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70e3f70bcc dash indicators
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2025-10-17 16:53:23 +02:00
417d9f5a6b changed main scene
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2025-10-16 17:17:13 +02:00
591993a1f2 textures
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2025-10-16 11:27:55 +02:00
49 changed files with 1900 additions and 43 deletions

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[ext_resource type="Shader" uid="uid://c4iaaegacffb1" path="res://assets/materials/DashIndicators/weapon_location.tres" id="1_ahyha"]
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seamless_blend_skirt = 1.0
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parameter_name = "ColorParameter"
[sub_resource type="VisualShaderNodeTexture2DParameter" id="VisualShaderNodeTexture2DParameter_e8a82"]
parameter_name = "Noise"
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render_mode blend_mix, depth_draw_opaque, depth_test_default, cull_back, diffuse_lambert, specular_schlick_ggx;
// Varyings
varying vec3 var_world_pos;
uniform vec4 ColorParameter : source_color;
uniform sampler2D Noise;
void vertex() {
// Input:3
mat4 n_out3p0 = MODEL_MATRIX;
// Input:4
vec3 n_out4p0 = VERTEX;
float n_out4p1 = n_out4p0.r;
float n_out4p2 = n_out4p0.g;
float n_out4p3 = n_out4p0.b;
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vec3 n_out6p0 = (n_out3p0 * vec4(n_out4p0, 1.0)).xyz;
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// Output:0
ALBEDO = n_out7p0;
ALPHA = n_out4p0.x;
EMISSION = n_out7p0;
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"
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nodes/fragment/2/position = Vector2(-160, 60)
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nodes/fragment/3/position = Vector2(-120, 660)
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nodes/fragment/4/position = Vector2(260, 320)
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shader_type spatial;
uniform float blendSharpness;
uniform float specular = 0.0;
uniform vec4 albedoTint : source_color = vec4(1.0);
uniform float roughnessMultiplier = 1.0;
uniform vec4 floorAlbedoTint : source_color = vec4(1.0);
uniform float floorRoughnessMultiplier = 1.0;
uniform sampler2D textureMap : source_color;
uniform sampler2D roughnessMap : hint_roughness_gray;
uniform sampler2D normalMap : hint_normal;
uniform sampler2D heightMap : hint_default_white;
uniform float normalMapStrength : hint_range(0, 1) = 1.0;
uniform float uvScale = 1.0;
uniform bool enableFloor = false;
uniform sampler2D floorTextureMap : source_color;
uniform sampler2D floorRoughnessMap : hint_roughness_gray;
uniform sampler2D floorNormalMap : hint_normal;
uniform sampler2D floorHeightMap : hint_default_white;
uniform float floorUvScale = 1.0;
uniform bool enablePom = true;
uniform int heightMinLayers = 8;
uniform int heightMaxLayers = 64;
uniform float heightScale = 1.0;
varying vec3 worldPos;
varying vec3 worldNormal;
void vertex() {
// Transform the vertex position to world space
worldPos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
// Transform the vertex normal to world space
worldNormal = normalize((MODEL_MATRIX * vec4(NORMAL, 0.0)).xyz);
}
// TODO conditionals...
vec2 scaleUV(float yDot, vec2 uv) {
return uv * (enableFloor && yDot > 0.0 ? floorUvScale : uvScale);
}
// TODO conditionals...
vec4 sampleColor(float yDot, vec2 uv) {
