mostly near final version of true route GOG room + planter blasts
@@ -318,22 +318,20 @@ jolt_physics_3d/simulation/areas_detect_static_bodies=true
|
||||
|
||||
textures/canvas_textures/default_texture_filter=0
|
||||
textures/lossless_compression/force_png=true
|
||||
lights_and_shadows/directional_shadow/size=2048
|
||||
lights_and_shadows/directional_shadow/soft_shadow_filter_quality=4
|
||||
lights_and_shadows/directional_shadow/16_bits=false
|
||||
lights_and_shadows/positional_shadow/soft_shadow_filter_quality=3
|
||||
lights_and_shadows/positional_shadow/soft_shadow_filter_quality=4
|
||||
lights_and_shadows/positional_shadow/atlas_16_bits=false
|
||||
global_illumination/voxel_gi/quality=1
|
||||
textures/default_filters/anisotropic_filtering_level=0
|
||||
anti_aliasing/quality/msaa_2d=1
|
||||
anti_aliasing/quality/msaa_3d=1
|
||||
anti_aliasing/quality/msaa_2d=2
|
||||
anti_aliasing/quality/msaa_3d=2
|
||||
environment/screen_space_reflection/roughness_quality=2
|
||||
environment/subsurface_scattering/subsurface_scattering_quality=2
|
||||
global_illumination/sdfgi/probe_ray_count=2
|
||||
global_illumination/sdfgi/frames_to_update_lights=1
|
||||
lights_and_shadows/tighter_shadow_caster_culling=false
|
||||
anti_aliasing/quality/screen_space_aa=1
|
||||
mesh_lod/lod_change/threshold_pixels=0.0
|
||||
2d/snap/snap_2d_transforms_to_pixel=true
|
||||
2d/snap/snap_2d_vertices_to_pixel=true
|
||||
lights_and_shadows/positional_shadow/atlas_quadrant_0_subdiv=3
|
||||
lights_and_shadows/positional_shadow/atlas_quadrant_1_subdiv=3
|
||||
|
||||
BIN
Zennysoft.Game.Ma/src/audio/amb/amb_ocean.ogg
Normal file
19
Zennysoft.Game.Ma/src/audio/amb/amb_ocean.ogg.import
Normal file
@@ -0,0 +1,19 @@
|
||||
[remap]
|
||||
|
||||
importer="oggvorbisstr"
|
||||
type="AudioStreamOggVorbis"
|
||||
uid="uid://cgk17d8erskht"
|
||||
path="res://.godot/imported/amb_ocean.ogg-01a11020be2db82b0e22d1423cb26aa3.oggvorbisstr"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://src/audio/amb/amb_ocean.ogg"
|
||||
dest_files=["res://.godot/imported/amb_ocean.ogg-01a11020be2db82b0e22d1423cb26aa3.oggvorbisstr"]
|
||||
|
||||
[params]
|
||||
|
||||
loop=false
|
||||
loop_offset=0
|
||||
bpm=0
|
||||
beat_count=0
|
||||
bar_beats=4
|
||||
@@ -19,33 +19,33 @@ public partial class Michael : Enemy2D, IHavePatrolBehavior, IHaveEngagePlayerBe
|
||||
|
||||
public void OnReady()
|
||||
{
|
||||
FollowBehavior.Init(NavigationAgent);
|
||||
PatrolBehavior.Init(NavigationAgent);
|
||||
PatrolBehavior.HomePosition = GlobalPosition;
|
||||
PatrolBehavior.OnVelocityComputed += OnVelocityComputed;
|
||||
FollowBehavior.OnVelocityComputed += OnVelocityComputed;
|
||||
EngagePlayerBehavior.TakeAction += EngagePlayerBehavior_TakeAction;
|
||||
EngagePlayerBehavior.AcquireTarget += EngagePlayerBehavior_AcquireTarget;
|
||||
PlayerDetector.BodyEntered += PlayerDetector_BodyEntered;
|
||||
PlayerDetector.BodyExited += PlayerDetector_BodyExited;
|
||||
SetPhysicsProcess(true);
|
||||
FollowBehavior.Init(NavigationAgent);
|
||||
PatrolBehavior.Init(NavigationAgent);
|
||||
PatrolBehavior.HomePosition = GlobalPosition;
|
||||
PatrolBehavior.OnVelocityComputed += OnVelocityComputed;
|
||||
FollowBehavior.OnVelocityComputed += OnVelocityComputed;
|
||||
EngagePlayerBehavior.TakeAction += EngagePlayerBehavior_TakeAction;
|
||||
EngagePlayerBehavior.AcquireTarget += EngagePlayerBehavior_AcquireTarget;
|
||||
PlayerDetector.BodyEntered += PlayerDetector_BodyEntered;
|
||||
PlayerDetector.BodyExited += PlayerDetector_BodyExited;
|
||||
SetPhysicsProcess(true);
|
||||
}
|
||||
|
||||
public void OnResolved()
|
||||
{
|
||||
_enemyLogic.Input(new EnemyLogic.Input.Patrol());
|
||||
_enemyLogic.Input(new EnemyLogic.Input.Patrol());
|
||||
}
|
||||
|
||||
public override void Move() => EnemyModelView.PlayIdleAnimation();
|
||||
|
||||
public new void OnExitTree()
|
||||
{
|
||||
base.OnExitTree();
|
||||
PatrolBehavior.OnVelocityComputed -= OnVelocityComputed;
|
||||
FollowBehavior.OnVelocityComputed -= OnVelocityComputed;
|
||||
EngagePlayerBehavior.TakeAction -= EngagePlayerBehavior_TakeAction;
|
||||
EngagePlayerBehavior.AcquireTarget -= EngagePlayerBehavior_AcquireTarget;
|
||||
PlayerDetector.BodyEntered -= PlayerDetector_BodyEntered;
|
||||
PlayerDetector.BodyExited -= PlayerDetector_BodyExited;
|
||||
base.OnExitTree();
|
||||
PatrolBehavior.OnVelocityComputed -= OnVelocityComputed;
|
||||
FollowBehavior.OnVelocityComputed -= OnVelocityComputed;
|
||||
EngagePlayerBehavior.TakeAction -= EngagePlayerBehavior_TakeAction;
|
||||
EngagePlayerBehavior.AcquireTarget -= EngagePlayerBehavior_AcquireTarget;
|
||||
PlayerDetector.BodyEntered -= PlayerDetector_BodyEntered;
|
||||
PlayerDetector.BodyExited -= PlayerDetector_BodyExited;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,9 @@
|
||||
[gd_resource type="VisualShader" format=3 uid="uid://dkpdbgolur736"]
|
||||
|
||||
[resource]
|
||||
code = "shader_type spatial;
|
||||
render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_lambert, specular_schlick_ggx;
