.0));
-        node.setRotation([dir[3], dir[0], dir[1], dir[2]]);
+        var headNode = node.getChild("Head_Tip", true);
 
-    }
-    if (cameraMode == 0) {
-        var aimPoint = node.getPosition();
-        var aimOffset = [0, 1.7, 0];
-        vec3.transformQuat(aimOffset, aimOffset, dir);
-        vec3.add(aimPoint, aimPoint, aimOffset);
+        if (cameraMode == 1) {
 
-        var rayDir = vec3.create();
-        vec3.transformQuat(rayDir, [0, 0, -1], dir);
-        vec3.scale(rayDir, rayDir, 8);
+            var headPos = headNode.getWorldPosition();
+            var offset = [0.0, 0.15, 0.2];
+            vec3.add(headPos, headPos, vec3.transformQuat(offset, offset, [rot[1], rot[2], rot[3], rot[0]]));
+            cameraNode.setPosition(headPos);
+            cameraNode.setRotation([dir[3], dir[0], dir[1], dir[2]]);
+            quat.setAxisAngle(dir, [0, 1, 0], (yaw * Math.PI / 180.0));
+            node.setRotation([dir[3], dir[0], dir[1], dir[2]]);
 
-        vec3.add(aimPoint, aimPoint, rayDir);
+        }
+        if (cameraMode == 0) {
 
-        cameraNode.setPosition(aimPoint);
-        cameraNode.setRotation([dir[3], dir[0], dir[1], dir[2]]);
-        quat.setAxisAngle(dir, [0, 1, 0], (yaw * Math.PI / 180.0));
-        node.setRotation([dir[3], dir[0], dir[1], dir[2]]);
+            var aimPoint = node.getWorldPosition();
+            var aimOffset = [0, 1.7, 0];
+            vec3.transformQuat(aimOffset, aimOffset, dir);
+            vec3.add(aimPoint, aimPoint, aimOffset);
 
-    } else
-        MoveCamera(timestep);
+            var rayDir = vec3.create();
+            vec3.transformQuat(rayDir, [0, 0, -1], dir);
+            vec3.scale(rayDir, rayDir, 8);
 
+            vec3.add(aimPoint, aimPoint, rayDir);
 
+            cameraNode.setPosition(aimPoint);
+            cameraNode.setRotation([dir[3], dir[0], dir[1], dir[2]]);
+            quat.setAxisAngle(dir, [0, 1, 0], (yaw * Math.PI / 180.0));
+            node.setRotation([dir[3], dir[0], dir[1], dir[2]]);
+
+        } else
+            MoveCamera(timestep);
+
+    }
 }

+ 7 - 0
ToonTown/Resources/Components/AvatarController.js.asset

@@ -0,0 +1,7 @@
+{
+	"version": 1,
+	"guid": "877417ed122918bcbe592e51804a69ae",
+	"JavascriptImporter": {
+		"IsComponentFile": true
+	}
+}

+ 0 - 26
ToonTown/Resources/Components/Crate.js

@@ -1,26 +0,0 @@
-// Atomic Component
-
-var game = Atomic.game;
-var node = self.node;
-
-function start() {
-
-    var cache = game.cache;
-
-    var model = node.createComponent("StaticModel");
-    model.setModel(cache.getResource("Model", "Models/Crate.mdl"));
-    model.setMaterial(cache.getResource("Material", "Materials/Crate.xml"));
-    model.castShadows = true;
-    
-    var body = node.createComponent("RigidBody");
-    body.mass = 1;
-    body.friction = 1;
-    body.collisionEventMode = Atomic.COLLISION_NEVER;
-    var shape = node.createComponent("CollisionShape");
-    shape.setBox([2, 2, 2]);
-    
-}
-
-function update(timeStep) {
-
-}

+ 7 - 0
ToonTown/Resources/Components/LightFlicker.js.asset

@@ -0,0 +1,7 @@
+{
+	"version": 1,
+	"guid": "e266b5b54ff6e1a6851dd7d18a182f63",
+	"JavascriptImporter": {
+		"IsComponentFile": false
+	}
+}