return enableFloor && yDot > 0.0 ? texture(floorTextureMap, uv)*floorAlbedoTint : texture(textureMap, uv)*albedoTint;
}
// TODO conditionals...
vec4 sampleRoughness(float yDot, vec2 uv) {
return enableFloor && yDot > 0.0 ? texture(floorRoughnessMap, uv)*floorRoughnessMultiplier : texture(roughnessMap, uv)*roughnessMultiplier;
}
// TODO conditionals...
vec4 sampleHeight(float yDot, vec2 uv) {
return enableFloor && yDot > 0.0 ? texture(floorHeightMap, uv) : texture(heightMap, uv);
}
// TODO conditionals...
vec4 sampleNormal(float yDot, vec2 uv) {
return enableFloor && yDot > 0.0 ? texture(floorNormalMap, uv) : texture(normalMap, uv);
}
vec4 triplanarSample(vec2 uvX, vec2 uvY, vec2 uvZ, vec3 blend, float yDot) {
// Sample the texture using the calculated texture coordinates
vec4 texColorX = texture(textureMap, uvX);
vec4 texColorY = sampleColor(yDot, uvY);
vec4 texColorZ = texture(textureMap, uvZ);
// Blend the samples together
return texColorX * blend.x
+ texColorY * blend.y
+ texColorZ * blend.z;
}
vec4 triplanarRoughness(vec2 uvX, vec2 uvY, vec2 uvZ, vec3 blend, float yDot) {
// Sample the texture using the calculated texture coordinates
vec4 texColorX = texture(textureMap, uvX);
vec4 texColorY = sampleRoughness(yDot, uvY);
vec4 texColorZ = texture(textureMap, uvZ);
// Blend the samples together
return texColorX * blend.x
+ texColorY * blend.y
+ texColorZ * blend.z;
}
// The simplest appoach suggested in the goat's article:
// https://bgolus.medium.com/normal-mapping-for-a-triplanar-shader-10bf39dca05a
vec3 triplanarNormal(float yDot, vec2 uvX, vec2 uvY, vec2 uvZ, vec3 blend) {
// Tangent space normal maps
vec3 tnormalX = texture(normalMap, uvX).rgb;
vec3 tnormalY = sampleNormal(yDot, uvY).rgb;
vec3 tnormalZ = texture(normalMap, uvZ).rgb;
// Get the sign (-1 or 1) of the surface normal
vec3 axisSign = sign(worldNormal);
// Flip tangent normal z to account for surface normal facing
tnormalX.z *= axisSign.x;
tnormalY.z *= axisSign.y;
tnormalZ.z *= axisSign.z;
// Swizzle tangent normals to match world orientation and triblend
return normalize(
tnormalX.zyx * blend.x +
tnormalY.xzy * blend.y +
tnormalZ.xyz * blend.z
);
}
// Adapted from the tutorial. Changed to accept a viewDir which represents each plane.
// https://www.youtube.com/watch?v=LrnE5f3h2SU
vec2 pomUV(float yDot, vec2 m_base_uv, vec3 viewDir) {
float viewDot = dot(viewDir, vec3(1, 0, 0));
float minLayers = float(min(heightMinLayers, heightMaxLayers));
float maxLayers = float(max(heightMinLayers, heightMaxLayers));
float numLayers = mix(maxLayers, minLayers, abs(viewDot));
numLayers = clamp(numLayers, minLayers, maxLayers);
float layerDepth = 1.0f / numLayers;
vec2 uvOffset = viewDir.xy * heightScale / numLayers;
// tracks how "deep" we are on each iteration
float currentLayerDepth = 0.0;
// tracks how deep the heightmap; adjusted on each iteration as UVs shift
float depthMapValue = 1.0 - sampleHeight(yDot, m_base_uv).r;
// loop until the current layer is deeper than the heightmap (hit)
// the 100 iteration cap is because I'm paranoid
for (int i = 0; i < 100 && currentLayerDepth < depthMapValue; i++) {
m_base_uv -= uvOffset;
depthMapValue = 1.0 - sampleHeight(yDot, m_base_uv).r;
currentLayerDepth += layerDepth;
}
// occlusion (interpolate with prev value)
vec2 prevUV = m_base_uv + uvOffset;
float afterDepth = depthMapValue - currentLayerDepth;
float beforeDepth = 1.0 - sampleHeight(yDot, prevUV).r - currentLayerDepth + layerDepth;
float weight = afterDepth / (afterDepth - beforeDepth);
m_base_uv = prevUV * weight + m_base_uv * (1.0 - weight);
