add decorations
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@ -2,7 +2,6 @@
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[ext_resource type="Script" path="res://scripts/Tile.gd" id="1_07rtm"]
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[ext_resource type="Material" uid="uid://bltqm36w3bbsq" path="res://materials/empty_tile.tres" id="2_6ssja"]
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[ext_resource type="Texture2D" uid="uid://d1k366i5jjtrk" path="res://textures/plus.svg" id="3_2726l"]
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[sub_resource type="ConcavePolygonShape3D" id="ConcavePolygonShape3D_scykg"]
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data = PackedVector3Array(-5, 2.5, 5, 5, 2.5, 5, -5, -2.5, 5, 5, 2.5, 5, 5, -2.5, 5, -5, -2.5, 5, 5, 2.5, -5, -5, 2.5, -5, 5, -2.5, -5, -5, 2.5, -5, -5, -2.5, -5, 5, -2.5, -5, 5, 2.5, 5, 5, 2.5, -5, 5, -2.5, 5, 5, 2.5, -5, 5, -2.5, -5, 5, -2.5, 5, -5, 2.5, -5, -5, 2.5, 5, -5, -2.5, -5, -5, 2.5, 5, -5, -2.5, 5, -5, -2.5, -5, 5, 2.5, 5, -5, 2.5, 5, 5, 2.5, -5, -5, 2.5, 5, -5, 2.5, -5, 5, 2.5, -5, -5, -2.5, 5, 5, -2.5, 5, -5, -2.5, -5, 5, -2.5, 5, 5, -2.5, -5, -5, -2.5, -5)
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@ -11,6 +10,9 @@ data = PackedVector3Array(-5, 2.5, 5, 5, 2.5, 5, -5, -2.5, 5, 5, 2.5, 5, 5, -2.5
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material = ExtResource("2_6ssja")
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size = Vector3(10, 5, 10)
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[sub_resource type="CompressedTexture2D" id="CompressedTexture2D_t334j"]
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load_path = "res://.godot/imported/plus.svg-fa9840203ca82cc4696e02bad07ef61f.s3tc.ctex"
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[node name="Tile" type="StaticBody3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -2.5, 0)
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collision_layer = 3
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@ -25,4 +27,4 @@ skeleton = NodePath("../..")
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[node name="plus_sprite" type="Sprite3D" parent="CollisionMesh"]
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transform = Transform3D(2, 0, 0, 0, -8.74228e-08, -2, 0, 2, -8.74228e-08, 0, 2.501, 0)
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texture = ExtResource("3_2726l")
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texture = SubResource("CompressedTexture2D_t334j")
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@ -0,0 +1,9 @@
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[gd_scene load_steps=2 format=3 uid="uid://4sjn2r4p7lmg"]
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[ext_resource type="PackedScene" uid="uid://bgpqrgj7jnith" path="res://models/blend/tree1.blend" id="1_f5lon"]
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[node name="Tree" type="Node3D"]
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transform = Transform3D(0.1, 0, 0, 0, 0.1, 0, 0, 0, 0.1, 0, 0, 0)
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[node name="tree1" parent="." instance=ExtResource("1_f5lon")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.01099, 0, 0.0491674)
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@ -11,12 +11,39 @@ var tile_materials = [ # must be in the same order as an enum above!
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preload("res://materials/plain_tile.tres"), # Plain
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preload("res://materials/plain_tile.tres") # Forest
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]
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@export var decorations = {
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"Forest": {
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"min": 5,
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"max": 10,
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"object": preload("res://scenes/models/tree.tscn")
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}
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}
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@export var tile_type: TileType = TileType.Empty
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@onready var visible_mesh = $VisibleMesh
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var maximum_decoration_objects = 0
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func generate_predictable_random(min, max, salt):
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seed((str(World.world_info.seed) + str(position) + str(salt)).hash())
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return randi() % (max + 1) + min
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func generate_decoration_objects():
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match tile_type:
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TileType.Forest:
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var key = TileType.keys()[tile_type]
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maximum_decoration_objects = generate_predictable_random(decorations[key]["min"], decorations[key]["max"], "");
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for i in range(0, maximum_decoration_objects):
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var decoration = decorations[TileType.keys()[tile_type]]["object"].instantiate()
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var pos = Vector3(generate_predictable_random(0, 10, str(i) + "x") - 5, 0, generate_predictable_random(0, 10, str(i) + "z") - 5)
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decoration.position = pos
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decoration.add_to_group("Decoration")
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add_child(decoration)
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func update_tile():
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for decoration in get_children():
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if(decoration.is_in_group("Decoration")):
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decoration.queue_free()
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visible_mesh.set_surface_override_material(0, tile_materials[tile_type])
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generate_decoration_objects()
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func _ready():
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update_tile()
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@ -72,6 +72,7 @@ func load_world(save_name):
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"worldinfo":
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world_info = node_data
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world_info["node"] = null
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continue
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for i in node_data.keys():
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if i == "node" or "pos" in i:
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