|
||||
|
||||
|
||||
|
||||
"
|
||||
@@ -1,4 +1,4 @@
|
||||
[gd_scene load_steps=502 format=4 uid="uid://c1b40cih6aoqd"]
|
||||
[gd_scene load_steps=558 format=4 uid="uid://c1b40cih6aoqd"]
|
||||
|
||||
[ext_resource type="Texture2D" uid="uid://cuamg0vmjxlh6" path="res://src/enemy/enemy_types/06. Planter/Chariot Planter_metal_0065_color_1k.jpg" id="1_mfqpx"]
|
||||
[ext_resource type="Texture2D" uid="uid://b5t8j1qyeiylk" path="res://src/enemy/enemy_types/06. Planter/Chariot Planter_metal_0065_metallic_1k.png" id="2_dj1co"]
|
||||
@@ -374,7 +374,8 @@
|
||||
[ext_resource type="Texture2D" uid="uid://cegfsxdx7g361" path="res://src/enemy/enemy_types/06. Planter/Animation Frames/Side/0238.webp" id="372_2qccs"]
|
||||
[ext_resource type="Texture2D" uid="uid://c8fuc7x6i365r" path="res://src/enemy/enemy_types/06. Planter/Animation Frames/Side/0240.webp" id="373_ardlk"]
|
||||
[ext_resource type="Texture2D" uid="uid://dpp6843bvoigd" path="res://src/enemy/enemy_types/06. Planter/Animation Frames/Side/0242.webp" id="374_sgbrc"]
|
||||
[ext_resource type="Texture2D" uid="uid://cv83xpm5cd8mv" path="res://src/vfx/Enemy/chariot_blast.png" id="375_3734s"]
|
||||
[ext_resource type="Texture2D" uid="uid://c6y4s5ei4ncfu" path="res://src/vfx/Enemy/planter_blast_r.png" id="375_3b478"]
|
||||
[ext_resource type="Texture2D" uid="uid://v1lji6ask1y2" path="res://src/vfx/Enemy/planter_close.png" id="376_nwi43"]
|
||||
[ext_resource type="Texture2D" uid="uid://bjlv5d7xgxq45" path="res://src/vfx/Enemy/chariot_projectile/tile000.png" id="446_kdla4"]
|
||||
[ext_resource type="Texture2D" uid="uid://btoglwx2farou" path="res://src/vfx/Enemy/chariot_projectile/tile001.png" id="447_sogr3"]
|
||||
[ext_resource type="Texture2D" uid="uid://byllvvylyfyjw" path="res://src/vfx/Enemy/chariot_projectile/tile002.png" id="448_aaefi"]
|
||||
@@ -1810,205 +1811,595 @@ _data = {
|
||||
&"RESET": SubResource("Animation_mud4o")
|
||||
}
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_t2d7k"]
|
||||
atlas = ExtResource("375_3734s")
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_m671b"]
|
||||
atlas = ExtResource("375_3b478")
|
||||
region = Rect2(0, 0, 512, 512)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_fwkqx"]
|
||||
atlas = ExtResource("375_3b478")
|
||||
region = Rect2(512, 0, 512, 512)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_whvr3"]
|
||||
atlas = ExtResource("375_3b478")
|
||||
region = Rect2(1024, 0, 512, 512)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_ig27o"]
|
||||
atlas = ExtResource("375_3734s")
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_jocho"]
|
||||
atlas = ExtResource("375_3b478")
|
||||
region = Rect2(1536, 0, 512, 512)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_behrq"]
|
||||
atlas = ExtResource("375_3734s")
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_oql8q"]
|
||||
atlas = ExtResource("375_3b478")
|
||||
region = Rect2(2048, 0, 512, 512)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_86buh"]
|
||||
atlas = ExtResource("375_3734s")
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_jnnb5"]
|
||||
atlas = ExtResource("375_3b478")
|
||||
region = Rect2(2560, 0, 512, 512)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_p70s4"]
|
||||
atlas = ExtResource("375_3734s")
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_5j58v"]
|
||||
atlas = ExtResource("375_3b478")
|
||||
region = Rect2(3072, 0, 512, 512)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_jrkfh"]
|
||||
atlas = ExtResource("375_3734s")
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_8j684"]
|
||||
atlas = ExtResource("375_3b478")
|
||||
region = Rect2(3584, 0, 512, 512)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_mud4o"]
|
||||
atlas = ExtResource("375_3734s")
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_0bsfq"]
|
||||
atlas = ExtResource("375_3b478")
|
||||
region = Rect2(4096, 0, 512, 512)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_vxyya"]
|
||||
atlas = ExtResource("375_3734s")
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_avvvj"]
|
||||
atlas = ExtResource("375_3b478")
|
||||
region = Rect2(4608, 0, 512, 512)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_jj0f0"]
|
||||
atlas = ExtResource("375_3734s")
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_xnhpo"]
|
||||
atlas = ExtResource("375_3b478")
|
||||
region = Rect2(5120, 0, 512, 512)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_28bos"]
|
||||
atlas = ExtResource("375_3734s")
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_q8usk"]
|
||||
atlas = ExtResource("375_3b478")
|
||||
region = Rect2(5632, 0, 512, 512)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_ylf7i"]
|
||||
atlas = ExtResource("375_3734s")
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_3x2ur"]
|
||||
atlas = ExtResource("375_3b478")
|
||||
region = Rect2(6144, 0, 512, 512)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_btfu3"]
|
||||
atlas = ExtResource("375_3734s")
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_mfwry"]