return m_base_uv;
}
void fragment() {
// Calculate blending
float yDot = dot(worldNormal, vec3(0.0, 1.0, 0.0));
vec3 blend = vec3(
smoothstep(blendSharpness, 1.0, abs(dot(worldNormal, vec3(1.0, 0.0, 0.0)))),
smoothstep(blendSharpness, 1.0, abs(yDot)),
smoothstep(blendSharpness, 1.0, abs(dot(worldNormal, vec3(0.0, 0.0, 1.0))))
);
// view dir will be swizzled to match coordinates
vec3 viewDir = normalize(CAMERA_POSITION_WORLD - worldPos);
// Calculate texture coordinates
vec2 texCoordX = worldPos.zy * uvScale;
vec2 texCoordY = scaleUV(yDot, worldPos.zx);
vec2 texCoordZ = worldPos.xy * uvScale;
// TODO conditionals...
if (enablePom) {
texCoordX = pomUV(yDot, texCoordX, viewDir.zyx);
texCoordY = pomUV(yDot, texCoordY, viewDir.zxy);
texCoordZ = pomUV(yDot, texCoordZ, viewDir.xyz);
}
// sample and output
SPECULAR = specular;
ALBEDO = triplanarSample(texCoordX, texCoordY, texCoordZ, blend, yDot).rgb;
ROUGHNESS = triplanarRoughness(texCoordX, texCoordY, texCoordZ, blend, yDot).r;
NORMAL = mix(worldNormal, triplanarNormal(yDot, texCoordX, texCoordY, texCoordZ, blend), normalMapStrength);
NORMAL = normalize((VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz);
}
//void light() {
// // Called for every pixel for every light affecting the material.
// // Uncomment to replace the default light processing function with this one.
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[ext_resource type="Texture2D" uid="uid://b5vh20x8tvigd" path="res://assets/materials/walls/textures/patterned_paving_02_nor_gl_4k.png" id="3_ytvoj"]
[ext_resource type="Texture2D" uid="uid://q8t2qoldgk82" path="res://assets/materials/walls/textures/patterned_paving_02_diff_4k.jpg" id="4_4ogtk"]
[ext_resource type="Texture2D" uid="uid://dd7n608qw6wjy" path="res://assets/materials/walls/textures/patterned_paving_02_rough_4k.png" id="4_4vhk1"]
[ext_resource type="Texture2D" uid="uid://cp25nnta7haq1" path="res://assets/materials/walls/textures/rock_wall_03_disp_4k.png" id="5_0ulld"]
[ext_resource type="Texture2D" uid="uid://mc1ioc2s54jx" path="res://assets/materials/walls/textures/rock_wall_03_nor_gl_4k.png" id="6_llsjo"]
[ext_resource type="Texture2D" uid="uid://ne3nxvx6338v" path="res://assets/materials/walls/textures/rock_wall_03_diff_4k.jpg" id="7_l87d0"]
[ext_resource type="Texture2D" uid="uid://wky0g4ab2rsf" path="res://assets/materials/walls/textures/rock_wall_03_rough_4k.png" id="8_ytvoj"]
[resource]
render_priority = 0
shader = ExtResource("1_i648i")
shader_parameter/blendSharpness = 0.0
shader_parameter/specular = 0.08
shader_parameter/albedoTint = Color(1, 1, 1, 1)
shader_parameter/roughnessMultiplier = 1.0
shader_parameter/floorAlbedoTint = Color(0.99232787, 0.92830753, 0.851413, 1)
shader_parameter/floorRoughnessMultiplier = 1.0
shader_parameter/textureMap = ExtResource("7_l87d0")
shader_parameter/roughnessMap = ExtResource("8_ytvoj")
shader_parameter/normalMap = ExtResource("6_llsjo")
shader_parameter/heightMap = ExtResource("5_0ulld")
shader_parameter/normalMapStrength = 1.0
shader_parameter/uvScale = 0.3
shader_parameter/enableFloor = true
shader_parameter/floorTextureMap = ExtResource("4_4ogtk")
shader_parameter/floorRoughnessMap = ExtResource("4_4vhk1")
shader_parameter/floorNormalMap = ExtResource("3_ytvoj")
shader_parameter/floorHeightMap = ExtResource("2_4vhk1")
shader_parameter/floorUvScale = 0.5
shader_parameter/enablePom = true
shader_parameter/heightMinLayers = 8
shader_parameter/heightMaxLayers = 64
shader_parameter/heightScale = 0.2

