extends Node ## Real in-game inspector captures, animation reel and combat acceptance. var main: Node3D var captures := "res://docs/screenshots/phase11" func _ready() -> void: call_deferred("run") func shot(name: String) -> void: for n: int in range(8): await get_tree().process_frame await RenderingServer.frame_post_draw get_viewport().get_texture().get_image().save_png(captures+"/"+name+".png") func run() -> void: get_window().size = Vector2i(1600,1000) Soundscape.enabled = false WaveManager.set_physics_process(false) main = preload("res://scenes/main.tscn").instantiate() add_child(main) main.hud.model_inspector.show_model("w04") var studio: Control = main.hud.model_inspector studio._rotate = false studio._clip_paused = true studio._turntable.rotation.y = -.1 await shot("ringborke-front") studio._turntable.rotation.y = PI await shot("ringborke-back") studio._turntable.rotation.y = -.1 for clip: String in ["walk","attack_a","attack_b","ability","hit","death"]: for i: int in range(studio._clip_selector.item_count): if studio._clip_selector.get_item_metadata(i) == clip:studio._clip_selector.select(i) studio._clip_time = .9 if clip.begins_with("attack") else (1.8 if clip=="death" else .55) await shot("pose-"+clip) print("RINGBORKE_REVIEW_PASS") await Soundscape.quit_game()