|
||||
atlas = ExtResource("375_3b478")
|
||||
region = Rect2(6656, 0, 512, 512)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_yl7ba"]
|
||||
atlas = ExtResource("375_3734s")
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_6gx0j"]
|
||||
atlas = ExtResource("375_3b478")
|
||||
region = Rect2(7168, 0, 512, 512)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_katqq"]
|
||||
atlas = ExtResource("375_3734s")
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_n3ova"]
|
||||
atlas = ExtResource("375_3b478")
|
||||
region = Rect2(7680, 0, 512, 512)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_50tti"]
|
||||
atlas = ExtResource("375_3734s")
|
||||
region = Rect2(8192, 0, 512, 512)
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_nmnlv"]
|
||||
atlas = ExtResource("375_3b478")
|
||||
region = Rect2(0, 512, 512, 512)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_3uias"]
|
||||
atlas = ExtResource("375_3734s")
|
||||
region = Rect2(8704, 0, 512, 512)
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_wph3c"]
|
||||
atlas = ExtResource("375_3b478")
|
||||
region = Rect2(512, 512, 512, 512)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_e82ix"]
|
||||
atlas = ExtResource("375_3734s")
|
||||
region = Rect2(9216, 0, 512, 512)
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_q482g"]
|
||||
atlas = ExtResource("375_3b478")
|
||||
region = Rect2(1024, 512, 512, 512)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_fxpqr"]
|
||||
atlas = ExtResource("375_3734s")
|
||||
region = Rect2(9728, 0, 512, 512)
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_k3g8s"]
|
||||
atlas = ExtResource("375_3b478")
|
||||
region = Rect2(1536, 512, 512, 512)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_t50im"]
|
||||
atlas = ExtResource("375_3734s")
|
||||
region = Rect2(10240, 0, 512, 512)
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_br80t"]
|
||||
atlas = ExtResource("375_3b478")
|
||||
region = Rect2(2048, 512, 512, 512)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_pf5g7"]
|
||||
atlas = ExtResource("375_3734s")
|
||||
region = Rect2(10752, 0, 512, 512)
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_0w56i"]
|
||||
atlas = ExtResource("375_3b478")
|
||||
region = Rect2(2560, 512, 512, 512)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_0qxo1"]
|
||||
atlas = ExtResource("375_3734s")
|
||||
region = Rect2(11264, 0, 512, 512)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_q68rh"]
|
||||
atlas = ExtResource("375_3734s")
|
||||
region = Rect2(11776, 0, 512, 512)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_ou1lf"]
|
||||
atlas = ExtResource("375_3734s")
|
||||
region = Rect2(12288, 0, 512, 512)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_qbpj5"]
|
||||
atlas = ExtResource("375_3734s")
|
||||
region = Rect2(12800, 0, 512, 512)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_jd70t"]
|
||||
atlas = ExtResource("375_3734s")
|
||||
region = Rect2(13312, 0, 512, 512)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_ihqjo"]
|
||||
atlas = ExtResource("375_3734s")
|
||||
region = Rect2(13824, 0, 512, 512)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_sxhkj"]
|
||||
atlas = ExtResource("375_3734s")
|
||||
region = Rect2(14336, 0, 512, 512)
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_scdl3"]
|
||||
atlas = ExtResource("375_3b478")
|
||||
region = Rect2(3072, 512, 512, 512)
|
||||
|
||||
[sub_resource type="SpriteFrames" id="SpriteFrames_hulf2"]
|
||||
animations = [{
|
||||
"frames": [{
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_t2d7k")
|
||||
"texture": SubResource("AtlasTexture_m671b")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_ig27o")
|
||||
"texture": SubResource("AtlasTexture_fwkqx")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_behrq")
|
||||
"texture": SubResource("AtlasTexture_whvr3")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_86buh")
|
||||
"texture": SubResource("AtlasTexture_jocho")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_p70s4")
|
||||
"texture": SubResource("AtlasTexture_oql8q")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_jrkfh")
|
||||
"texture": SubResource("AtlasTexture_jnnb5")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_mud4o")
|
||||
"texture": SubResource("AtlasTexture_5j58v")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_vxyya")
|
||||
"texture": SubResource("AtlasTexture_8j684")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_jj0f0")
|
||||
"texture": SubResource("AtlasTexture_0bsfq")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_28bos")
|
||||
"texture": SubResource("AtlasTexture_avvvj")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_ylf7i")
|
||||
"texture": SubResource("AtlasTexture_xnhpo")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_btfu3")
|
||||
"texture": SubResource("AtlasTexture_q8usk")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_yl7ba")
|
||||
