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project.godot
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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=4
_global_script_classes=[ {
"base": "State",
"class": "AwakeMonsterState",
"language": "GDScript",
"path": "res://fsm_example/scripts/monster/states/awake.gd"
}, {
"base": "State",
"class": "FlyMonsterState",
"language": "GDScript",
"path": "res://fsm_example/scripts/monster/states/fly.gd"
}, {
"base": "StateMachine",
"class": "MonsterFSM",
"language": "GDScript",
"path": "res://fsm_example/scripts/monster/monster_fsm.gd"
}, {
"base": "Node",
"class": "State",
"language": "GDScript",
"path": "res://addons/kane-FSM/state.gd"
}, {
"base": "Node",
"class": "StateMachine",
"language": "GDScript",
"path": "res://addons/kane-FSM/state_machine.gd"
}, {
"base": "State",
"class": "WaitMonsterState",
"language": "GDScript",
"path": "res://fsm_example/scripts/monster/states/wait.gd"
} ]
_global_script_class_icons={
"AwakeMonsterState": "",
"FlyMonsterState": "",
"MonsterFSM": "",
"State": "",
"StateMachine": "res://addons/kane-FSM/fsm_icon.svg",
"WaitMonsterState": ""
}
[application]
config/name="godot-kane-fsm"
run/main_scene="res://fsm_example/Node.tscn"
config/icon="res://icon.png"
[editor_plugins]
enabled=PoolStringArray( "kane-FSM" )