View File

@@ -0,0 +1,33 @@
[gd_resource type="ShaderMaterial" load_steps=6 format=3 uid="uid://cy7yon430rfy3"]
[ext_resource type="Shader" uid="uid://clgsf8uqgmqa6" path="res://assets/materials/walls/walls.gdshader" id="1_roy1o"]
[ext_resource type="Texture2D" uid="uid://dunt7q5302f8i" path="res://assets/materials/walls/textures/wood_planks_dirt_disp_4k.png" id="2_roy1o"]
[ext_resource type="Texture2D" uid="uid://cju0ury64ricq" path="res://assets/materials/walls/textures/wood_planks_dirt_nor_gl_4k.png" id="3_ff2cr"]
[ext_resource type="Texture2D" uid="uid://b8ukrfsw0x6q6" path="res://assets/materials/walls/textures/wood_planks_dirt_rough_4k.png" id="4_ob11h"]
[ext_resource type="Texture2D" uid="uid://dm31fykckwfts" path="res://assets/materials/walls/textures/wood_planks_dirt_diff_4k.jpg" id="5_gbaep"]
[resource]
render_priority = 0
shader = ExtResource("1_roy1o")
shader_parameter/blendSharpness = 0.0
shader_parameter/specular = 0.08
shader_parameter/albedoTint = Color(1, 1, 1, 1)
shader_parameter/roughnessMultiplier = 1.0
shader_parameter/floorAlbedoTint = Color(0.6487552, 0.5087499, 0.40841186, 1)
shader_parameter/floorRoughnessMultiplier = 1.0
shader_parameter/textureMap = ExtResource("5_gbaep")
shader_parameter/roughnessMap = ExtResource("4_ob11h")
shader_parameter/normalMap = ExtResource("3_ff2cr")
shader_parameter/heightMap = ExtResource("2_roy1o")
shader_parameter/normalMapStrength = 1.0
shader_parameter/uvScale = 0.3
shader_parameter/enableFloor = true
shader_parameter/floorTextureMap = ExtResource("5_gbaep")
shader_parameter/floorRoughnessMap = ExtResource("4_ob11h")
shader_parameter/floorNormalMap = ExtResource("3_ff2cr")
shader_parameter/floorHeightMap = ExtResource("2_roy1o")
shader_parameter/floorUvScale = 0.5
shader_parameter/enablePom = true
shader_parameter/heightMinLayers = 8
shader_parameter/heightMaxLayers = 64
shader_parameter/heightScale = 1.0

Binary file not shown.

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View File

@@ -1,4 +1,4 @@
[gd_scene load_steps=13 format=3 uid="uid://dmkw8cmalm5k"]
[gd_scene load_steps=10 format=3 uid="uid://dmkw8cmalm5k"]
[ext_resource type="PackedScene" uid="uid://bei4nhkf8lwdo" path="res://player_controller/PlayerController.tscn" id="1_2vsi6"]
[ext_resource type="Texture2D" uid="uid://ca4kkq3w8cd4n" path="res://assets/sky/sky_15_2k.png" id="2_ruo5i"]
@@ -22,26 +22,13 @@ tonemap_mode = 4
ssao_enabled = true
ssil_enabled = true
sdfgi_use_occlusion = true
fog_light_energy = 0.0
fog_light_color = Color(1, 1, 1, 1)
fog_density = 0.001
fog_sky_affect = 0.121
volumetric_fog_enabled = true
volumetric_fog_density = 0.005
volumetric_fog_albedo = Color(0.66990036, 0.47894412, 0.44653797, 1)
volumetric_fog_density = 0.004
volumetric_fog_emission = Color(1, 1, 1, 1)
volumetric_fog_emission_energy = 0.1
volumetric_fog_length = 200.0
[sub_resource type="FastNoiseLite" id="FastNoiseLite_wxle6"]
seed = 22
frequency = 1.0
[sub_resource type="NoiseTexture3D" id="NoiseTexture3D_pxgdh"]
noise = SubResource("FastNoiseLite_wxle6")
[sub_resource type="FogMaterial" id="FogMaterial_ukfuy"]
density = 0.3
height_falloff = 0.07596937
edge_fade = 6.625852
density_texture = SubResource("NoiseTexture3D_pxgdh")
volumetric_fog_anisotropy = 0.6
[node name="Main" type="Node3D"]
@@ -53,8 +40,9 @@ environment = SubResource("Environment_1bvp3")
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
transform = Transform3D(-0.78043425, 0.15240018, 0.60637933, 0.17673612, -0.8765135, 0.44775894, 0.5997381, 0.4566158, 0.6571267, 0, 0, 0)
light_color = Color(0.9999997, 0.92698854, 0.88834643, 1)
light_energy = 5.0
light_color = Color(0.99999934, 0.76777613, 0.6549227, 1)
light_energy = 2.0
light_volumetric_fog_energy = 2.0
shadow_enabled = true
shadow_opacity = 0.95
shadow_blur = 2.435
@@ -74,7 +62,3 @@ transform = Transform3D(0.09033705, 0, 0.99591124, 0, 1, 0, -0.99591124, 0, 0.09
[node name="Water" parent="." instance=ExtResource("12_i2xii")]
transform = Transform3D(10000, 0, 0, 0, 1, 0, 0, 0, 10000, 0, 4.03932, -186.25941)
[node name="FogVolume" type="FogVolume" parent="."]
transform = Transform3D(500, 0, 0, 0, 200, 0, 0, 0, 500, 0, 0, 0)
material = SubResource("FogMaterial_ukfuy")