"texture": SubResource("AtlasTexture_3x2ur")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_katqq")
|
||||
"texture": SubResource("AtlasTexture_mfwry")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_50tti")
|
||||
"texture": SubResource("AtlasTexture_6gx0j")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_3uias")
|
||||
"texture": SubResource("AtlasTexture_n3ova")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_e82ix")
|
||||
"texture": SubResource("AtlasTexture_nmnlv")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_fxpqr")
|
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}, {
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"texture": SubResource("AtlasTexture_kpejs")
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}],
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"loop": false,
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"name": &"Planter Close Range",
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"speed": 50.0
|
||||
}]
|
||||
|
||||
[sub_resource type="SpriteFrames" id="SpriteFrames_t31ld"]
|
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animations = [{
|
||||
@@ -2389,7 +2780,7 @@ billboard = 1
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texture_filter = 0
|
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sprite_frames = SubResource("SpriteFrames_ctnrp")
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animation = &"Attack FRONT"
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frame_progress = 0.463413
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frame_progress = 0.059458
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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@@ -2400,14 +2791,16 @@ libraries = {
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}
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[node name="Attack 1" type="AnimatedSprite3D" parent="Attack VFX Player"]
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transform = Transform3D(0.84, 0, 0, 0, 0.84, 0, 0, 0, 0.84, -0.0522106, 3.2741, 0)
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transform = Transform3D(1.155, 0, 0, 0, 1.155, 0, 0, 0, 1.155, -0.0522106, 3.2741, 1.02429)
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billboard = 1
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||||
sprite_frames = SubResource("SpriteFrames_hulf2")
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frame = 26
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frame = 22
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[node name="Attack 2" type="AnimatedSprite3D" parent="Attack VFX Player"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 3.30515, 0)
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transform = Transform3D(2.675, 0, 0, 0, 2.675, 0, 0, 0, 2.675, 0, 3.30515, 0)
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texture_filter = 0
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sprite_frames = SubResource("SpriteFrames_gb534")
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animation = &""
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animation = &"Planter Close Range"
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[node name="Projectile1" type="Node3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.44543, 0)
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BIN
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detect_3d/compress_to=0
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BIN
Zennysoft.Game.Ma/src/map/assets/Posed GOG/Blocks Scene.glb
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source_file="res://src/map/assets/Posed GOG/Blocks Scene.glb"
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dest_files=["res://.godot/imported/Blocks Scene.glb-23f26ac49f590451a83063c85d92ac1b.scn"]
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nodes/root_name=""
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nodes/import_as_skeleton_bones=false
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nodes/use_node_type_suffixes=true
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meshes/ensure_tangents=true
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meshes/lightmap_texel_size=0.2
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animation/import_rest_as_RESET=false
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BIN
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nodes/import_as_skeleton_bones=false
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nodes/use_node_type_suffixes=true
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meshes/ensure_tangents=true
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meshes/generate_lods=true
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meshes/create_shadow_meshes=true
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meshes/light_baking=1
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meshes/lightmap_texel_size=0.2
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meshes/force_disable_compression=false
