entity = {
    name = "neural_calculator_phase_1_entity"
    pdxmesh = "neural_calculator_phase_1_mesh"

    default_state = "idle"
	state = { name = "idle" animation = "idle" looping = yes animation_speed = 1.0
			start_event = { sound = { soundeffect = cyb_neuron_calculator_phase_1_idle } }
			}
 
 attach = { bodyRoot_joint = "neural_calculator_phase_1_effect_entity" }

    game_data = {
        uv_animation_speed      = 0.2
        uv_animation_direction  = { 1.0 0.0 }
        
        shader_type = ship
    }
}

entity = {
    name = "neural_calculator_phase_2_entity"
    pdxmesh = "neural_calculator_phase_2_mesh"

    default_state = "idle"
	state = { name = "idle" animation = "idle" looping = yes animation_speed = 1.0
			start_event = { sound = { soundeffect = cyb_neuron_calculator_phase_2_idle } }
			}

 attach = { bodyRoot_joint = "neural_calculator_phase_2_effect_entity" }

    game_data = {
        uv_animation_speed      = 0.2
        uv_animation_direction  = { 1.0 0.0 }

        shader_type = ship
    }
}

entity = {
    name = "neural_calculator_phase_3_entity"
    pdxmesh = "neural_calculator_phase_3_mesh"

    default_state = "idle"
	state = { name = "idle" animation = "idle" looping = yes animation_speed = 1.0
			start_event = { sound = { soundeffect = cyb_neuron_calculator_phase_3_idle } }
			}

 attach = { bodyRoot_joint = "neural_calculator_phase_3_effect_entity" }

    game_data = {
        uv_animation_speed      = 0.2
        uv_animation_direction  = { 1.0 0.0 }

        shader_type = ship
    }
}
entity = {
	name = "neural_calculator_destroyed_entity"
	pdxmesh = "neural_calculator_destroyed_mesh"
    locator = { name = "debris1"    position = { 0 0 0 } }
    attach = { debris1 = "debris_large_01_entity" }

    game_data = {

        shader_type = ship
    }
}

entity = {
	name = "neural_calculator_phase_1_effect_entity"
	pdxmesh = "neural_calculator_phase_1_effect_mesh"

	game_data = {
		shader_type = VFX

		bloom_factor			= 1.3
		uv_animation_speed 		= 0.8
		uv_animation_direction 	= { 0.2 1 }


		wpo_animation_speed = 1.4
		wpo_animation_direction = { 0.5 1.0 }
		wpo_animation_scale = 1
		wpo_animation_big_scale = 3.
		wpo_animation_offset_strength = 10.0
	}
}

entity = {
	name = "neural_calculator_phase_2_effect_entity"
	pdxmesh = "neural_calculator_phase_2_effect_mesh"

	game_data = {
		shader_type = VFX

		bloom_factor			= 1.3
		uv_animation_speed 		= 0.8
		uv_animation_direction 	= { 0.2 1 }


		wpo_animation_speed = 1.4
		wpo_animation_direction = { 0.5 1.0 }
		wpo_animation_scale = 1
		wpo_animation_big_scale = 3.
		wpo_animation_offset_strength = 10.0
	}
}

entity = {
	name = "neural_calculator_phase_3_effect_entity"
	pdxmesh = "neural_calculator_phase_3_effect_mesh"

	game_data = {
		shader_type = VFX

		bloom_factor			= 1.3
		uv_animation_speed 		= 0.8
		uv_animation_direction 	= { 0.2 1 }


		wpo_animation_speed = 1.4
		wpo_animation_direction = { 0.5 1.0 }
		wpo_animation_scale = 1
		wpo_animation_big_scale = 3.
		wpo_animation_offset_strength = 10.0
	}
}

animation = {
	name = "neural_calculator_phase_1_idle_animation"
	file = "neural_calculator_phase_1_idle1.anim"
}

animation = {
	name = "neural_calculator_phase_2_idle_animation"
	file = "neural_calculator_phase_1_idle1.anim"
}

animation = {
	name = "neural_calculator_phase_3_idle_animation"
	file = "neural_calculator_phase_1_idle1.anim"
}