Fix breakable wall lighting (hopefully)
This commit is contained in:
@@ -6394,7 +6394,7 @@ subdivide_width = 1
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subdivide_depth = 1
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subdivide_depth = 1
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[sub_resource type="BoxShape3D" id="BoxShape3D_0f351"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_0f351"]
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size = Vector3(38.8035, 9.62897, 38.2003)
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size = Vector3(38.8035, 9.62897, 46.1175)
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[node name="BreakableWallRoom" type="Node3D"]
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[node name="BreakableWallRoom" type="Node3D"]
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script = ExtResource("1_afm5x")
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script = ExtResource("1_afm5x")
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@@ -6415,6 +6415,7 @@ surface_material_override/0 = ExtResource("4_lctjc")
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[node name="BASIN ROOM" type="MeshInstance3D" parent="Model/Special Room - Secret "]
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[node name="BASIN ROOM" type="MeshInstance3D" parent="Model/Special Room - Secret "]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.35381, 3.52938, -22.7395)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.35381, 3.52938, -22.7395)
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extra_cull_margin = 100.0
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mesh = SubResource("ArrayMesh_lbdmg")
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mesh = SubResource("ArrayMesh_lbdmg")
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skeleton = NodePath("")
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skeleton = NodePath("")
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@@ -7117,10 +7118,30 @@ mesh = SubResource("PlaneMesh_tk2fq")
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[node name="Lights" type="Node3D" parent="."]
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[node name="Lights" type="Node3D" parent="."]
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[node name="OmniLight3D" type="OmniLight3D" parent="Lights"]
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[node name="OmniLight3D" type="OmniLight3D" parent="Lights"]
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unique_name_in_owner = true
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.28289, 6.83228, -22.9654)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.28289, 6.83228, -22.9654)
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light_energy = 2.049
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visible = false
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light_indirect_energy = 0.0
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light_volumetric_fog_energy = 0.0
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light_bake_mode = 1
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shadow_enabled = true
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shadow_enabled = true
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omni_range = 13.126
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shadow_opacity = 0.47
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shadow_caster_mask = 4294967294
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distance_fade_enabled = true
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distance_fade_begin = 100.0
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distance_fade_length = 100.0
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omni_range = 20.0
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omni_attenuation = -1.001
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[node name="OmniLight3D3" type="OmniLight3D" parent="Lights"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.28289, 6.83228, -22.9654)
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light_bake_mode = 1
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shadow_enabled = true
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shadow_opacity = 0.47
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shadow_caster_mask = 4294967294
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distance_fade_begin = 100.0
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distance_fade_length = 100.0
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omni_range = 207.338
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[node name="SpotLight3D" type="SpotLight3D" parent="Lights"]
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[node name="SpotLight3D" type="SpotLight3D" parent="Lights"]
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transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, -6.48285, 10.36, -0.0214838)
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transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, -6.48285, 10.36, -0.0214838)
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@@ -7162,5 +7183,5 @@ monitoring = false
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monitorable = false
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monitorable = false
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[node name="CollisionShape3D" type="CollisionShape3D" parent="OutsideArea"]
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[node name="CollisionShape3D" type="CollisionShape3D" parent="OutsideArea"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.920048, -0.14129, -11.8054)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.920048, -0.14129, -15.764)
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shape = SubResource("BoxShape3D_0f351")
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shape = SubResource("BoxShape3D_0f351")
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@@ -13,6 +13,8 @@ public partial class BreakableWallRoom : Node3D
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[Node] public ExplodableWall ExplodableWall { get; set; }
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[Node] public ExplodableWall ExplodableWall { get; set; }
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[Node] public OmniLight3D OmniLight3D { get; set; }
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public void OnReady()
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public void OnReady()
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{
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{
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@@ -31,6 +33,7 @@ public partial class BreakableWallRoom : Node3D
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{
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{
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if (!ExplodableWall.IsExploded)
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if (!ExplodableWall.IsExploded)
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return;
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return;
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OmniLight3D.Visible = true;
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WorldEnvironment.Environment = GD.Load<Environment>($"res://src/map/dungeon/rooms/Special Rooms/OutsideEnvironment.tres");
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WorldEnvironment.Environment = GD.Load<Environment>($"res://src/map/dungeon/rooms/Special Rooms/OutsideEnvironment.tres");
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WorldEnvironment.CameraAttributes = GD.Load<CameraAttributesPractical>($"res://src/map/dungeon/rooms/Special Rooms/OutsideEnvironmentCameraAtt.tres");
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WorldEnvironment.CameraAttributes = GD.Load<CameraAttributesPractical>($"res://src/map/dungeon/rooms/Special Rooms/OutsideEnvironmentCameraAtt.tres");
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}
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}
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