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skins/use_named_skins=true
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animation/import=true
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animation/fps=30
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animation/trimming=false
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animation/remove_immutable_tracks=true
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animation/import_rest_as_RESET=false
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import_script/path=""
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[deps]
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source_file="res://src/map/assets/Posed GOG/vz_dusk_ocean_back.png"
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dest_files=["res://.godot/imported/vz_dusk_ocean_back.png-c79333c98598fddb6d797487fc379954.bptc.ctex"]
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@@ -17,9 +17,9 @@ public partial class SpecialFloor : Node3D, IDungeonFloor
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public virtual void InitializeDungeon()
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{
|
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FloorIsLoaded = true;
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FloorIsLoaded = true;
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}
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public bool FloorIsLoaded { get; set; }
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public virtual (Vector3 Rotation, Vector3 Position) GetPlayerSpawnPoint() => (PlayerSpawnPoint.Rotation, new Vector3(PlayerSpawnPoint.Position.X, 0, PlayerSpawnPoint.Position.Z));
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}
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process/premult_alpha=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/channel_pack=0
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mipmaps/generate=true
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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shader_type sky;
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render_mode use_quarter_res_pass;
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|
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// Originaly based on https://godotshaders.com/shader/stylized-sky-shader-with-clouds/ but there's not much left
|
||||
|
||||
group_uniforms sky;
|
||||
uniform vec3 day_top_color : source_color = vec3( 0.1, 0.6, 1.0 );
|
||||
uniform vec3 day_bottom_color : source_color = vec3( 0.4, 0.8, 1.0 );
|
||||
uniform vec3 sunset_top_color : source_color = vec3( 0.7, 0.75, 1.0 );
|
||||
uniform vec3 sunset_bottom_color : source_color = vec3( 1.0, 0.5, 0.7 );
|
||||
uniform vec3 night_top_color : source_color = vec3( 0.02, 0.0, 0.04 );
|
||||
uniform vec3 night_bottom_color : source_color = vec3( 0.1, 0.0, 0.2 );
|
||||
|
||||
group_uniforms horizon;
|
||||
uniform vec3 horizon_color : source_color = vec3( 0.0, 0.7, 0.8 );
|
||||
uniform float horizon_blur : hint_range( 0.0, 1.0, 0.01 ) = 0.05;
|
||||
|
||||
group_uniforms sun; // First DirectionalLight3D will be the sun
|
||||
uniform vec3 sun_color : source_color = vec3( 10.0, 8.0, 1.0 );
|
||||
uniform vec3 sun_sunset_color : source_color = vec3( 10.0, 0.0, 0.0 );
|
||||
uniform float sun_size : hint_range( 0.01, 1.0 ) = 0.2;
|
||||
uniform float sun_blur : hint_range( 0.01, 20.0 ) = 10.0;
|
||||
|
||||
group_uniforms moon; // Second DirectionalLight3D will be the moon
|
||||
uniform vec3 moon_color : source_color = vec3( 1.0, 0.95, 0.7 );
|
||||
uniform float moon_size : hint_range( 0.01, 1.0 ) = 0.06;
|
||||
uniform float moon_blur : hint_range( 0.01, 10.0 ) = 0.1;
|
||||
|
||||
group_uniforms clouds;
|
||||
// Replaced by noise functions, unncomment if you want to use graphical textures
|
||||
// uniform sampler2D clouds_top_texture : filter_linear_mipmap, hint_default_black;
|
||||
// uniform sampler2D clouds_middle_texture : filter_linear_mipmap, hint_default_black;
|
||||
// uniform sampler2D clouds_bottom_texture : filter_linear_mipmap, hint_default_black;
|
||||
uniform vec3 clouds_edge_color : source_color = vec3( 0.8, 0.8, 0.98 );
|
||||
uniform vec3 clouds_top_color : source_color = vec3( 1.0, 1.0, 1.00 );
|
||||
uniform vec3 clouds_middle_color : source_color = vec3( 0.92, 0.92, 0.98 );
|
||||
uniform vec3 clouds_bottom_color : source_color = vec3( 0.83, 0.83, 0.94 );
|
||||
uniform float clouds_speed : hint_range( 0.0, 20.0, 0.01 ) = 2.0;
|
||||
uniform float clouds_direction : hint_range( -0.5, 0.5, 0.0 ) = 0.2;
|
||||
uniform float clouds_scale : hint_range( 0.0, 4.0, 0.01 ) = 1.0;
|
||||
uniform float clouds_cutoff : hint_range( 0.0, 1.0, 0.01 ) = 0.3;
|
||||
uniform float clouds_fuzziness : hint_range( 0.0, 2.0, 0.01 ) = 0.5;
|
||||
// More weight is simply a darker color, usefull for rain/storm
|
||||
uniform float clouds_weight : hint_range( 0.0, 1.0, 0.01 ) = 0.0;
|
||||
uniform float clouds_blur : hint_range( 0.0, 1.0, 0.01 ) = 0.25;
|
||||
|