+ 37 - 29
ToonTown/Resources/Components/RoboMan.js

@@ -1,42 +1,50 @@
+// designate component
+"atomic component";
 
-var game = Atomic.game;
-var node = self.node;
+exports.component = function(self) {
 
-RoboMan = self;
+  var node = self.node;
 
-var controller = node.createJSComponent("AvatarController");
-var animCtrl = node.createComponent("AnimationController");
+  var animCtrl = node.getComponent("AnimationController");
+  var controller = node.getJSComponent("AvatarController");
 
-var idle = true;
+  var idle = true;
 
-node.scale = [.5, .5, .5];
+  self.start = function() {
 
-function start() {
+    var camera = node.scene.getMainCamera();
 
-    var cache = game.cache;
+    if (camera) {
 
-    var model = node.createComponent("AnimatedModel");
-    model.setModel(cache.getResource("Model", "Models/RoboMan.mdl"));
-    model.setMaterial(cache.getResource("Material", "Materials/Robot_01_Diffuse.xml"));
+      camera.node.position = [0, 0, -10];
+      camera.node.pitch(20);
 
-    model.castShadows = true;
-    
-    animCtrl.playExclusive("Models/RoboMan_Normal_Idle.ani", 0, true, 0.0);
-    
-}
+    }
+
+    animCtrl.playExclusive("Idle", 0, true, 0.0);
+
+    node.yaw(180);
+
+  }
+
+  // we need an update or it doesn't run the start, fix in JSVM
+  self.update = function(timeStep) {
+
+    node.yaw(180);
 
-// we need an update or it doesn't run the start, fix in JSVM
-function update(timeStep) {
 
     if (idle != controller.idle) {
-    
-        idle = controller.idle;
-        
-        if (idle)
-            animCtrl.playExclusive("Models/RoboMan_Normal_Idle.ani", 0, true, 0.1);
-        else
-            animCtrl.playExclusive("Models/RoboMan_Normal_Run.ani", 0, true, 0.1);
-    
+
+      idle = controller.idle;
+
+      if (idle)
+        animCtrl.playExclusive("Idle", 0, true, 0.1);
+      else
+        animCtrl.playExclusive("Run", 0, true, 0.1);
+
+
     }
-    
-}
+
+  }
+
+}

+ 7 - 0
ToonTown/Resources/Components/RoboMan.js.asset

@@ -0,0 +1,7 @@
+{
+	"version": 1,
+	"guid": "aada27de29dda1b1e255277f929d97eb",
+	"JavascriptImporter": {
+		"IsComponentFile": true
+	}
+}

+ 7 - 0
ToonTown/Resources/Components/Scene.js.asset

@@ -0,0 +1,7 @@
+{
+	"version": 1,
+	"guid": "2cae69442197f1e4e86803956e71d730",
+	"JavascriptImporter": {
+		"IsComponentFile": false
+	}
+}

+ 7 - 0
ToonTown/Resources/Components/TouchInput.js.asset

@@ -0,0 +1,7 @@
+{
+	"version": 1,
+	"guid": "09fc0e32aa594cf177187a38163632f3",
+	"JavascriptImporter": {
+		"IsComponentFile": false
+	}
+}

+ 5 - 0
ToonTown/Resources/Data.asset

@@ -0,0 +1,5 @@
+{
+	"version": 1,
+	"guid": "6fe253b7934addd13908ccdb11cfc78f",
+	"FolderImporter": {}
+}

+ 5 - 0
ToonTown/Resources/Materials.asset

@@ -0,0 +1,5 @@
+{
+	"version": 1,
+	"guid": "85feb71d6ebc110b2a985faf486f78bd",
+	"FolderImporter": {}
+}

+ 5 - 0
ToonTown/Resources/Models.asset

@@ -0,0 +1,5 @@
+{
+	"version": 1,
+	"guid": "369e91963f8ca00c5d662d1feba8776d",
+	"FolderImporter": {}
+}