View File

@@ -1,4 +1,4 @@
[gd_scene load_steps=43 format=3 uid="uid://bei4nhkf8lwdo"]
[gd_scene load_steps=45 format=3 uid="uid://bei4nhkf8lwdo"]
[ext_resource type="Script" uid="uid://bbbrf5ckydfna" path="res://player_controller/Scripts/PlayerController.cs" id="1_poq2x"]
[ext_resource type="Resource" uid="uid://bl5crtu1gkrtr" path="res://systems/inputs/base_mode/base_mode.tres" id="3_cresl"]
@@ -44,6 +44,16 @@
[sub_resource type="CapsuleMesh" id="CapsuleMesh_xc2g5"]
height = 1.7
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_nodcl"]
transparency = 1
albedo_color = Color(0, 0.627451, 0.6313726, 0.49019608)
[sub_resource type="CylinderMesh" id="CylinderMesh_nodcl"]
material = SubResource("StandardMaterial3D_nodcl")
top_radius = 0.2
bottom_radius = 0.2
height = 1.0
[sub_resource type="CanvasItemMaterial" id="CanvasItemMaterial_2q0ik"]
blend_mode = 1
@@ -128,8 +138,7 @@ MantleHeightCastStart = 1.5
[node name="Bobbing" type="Node3D" parent="."]
script = ExtResource("10_7wk1w")
BobbingFrequency = 3.0
BobbingAmplitude = 0.05
BobbingAmplitude = 0.0
[node name="FieldOfView" type="Node3D" parent="."]
script = ExtResource("12_m2mxi")
@@ -185,6 +194,12 @@ transform = Transform3D(1, 0, 0, 0, 0.173648, -0.984808, 0, 0.984808, 0.173648,
ThrowForce = 15.0
StraightThrowDuration = 0.05
[node name="DashIndicator" type="Node3D" parent="."]
[node name="DashIndicatorMesh" type="MeshInstance3D" parent="DashIndicator"]
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 0, 0, -1)
mesh = SubResource("CylinderMesh_nodcl")
[node name="DashCooldown" type="Timer" parent="."]
one_shot = true
@@ -202,7 +217,6 @@ offset_left = 1524.0
offset_top = 1.0
offset_right = -8.0
offset_bottom = 1.0
enabled = false
initial_node_to_watch = NodePath("../StateChart")
[node name="UI" type="CanvasLayer" parent="."]