||||
group_uniforms stars;
|
||||
// Stars should be at black background
|
||||
uniform sampler2D stars_texture : filter_linear_mipmap, hint_default_black;
|
||||
uniform float stars_speed : hint_range( 0.0, 20.0, 0.01 ) = 1.0;
|
||||
|
||||
group_uniforms settings;
|
||||
uniform float overwritten_time = 0.0;
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Function for clouds noises. You can replace using "gen_fractal_ping_pong" with a simple texture reading.
|
||||
// I was frustrated with the repeating texture that's why I included the algorithm in the code.
|
||||
// Source: https://github.com/Auburn/FastNoiseLite/tree/master
|
||||
const int PRIME_X = 501125321;
|
||||
const int PRIME_Y = 1136930381;
|
||||
float lerp( float a, float b, float t )
|
||||
{
|
||||
return a + t * ( b - a );
|
||||
}
|
||||
float cubic_lerp( float a, float b, float c, float d, float t )
|
||||
{
|
||||
float p = d - c - ( a - b );
|
||||
return t * t * t * p + t * t * ( a - b - p ) + t * ( c - a ) + b;
|
||||
}
|
||||
float ping_pong( float t )
|
||||
{
|
||||
t -= trunc( t * 0.5 ) * 2.0;
|
||||
return t < 1.0 ? t : 2.0 - t;
|
||||
}
|
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int hash( int seed, int x_primed, int y_primed )
|
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{
|
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return ( seed ^ x_primed ^ y_primed ) * 0x27d4eb2d;
|
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}
|
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float val_coord( int seed, int x_primed, int y_primed )
|
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{
|
||||
int hash = hash( seed, x_primed, y_primed );
|
||||
hash *= hash;
|
||||
hash ^= hash << 19;
|
||||
return float( hash ) * ( 1.0 / 2147483648.0 );
|
||||
}
|
||||
float single_value_cubic( int seed, float x, float y )
|
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{
|
||||
int x1 = int( floor( x ));
|
||||
int y1 = int( floor( y ));
|
||||
|
||||
float xs = x - float( x1 );
|
||||
float ys = y - float( y1 );
|
||||
|
||||
x1 *= PRIME_X;
|
||||
y1 *= PRIME_Y;
|
||||
int x0 = x1 - PRIME_X;
|
||||
int y0 = y1 - PRIME_Y;
|
||||
int x2 = x1 + PRIME_X;
|
||||
int y2 = y1 + PRIME_Y;
|
||||
int x3 = x1 + ( PRIME_X << 1 );
|
||||
int y3 = y1 + ( PRIME_Y << 1 );
|
||||
|
||||
return cubic_lerp(
|
||||
cubic_lerp( val_coord( seed, x0, y0 ), val_coord( seed, x1, y0 ), val_coord( seed, x2, y0 ), val_coord( seed, x3, y0 ), xs ),
|
||||
cubic_lerp( val_coord( seed, x0, y1 ), val_coord( seed, x1, y1 ), val_coord( seed, x2, y1 ), val_coord( seed, x3, y1 ), xs ),
|
||||
cubic_lerp( val_coord( seed, x0, y2 ), val_coord( seed, x1, y2 ), val_coord( seed, x2, y2 ), val_coord( seed, x3, y2 ), xs ),
|
||||
cubic_lerp( val_coord( seed, x0, y3 ), val_coord( seed, x1, y3 ), val_coord( seed, x2, y3 ), val_coord( seed, x3, y3 ), xs ),
|
||||
ys ) * ( 1.0 / ( 1.5 * 1.5 ));
|
||||
}
|
||||
// Params can be change in the same way as in noise settings in Godot
|
||||
const float FRACTAL_BOUNDING = 1.0 / 1.75;
|
||||
const int OCTAVES = 5;
|
||||
const float PING_PONG_STRENGTH = 2.0;
|
||||
const float WEIGHTED_STRENGTH = 0.0;
|
||||
const float GAIN = 0.5;
|
||||
const float LACUNARITY = 2.0;
|
||||
float gen_fractal_ping_pong( vec2 pos, int seed, float frequency )
|
||||
{
|
||||
float x = pos.x * frequency;
|
||||
float y = pos.y * frequency;
|
||||
float sum = 0.0;
|
||||
float amp = FRACTAL_BOUNDING;
|
||||
for( int i = 0; i < OCTAVES; i++ )
|
||||
{
|
||||
float noise = ping_pong(( single_value_cubic( seed++, x, y ) + 1.0 ) * PING_PONG_STRENGTH );
|
||||
sum += ( noise - 0.5 ) * 2.0 * amp;
|
||||
amp *= lerp( 1.0, noise, WEIGHTED_STRENGTH );
|
||||
x *= LACUNARITY;
|
||||
y *= LACUNARITY;
|
||||
amp *= GAIN;
|
||||
}
|
||||
return sum * 0.5 + 0.5;
|
||||
}
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// Function needed to calculate the phase of the moon
|
||||
// Source: https://kelvinvanhoorn.com/2022/03/17/skybox-tutorial-part-1/
|
||||
float sphere_intersect( vec3 view_dir, vec3 sphere_pos, float radius )
|
||||
{
|
||||
float b = dot( -sphere_pos, view_dir );
|
||||
float c = dot( -sphere_pos, -sphere_pos ) - pow( radius, 2 );
|
||||
float h = pow( b, 2 ) - c;
|
||||
return h < 0.0 ? -1.0 : -b - sqrt( h );
|
||||
}
|
||||
|
||||
void sky()
|
||||
{
|
||||
float time = overwritten_time != 0.0 ? overwritten_time : TIME;
|
||||
|
||||
//////////////////// SKY ///////////////////////////////////////////////////////////////////////
|
||||
float _eyedir_y = abs( sin( EYEDIR.y * PI * 0.5 ));
|
||||
|
||||
// The day color will be our base color
|
||||
vec3 _sky_color = mix( day_bottom_color, day_top_color, _eyedir_y );
|
||||
_sky_color = mix( _sky_color, vec3( 0.0 ), clamp(( 0.7 - clouds_cutoff ) * clouds_weight, 0.0, 1.0 ));
|
||||
|
||||
float _sunset_amount = clamp( 0.5 - abs( LIGHT0_DIRECTION.y ), 0.0, 0.5 ) * 2.0;
|
||||
// The sky should be more red around the west, on the opposite side you don't see it as much
|
||||