+ 9 - 0
ToonTown/Resources/Models/Appentis_Appentis.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "94ed8e1f08ed0f9dc2aa83e6687a2159",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Awning_Awning.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "c56aa9f0cd5a77791f9b843f1e48d9bb",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Barrel_Barrel.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "b9a7f1dcfda526f166236f46ee9e3fdc",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Basin_Basin.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "a19b4d3443753647b81165c1f3aba338",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Bed1_1_Bed1_1.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "a4cc068f611c4bb21ebdb77fa749e21d",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Bed1_2_Bed1_2.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "65d547afbfd0cd4ecf954ba577f9b050",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Bed2_Bed2.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "687ecd74c148aeb8b805186ea736eb1f",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Bench1_Bench1.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "d3a85a376a7a21720d4316eb32c88b66",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Book1_Book1.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "9249dd600350b2716654e06807d09cc6",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Book2_Book2.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "302d322caad327abacdaba49765c2852",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Book4_Book4.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "008de1037e094d6ef7f3e14f56458200",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Book5_Book5.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "dca120423c45ff0f876448712fc81818",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Book6_Book6.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "fa08eaa7e2157ea97972cb7e367b0e9c",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Book8_Book8.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "6d83beeb1b9bde349d6d9503c0e7f89f",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Books1_Books1.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "840cdfb502dd18725338d9d9d9f0f0bf",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Books2_Books2.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "f07c5105dbc568e72b4f97ec694962a9",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Books3_Books3.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "0ebed4320dd4a29e7b97cd08efd64366",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Books4_Books4.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "56a38f652e674f4adeb9b6ae302a5a02",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Bottle_Bottle.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "eb817704337121809fa8e8915e841abb",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Box.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "58c4417360e05b09fc6377f4d75e7e23",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Box1_Box1.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "ab8b820b6b1b0348e0073672dcadfe49",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Box2_Box1.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "d1c31f63117d66eb83b81f2a9b830790",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Bucket1_Bucket1.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "7ef006e96a055c81ad70f9c7e1a2446d",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Bucket2_Bucket2.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "2feccbe0b40bd2972504b6bcd7db8f09",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Building1_1_SEPARATED_Building1_1_Bottom.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "b1a3ad4b871c5845ad632909ee0d5871",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Building1_1_SEPARATED_Building1_1_Top.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "998e9737f0372c38032eaaf58d5d20a4",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Building1_1_SEPARATED_Windows_Building1_1.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "c6c2f7a5753f0c43be30b9dfc6630b84",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Building2_1_SEPARATED_Building2_1_Bottom.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "6d984f7d829976fa21153e461f4f14be",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Building2_1_SEPARATED_Building2_1_Top.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "c82b9aeca87b11196913447378ccf46c",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Building2_1_SEPARATED_Windows.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "5db7f0d5b87e470a82dd3d5405060cf4",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Building2bis_2_CLOSED_Building2bis_2_CLOSED.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "ae3588c96e07238db6624d0fd000ce36",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Building3_SEPARATED_Building3_Bottom.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "b3e7da3b575a7034e9fe1f8c858df746",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Building3_SEPARATED_Building3_Top.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "26e655b40e55f789013c352577b04cb9",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Building4_1_SEPARATED_Building4_1_Bottom.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "ed71c4b4427a8c124c9097872eaffddf",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Building4_1_SEPARATED_Building4_1_Top.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "93bdae276fd2bdb037878f508ffead79",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Building4_1_SEPARATED_Windows.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "514ea751787738d4a068510a3246d773",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Building4_2_SEPARATED_Building4_2_Bottom.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "9826954f371bef9a9486a2b919eed3c8",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Building4_2_SEPARATED_Building4_2_Top.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "fab3152a1a73867b6067589006473df0",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Building4_2_SEPARATED_Windows.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "f24c0b3faf75f3e68dfa7e1a1eabfb2d",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Building5_CLOSED_Building5_CLOSED.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "a0e8b065a99a915ebf48497b8061f39b",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Building5_SEPARATED_Building5_Bottom.mdl.asset

@@ -0,0 +1,9 @@
+{
+	"version": 1,
+	"guid": "13f6217f5f951e434c9c7902844ff17f",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": false,
+		"animInfo": []
+	}
+}

+ 9 - 0
ToonTown/Resources/Models/Building5_SEPARATED_Building5_Top.mdl.asset

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