View File

@@ -6,14 +6,6 @@ using Movementtests.systems;
using Movementtests.player_controller.Scripts;
using RustyOptions;
public enum JumpTypes
{
SimpleJump,
DoubleJump,
JumpFromDash,
JumpFromWall
}
public partial class PlayerController : CharacterBody3D
{
// User API to important child nodes.
@@ -33,6 +25,9 @@ public partial class PlayerController : CharacterBody3D
public PlayerUi PlayerUi;
public TextureRect DashIndicator;
public ColorRect PowerCooldownIndicator;
public Node3D DashIndicatorNode;
public MeshInstance3D DashIndicatorMesh;
public CylinderMesh DashIndicatorMeshCylinder;
private bool _movementEnabled = true;
@@ -217,6 +212,10 @@ public partial class PlayerController : CharacterBody3D
PowerCooldownIndicator.Visible = false;
EmpoweredActionsLeft = MaxNumberOfEmpoweredActions;
_targetSpeed = WalkSpeed;
DashIndicatorNode = GetNode<Node3D>("DashIndicator");
DashIndicatorMesh = GetNode<MeshInstance3D>("DashIndicator/DashIndicatorMesh");
DashIndicatorMeshCylinder = DashIndicatorMesh.Mesh as CylinderMesh;
DashIndicatorMesh.Visible = false;
// Node3D mapNode = GetTree().Root.FindChild("Map", true, false) as Node3D;
@@ -704,6 +703,8 @@ public partial class PlayerController : CharacterBody3D
}
DashSystem.StartPreparingDash();
DashIndicatorMesh.Visible = true;
if (!isOnFloorCustom())
ReduceTimeScaleWhileAiming();
}
@@ -711,12 +712,17 @@ public partial class PlayerController : CharacterBody3D
{
RotateWeaponWithPlayer();
DashIndicatorMeshCylinder.Height = DashSystem.PlannedLocation.DistanceTo(GlobalPosition);
DashIndicatorNode.LookAt(DashSystem.PlannedLocation);
if (CanPerformEmpoweredAction())
DashSystem.PrepareDash();
}
public void OnAimingExited()
{
DashSystem.StopPreparingDash();
DashIndicatorMesh.Visible = false;
}
public void DashToFlyingWeapon()
@@ -1078,6 +1084,20 @@ public partial class PlayerController : CharacterBody3D
LookAround();
CameraModifications((float) delta);
HandleStairs((float) delta);
if (WeaponSystem.InHandState.Active && !_aiming.Active)
{
DashIndicatorMesh.Visible = false;
}
if (!WeaponSystem.InHandState.Active)
{
DashIndicatorMesh.Visible = true;
DashIndicatorMeshCylinder.Height = WeaponSystem.GlobalPosition.DistanceTo(GlobalPosition) * 2;
DashIndicatorNode.LookAt(WeaponSystem.GlobalPosition);
}
}
}

View File

@@ -15,7 +15,7 @@ warnings/check_invalid_track_paths=false
[application]
config/name="Movement tests"
run/main_scene="uid://pk8ypa04qy6x"
run/main_scene="uid://dmkw8cmalm5k"
config/features=PackedStringArray("4.5", "C#", "Forward Plus")
config/icon="res://icon.svg"
@@ -133,5 +133,5 @@ copy_path="res://scenes"
[rendering]
textures/vram_compression/import_etc2_astc=true
environment/volumetric_fog/volume_size=192
environment/volumetric_fog/volume_depth=192
environment/volumetric_fog/volume_size=256
environment/volumetric_fog/volume_depth=256

View File

@@ -128,5 +128,6 @@ public partial class DashSystem: Node3D
public void StartPreparingDash()
{
_dashTarget.SetVisible(true);
}
}