float _sunset_distance = clamp( 1.0 - pow( distance( EYEDIR, LIGHT0_DIRECTION ), 2 ), 0.0, 1.0 );
|
||||
vec3 _sky_sunset_color = mix( sunset_bottom_color, sunset_top_color, _eyedir_y + 0.5 );
|
||||
_sky_sunset_color = mix( _sky_sunset_color, sunset_bottom_color, _sunset_amount * _sunset_distance );
|
||||
_sky_color = mix( _sky_color, _sky_sunset_color, _sunset_amount );
|
||||
|
||||
float _night_amount = clamp( -LIGHT0_DIRECTION.y + 0.7, 0.0, 1.0 );
|
||||
vec3 _sky_night_color = mix( night_bottom_color, night_top_color, _eyedir_y );
|
||||
_sky_color = mix( _sky_color, _sky_night_color, _night_amount );
|
||||
|
||||
// Final sky color
|
||||
COLOR = _sky_color;
|
||||
|
||||
//////////////////// HORIZON ///////////////////////////////////////////////////////////////////
|
||||
float _horizon_amount = 0.0;
|
||||
if( EYEDIR.y < 0.0 )
|
||||
{
|
||||
_horizon_amount = clamp( abs( EYEDIR.y ) / horizon_blur, 0.0, 1.0 );
|
||||
// Mixing with the color of the night sky to make the horizon darker
|
||||
vec3 _horizon_color = mix( horizon_color, _sky_color, _night_amount * 0.9 );
|
||||
// And if ther are many dark clouds, we also make the horizon darker
|
||||
_horizon_color = mix( _horizon_color, vec3( 0.0 ), ( 1.0 - clouds_cutoff ) * clouds_weight * 0.7 );
|
||||
COLOR = mix( COLOR, _horizon_color, _horizon_amount );
|
||||
}
|
||||
|
||||
//////////////////// MOON //////////////////////////////////////////////////////////////////////
|
||||
float _moon_amount = 0.0;
|
||||
if( LIGHT1_ENABLED )
|
||||
{
|
||||
// Bigger moon near the horizon
|
||||
float _moon_size = moon_size + cos( LIGHT1_DIRECTION.y * PI ) * moon_size * 0.25;
|
||||
float _moon_distance = distance( EYEDIR, LIGHT1_DIRECTION ) / _moon_size;
|
||||
// Finding moon disc and edge blur
|
||||
_moon_amount = clamp(( 1.0 - _moon_distance ) / moon_blur, 0.0, 1.0 );
|
||||
if( _moon_amount > 0.0 )
|
||||
{
|
||||
// Moon illumination depending on the position of the sun
|
||||
float _moon_intersect = sphere_intersect( EYEDIR, LIGHT1_DIRECTION, _moon_size );
|
||||
vec3 _moon_normal = normalize( LIGHT1_DIRECTION - EYEDIR * _moon_intersect );
|
||||
// Power on the result gives a better effect
|
||||
float _moon_n_dot_l = pow( clamp( dot( _moon_normal, -LIGHT0_DIRECTION ), 0.05, 1.0 ), 2 );
|
||||
// Hiding the moon behind the horizon
|
||||
_moon_amount *= 1.0 - _horizon_amount;
|
||||
COLOR = mix( COLOR, moon_color, _moon_n_dot_l * _moon_amount );
|
||||
}
|
||||
}
|
||||
|
||||
//////////////////// SUN ///////////////////////////////////////////////////////////////////////
|
||||
float _sun_distance = 0.0;
|
||||
if( LIGHT0_ENABLED )
|
||||
{
|
||||
_sun_distance = distance( EYEDIR, LIGHT0_DIRECTION );
|
||||
// Bigger sun near the horizon
|
||||
float _sun_size = sun_size + cos( LIGHT0_DIRECTION.y * PI ) * sun_size * 0.25;
|
||||
// Finding sun disc and edge blur
|
||||
float _sun_amount = clamp(( 1.0 - _sun_distance / _sun_size ) / sun_blur, 0.0, 1.0 );
|
||||
if( _sun_amount > 0.0 )
|
||||
{
|
||||
// Changing color of the sun during sunset
|
||||
float _sunset_amount = 1.0;
|
||||
if( LIGHT0_DIRECTION.y > 0.0 )
|
||||
_sunset_amount = clamp( cos( LIGHT0_DIRECTION.y * PI ), 0.0, 1.0 );
|
||||
vec3 _sun_color = mix( sun_color, sun_sunset_color, _sunset_amount );
|
||||
// Hiding the sun behind the moon
|
||||
_sun_amount = clamp( _sun_amount * ( 1.0 - _moon_amount ), 0.0, 1.0 );
|
||||
// Hiding the sun behind the horizon
|
||||
_sun_amount *= 1.0 - _horizon_amount;
|
||||
// Leveling the "glow" in color
|
||||
if( _sun_color.r > 1.0 || _sun_color.g > 1.0 || _sun_color.b > 1.0 )
|
||||
_sun_color *= _sun_amount;
|
||||
COLOR = mix( COLOR, _sun_color, _sun_amount );
|
||||
}
|
||||
}
|
||||
|
||||
//////////////////// STARS /////////////////////////////////////////////////////////////////
|
||||
vec2 _sky_uv = EYEDIR.xz / sqrt( EYEDIR.y );
|
||||
if( EYEDIR.y > -0.01 && LIGHT0_DIRECTION.y < 0.0 )
|
||||
{
|
||||
// Stars UV rotation
|
||||
float _stars_speed_cos = cos( stars_speed * time * 0.005 );
|
||||
float _stars_speed_sin = sin( stars_speed * time * 0.005 );
|
||||
vec2 _stars_uv = vec2(
|
||||
_sky_uv.x * _stars_speed_cos - _sky_uv.y * _stars_speed_sin,
|
||||
_sky_uv.x * _stars_speed_sin + _sky_uv.y * _stars_speed_cos
|
||||
);
|
||||
// Stars texture
|
||||
vec3 _stars_color = texture( stars_texture, _stars_uv ).rgb * -LIGHT0_DIRECTION.y;
|
||||
// Hiding stars behind the moon
|
||||
_stars_color *= 1.0 - _moon_amount;
|
||||
COLOR += _stars_color;
|
||||
}
|
||||
|
||||
//////////////////// CLOUDS ////////////////////////////////////////////////////////////////
|
||||
if( EYEDIR.y > 0.0 )
|
||||
{
|
||||
// Clouds UV movement direction
|
||||
float _clouds_speed = time * clouds_speed * 0.01;
|
||||
float _sin_x = sin( clouds_direction * PI * 2.0 );
|
||||
float _cos_y = cos( clouds_direction * PI * 2.0 );
|
||||
// I using 3 levels of clouds. Top is the lightes and botom the darkest.
|
||||
// The speed of movement (and direction a little) is different for the illusion of the changing shape of the clouds.
