Update horse face
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@@ -69,6 +69,7 @@ namespace GameJamDungeon
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public void OnPhysicsProcess(double delta)
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{
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BossLogic.Input(new BossLogic.Input.PhysicsTick(delta));
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MoveAndSlide();
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}
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}
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}
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@@ -26,7 +26,7 @@ namespace GameJamDungeon
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var targetDirection = boss.GlobalPosition - gameRepo.PlayerGlobalPosition.Value;
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boss.GlobalRotation = new Vector3(boss.GlobalRotation.X, Mathf.LerpAngle(boss.GlobalRotation.Y, Mathf.Atan2(-targetDirection.X, -targetDirection.Z), delta * 3f), boss.GlobalRotation.Z);
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boss.AnimationTree.Get("parameters/playback").As<AnimationNodeStateMachinePlayback>().Travel("WALK");
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boss.AnimationTree.Get("parameters/playback").As<AnimationNodeStateMachinePlayback>().Travel("Walk");
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return ToSelf();
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}
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}
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@@ -12,7 +12,7 @@ namespace GameJamDungeon
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{
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public EngagePlayer()
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{
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OnAttach(() => Get<IBoss>().AnimationTree.Get("parameters/playback").As<AnimationNodeStateMachinePlayback>().Travel("IDLE"));
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OnAttach(() => Get<IBoss>().AnimationTree.Get("parameters/playback").As<AnimationNodeStateMachinePlayback>().Travel("Idle"));
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}
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public Transition On(in Input.PhysicsTick input)
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@@ -32,14 +32,14 @@ namespace GameJamDungeon
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public Transition On(in Input.PrimaryAttack input)
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{
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var boss = Get<IBoss>();
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boss.AnimationTree.Get("parameters/playback").As<AnimationNodeStateMachinePlayback>().Travel("SPEAR");
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boss.AnimationTree.Get("parameters/playback").As<AnimationNodeStateMachinePlayback>().Travel("PrimaryAttack");
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return ToSelf();
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}
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public Transition On(in Input.SecondaryAttack input)
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{
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var boss = Get<IBoss>();
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boss.AnimationTree.Get("parameters/playback").As<AnimationNodeStateMachinePlayback>().Travel("SHIELD BASH");
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boss.AnimationTree.Get("parameters/playback").As<AnimationNodeStateMachinePlayback>().Travel("SecondaryAttack");
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return ToSelf();
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}
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}
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59
src/boss/vfx/BossHit.tres
Normal file
59
src/boss/vfx/BossHit.tres
Normal file
@@ -0,0 +1,59 @@
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[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://cf3an7cx1vjm6"]
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[sub_resource type="Shader" id="Shader_veoq4"]
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code = "// NOTE: Shader automatically converted from Godot Engine 4.4.dev1.mono's StandardMaterial3D.
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shader_type spatial;
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render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx;
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uniform vec4 albedo : source_color;
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uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable;
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uniform float point_size : hint_range(0.1, 128.0, 0.1);
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uniform float roughness : hint_range(0.0, 1.0);
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uniform sampler2D texture_metallic : hint_default_white, filter_linear_mipmap, repeat_enable;
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uniform vec4 metallic_texture_channel;
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uniform sampler2D texture_roughness : hint_roughness_r, filter_linear_mipmap, repeat_enable;
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uniform float specular : hint_range(0.0, 1.0, 0.01);
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uniform float metallic : hint_range(0.0, 1.0, 0.01);
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uniform vec3 uv1_scale;
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uniform vec3 uv1_offset;
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uniform vec3 uv2_scale;
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uniform vec3 uv2_offset;
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void vertex() {
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UV = UV * uv1_scale.xy + uv1_offset.xy;
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}
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void fragment() {
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vec2 base_uv = UV;
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vec4 albedo_tex = texture(texture_albedo, base_uv);
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ALBEDO = albedo.rgb * albedo_tex.rgb;
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float metallic_tex = dot(texture(texture_metallic, base_uv), metallic_texture_channel);
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METALLIC = metallic_tex * metallic;
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SPECULAR = specular;
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vec4 roughness_texture_channel = vec4(1.0, 0.0, 0.0, 0.0);
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float roughness_tex = dot(texture(texture_roughness, base_uv), roughness_texture_channel);
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ROUGHNESS = roughness_tex * roughness;
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ALPHA *= albedo.a * albedo_tex.a;
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}
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"
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[resource]
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render_priority = 0
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shader = SubResource("Shader_veoq4")
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shader_parameter/albedo = Color(0.784314, 0, 0, 1)
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shader_parameter/point_size = 1.0
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shader_parameter/roughness = 1.0
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shader_parameter/metallic_texture_channel = null
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shader_parameter/specular = 0.5
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shader_parameter/metallic = 0.0
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shader_parameter/uv1_scale = Vector3(1, 1, 1)
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shader_parameter/uv1_offset = Vector3(0, 0, 0)
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shader_parameter/uv2_scale = Vector3(1, 1, 1)
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shader_parameter/uv2_offset = Vector3(0, 0, 0)
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