View File

@@ -6,6 +6,12 @@ namespace Movementtests.systems;
public partial class WeaponSystem : RigidBody3D
{
[Signal]
public delegate void WeaponThrownEventHandler();
[Signal]
public delegate void WeaponRetrievedEventHandler();
[Export(PropertyHint.Range, "0,100,1,or_greater")]
public float ThrowForce { get; set; } = 1f;
[Export(PropertyHint.Range, "0,0.2,0.01,or_greater")]
@@ -26,6 +32,11 @@ public partial class WeaponSystem : RigidBody3D
private Vector3 _throwDirection;
public Vector3 PlantLocation { get; set; }
public Vector3 PlantNormal { get; set; }
public MeshInstance3D WeaponLocationIndicator { get; set; }
public StandardMaterial3D WeaponLocationIndicatorMaterial { get; set; }
public MeshInstance3D WeaponMesh { get; set; }
public StandardMaterial3D WeaponMaterial { get; set; }
public void Init(Node3D head, Camera3D camera)
{
@@ -36,6 +47,13 @@ public partial class WeaponSystem : RigidBody3D
InHandState = StateChartState.Of(GetNode("StateChart/Root/InHand"));
FlyingState = StateChartState.Of(GetNode("StateChart/Root/Flying"));
PlantedState = StateChartState.Of(GetNode("StateChart/Root/Planted"));
WeaponLocationIndicator = GetNode<MeshInstance3D>("WeaponLocationIndicator");
WeaponLocationIndicator.Visible = false;
WeaponLocationIndicatorMaterial = WeaponLocationIndicator.GetActiveMaterial(0) as StandardMaterial3D;
WeaponMesh = GetNode<MeshInstance3D>("Weapon");
WeaponMaterial = WeaponMesh.GetActiveMaterial(0) as StandardMaterial3D;
_tweenQueueSystem = GetNode<TweenQueueSystem>("TweenQueueSystem");
_tweenQueueSystem.Init(this);
@@ -44,11 +62,30 @@ public partial class WeaponSystem : RigidBody3D
Freeze = true;
BodyEntered += OnThrownWeaponReachesGround;
InHandState.StateExited += WeaponLeft;
InHandState.StateEntered += WeaponBack;
}
public void WeaponLeft()
{
WeaponLocationIndicator.Visible = true;
WeaponMaterial!.UseFovOverride = false;
EmitSignalWeaponThrown();
}
public void WeaponBack()
{
WeaponLocationIndicator.Visible = false;
WeaponMaterial!.UseFovOverride = true;
EmitSignalWeaponRetrieved();
}
public void ThrowWeapon(Vector3 end, bool hasHit, Vector3 collisionLocation, Vector3 collisionNormal)
{
_weaponState.SendEvent("throw");
WeaponLocationIndicatorMaterial.StencilColor = new Color(1f, 1f, 1f);
_throwDirection = (end - GlobalPosition).Normalized();
PlantLocation = collisionLocation;
@@ -71,6 +108,9 @@ public partial class WeaponSystem : RigidBody3D
public void PlantWeaponInWall()
{
_weaponState.SendEvent("plant");
WeaponLocationIndicatorMaterial.StencilColor = new Color(1f, 0.2f, 0.2f);
Freeze = true;
GlobalPosition = PlantLocation;
LookAt(GlobalTransform.Origin + PlantNormal, Vector3.Up, true);

View File

@@ -1,4 +1,4 @@
[gd_scene load_steps=10 format=3 uid="uid://ckm3d6k08a72u"]
[gd_scene load_steps=13 format=3 uid="uid://ckm3d6k08a72u"]
[ext_resource type="Script" uid="uid://iii3wfto4t5b" path="res://systems/weapon/WeaponSystem.cs" id="1_csqwk"]
[ext_resource type="PackedScene" uid="uid://dbe5f0p6lvqtr" path="res://systems/tween_queue/tween_queue_system.tscn" id="2_x1nha"]
@@ -23,6 +23,29 @@ top_radius = 0.0
bottom_radius = 0.05
height = 1.0
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_svc06"]
render_priority = 1
transparency = 1
no_depth_test = true
shading_mode = 0
stencil_mode = 3
stencil_flags = 1
stencil_compare = 5
metadata/_stencil_owned = true
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_m0v1h"]
next_pass = SubResource("StandardMaterial3D_svc06")
transparency = 1
albedo_color = Color(1, 1, 1, 0)
z_clip_scale = 0.1
stencil_mode = 2
stencil_flags = 2
stencil_color = Color(1, 1, 1, 1)
stencil_outline_thickness = 0.1
[sub_resource type="SphereMesh" id="SphereMesh_jpdh0"]
material = SubResource("StandardMaterial3D_m0v1h")
[node name="Weapon" type="RigidBody3D"]
collision_layer = 4
collision_mask = 2
@@ -37,7 +60,7 @@ script = ExtResource("1_csqwk")
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0)
shape = SubResource("CylinderShape3D_avini")
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
[node name="Weapon" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0)
mesh = SubResource("CylinderMesh_x1nha")
@@ -81,3 +104,6 @@ script = ExtResource("6_jpdh0")
to = NodePath("../../InHand")
event = &"recover"
delay_in_seconds = "0.0"
[node name="WeaponLocationIndicator" type="MeshInstance3D" parent="."]
mesh = SubResource("SphereMesh_jpdh0")