|
||||
vec2 _clouds_movement = vec2( _sin_x, _cos_y ) * _clouds_speed;
|
||||
// float _noise_top = texture( clouds_top_texture, ( _sky_uv + _clouds_movement ) * clouds_scale ).r;
|
||||
float _noise_top = gen_fractal_ping_pong( ( _sky_uv + _clouds_movement ) * clouds_scale, 0, 0.5 );
|
||||
_clouds_movement = vec2( _sin_x * 0.97, _cos_y * 1.07 ) * _clouds_speed * 0.89;
|
||||
// float _noise_middle = texture( clouds_middle_texture, ( _sky_uv + _clouds_movement ) * clouds_scale ).r;
|
||||
float _noise_middle = gen_fractal_ping_pong( ( _sky_uv + _clouds_movement ) * clouds_scale, 1, 0.75 );
|
||||
_clouds_movement = vec2( _sin_x * 1.01, _cos_y * 0.89 ) * _clouds_speed * 0.79;
|
||||
// float _noise_bottom = texture( clouds_bottom_texture, ( _sky_uv + _clouds_movement ) * clouds_scale ).r;
|
||||
float _noise_bottom = gen_fractal_ping_pong( ( _sky_uv + _clouds_movement ) * clouds_scale, 2, 1.0 );
|
||||
// Smoothstep with the addition of a noise value from a lower level gives a nice, deep result
|
||||
_noise_bottom = smoothstep( clouds_cutoff, clouds_cutoff + clouds_fuzziness, _noise_bottom );
|
||||
_noise_middle = smoothstep( clouds_cutoff, clouds_cutoff + clouds_fuzziness, _noise_middle + _noise_bottom * 0.2 ) * 1.1;
|
||||
_noise_top = smoothstep( clouds_cutoff, clouds_cutoff + clouds_fuzziness, _noise_top + _noise_middle * 0.4 ) * 1.2;
|
||||
float _clouds_amount = clamp( _noise_top + _noise_middle + _noise_bottom, 0.0, 1.0 );
|
||||
// Fading clouds near the horizon
|
||||
_clouds_amount *= clamp( abs( EYEDIR.y ) / clouds_blur, 0.0, 1.0 );
|
||||
|
||||
vec3 _clouds_color = mix( vec3( 0.0 ), clouds_top_color, _noise_top );
|
||||
_clouds_color = mix( _clouds_color, clouds_middle_color, _noise_middle );
|
||||
_clouds_color = mix( _clouds_color, clouds_bottom_color, _noise_bottom );
|
||||
// The edge color gives a nice smooth edge, you can try turning this off if you need sharper edges
|
||||
_clouds_color = mix( clouds_edge_color, _clouds_color, _noise_top );
|
||||
// The sun passing through the clouds effect
|
||||
_clouds_color = mix( _clouds_color, clamp( sun_color, 0.0, 1.0 ), pow( 1.0 - clamp( _sun_distance, 0.0, 1.0 ), 5 ));
|
||||
// Color combined with sunset condition
|
||||
_clouds_color = mix( _clouds_color, sunset_bottom_color, _sunset_amount * 0.75 );
|
||||
// Color depending on the "progress" of the night.
|
||||
_clouds_color = mix( _clouds_color, _sky_color, clamp( _night_amount, 0.0, 0.98 ));
|
||||
_clouds_color = mix( _clouds_color, vec3( 0.0 ), clouds_weight * 0.9 );
|
||||
COLOR = mix( COLOR, _clouds_color, _clouds_amount );
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://b6edye87srp8w
|
||||
@@ -0,0 +1,9 @@
|
||||
[gd_resource type="Sky" load_steps=3 format=3 uid="uid://duugoey1edmcr"]
|
||||
|
||||
[ext_resource type="Texture2D" uid="uid://dak82ucyob4w0" path="res://src/map/assets/Posed GOG/111.png" id="1_fqwuc"]
|
||||
|
||||
[sub_resource type="PanoramaSkyMaterial" id="PanoramaSkyMaterial_nbur2"]
|
||||
panorama = ExtResource("1_fqwuc")
|
||||
|
||||
[resource]
|
||||
sky_material = SubResource("PanoramaSkyMaterial_nbur2")
|
||||
BIN
Zennysoft.Game.Ma/src/vfx/Enemy/planter_blast_r.png
Normal file
|
After Width: | Height: | Size: 331 KiB |
35
Zennysoft.Game.Ma/src/vfx/Enemy/planter_blast_r.png.import
Normal file
@@ -0,0 +1,35 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://c6y4s5ei4ncfu"
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||||
path.bptc="res://.godot/imported/planter_blast_r.png-b4b78be4a5f955b0f76ce43aba0be70f.bptc.ctex"
|
||||
metadata={
|
||||
"imported_formats": ["s3tc_bptc"],
|
||||
"vram_texture": true
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://src/vfx/Enemy/planter_blast_r.png"
|
||||
dest_files=["res://.godot/imported/planter_blast_r.png-b4b78be4a5f955b0f76ce43aba0be70f.bptc.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=2
|
||||
compress/high_quality=true
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=0
|
||||
BIN
Zennysoft.Game.Ma/src/vfx/Enemy/planter_close.png
Normal file
|
After Width: | Height: | Size: 1.7 MiB |
35
Zennysoft.Game.Ma/src/vfx/Enemy/planter_close.png.import
Normal file
@@ -0,0 +1,35 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://v1lji6ask1y2"
|
||||
path.bptc="res://.godot/imported/planter_close.png-04a806b9fd12a22e79a5741bf9bbd4de.bptc.ctex"
|
||||
metadata={
|
||||
"imported_formats": ["s3tc_bptc"],
|
||||
"vram_texture": true
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://src/vfx/Enemy/planter_close.png"
|
||||
dest_files=["res://.godot/imported/planter_close.png-04a806b9fd12a22e79a5741bf9bbd4de.bptc.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=2
|
||||
compress/high_quality=true
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=0
|
||||