aaaaaaaaaa
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@ -45,7 +45,7 @@ func release():
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%ChargeReleaseSound.volume_db = get_charge() * 12
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%ChargeReleaseSound.play()
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var billiard := target.get_billiard()
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billiard.hit((target.global_position - %camera_spot.global_position).normalized())
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billiard.hit((target.global_position - %camera_spot.global_position).normalized(), get_charge())
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%radial_ui.set_charge(0.0)
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%ChargeSound.stop()
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if charge_tween != null:
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@ -6,8 +6,6 @@ uniform float grow;
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uniform sampler2D colors : source_color, repeat_disable;
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uniform float charge = 1.0;
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#include "res://shaders/noise.gdshaderinc"
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void vertex() {
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// Billboarding
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MODELVIEW_MATRIX = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], INV_VIEW_MATRIX[1], INV_VIEW_MATRIX[2], MODEL_MATRIX[3]);
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@ -21,6 +19,7 @@ void vertex() {
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VERTEX.y += dy;
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VERTEX.x += dx;
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}
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uniform sampler2D alpha_falloff : repeat_disable;
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void fragment() {
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float where = distance(UV, vec2(0.5))*2.0;
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@ -31,9 +30,8 @@ void fragment() {
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int bx = int(buv.x);
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int by = int(buv.y);
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int amount = 2;
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if ((bx % amount == 0) || (by % amount == 0)) {
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discard;
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}
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ALPHA = texture(alpha_falloff, vec2(where/charge)).r;
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ALBEDO = texture(colors, vec2(where)).rgb;
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}
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@ -1,7 +1,15 @@
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[gd_resource type="ShaderMaterial" load_steps=4 format=3 uid="uid://cybyibjbyyok1"]
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[gd_resource type="ShaderMaterial" load_steps=6 format=3 uid="uid://cybyibjbyyok1"]
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[ext_resource type="Shader" path="res://control_scheme/radial_ui.gdshader" id="1_hmfvm"]
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[sub_resource type="Curve" id="Curve_p1ydf"]
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_data = [Vector2(0, 0.831579), 0.0, 0.0, 0, 0, Vector2(0.830986, 0.757895), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
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point_count = 3
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[sub_resource type="CurveTexture" id="CurveTexture_6n3v0"]
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texture_mode = 1
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curve = SubResource("Curve_p1ydf")
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[sub_resource type="Gradient" id="Gradient_l7u12"]
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interpolation_mode = 1
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offsets = PackedFloat32Array(0.00328947, 0.347039, 0.506579, 0.694079, 0.848684)
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@ -16,3 +24,4 @@ shader = ExtResource("1_hmfvm")
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shader_parameter/grow = 0.01
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shader_parameter/charge = 0.0
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shader_parameter/colors = SubResource("GradientTexture1D_8vk7x")
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shader_parameter/alpha_falloff = SubResource("CurveTexture_6n3v0")
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@ -1,7 +1,10 @@
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extends RigidBody3D
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class_name Billiard
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@export var power_min := 0.01
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@export var power_max := 5.0
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var can_hit = true
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func hit(impulse: Vector3):
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apply_central_impulse(impulse)
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func hit(impulse: Vector3, power: float):
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apply_central_impulse(impulse * lerp(power_min, power_max, power))
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@ -5,6 +5,7 @@
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[ext_resource type="PackedScene" uid="uid://bjhii55pagkb5" path="res://TAS_system/is_TASable.tscn" id="3_oj26f"]
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[node name="billiard" type="RigidBody3D"]
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continuous_cd = true
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script = ExtResource("1_a0fke")
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[node name="is_targetable" parent="." instance=ExtResource("2_yrk4o")]
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@ -1,9 +1,5 @@
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[gd_scene load_steps=3 format=3 uid="uid://c43pr474qofhl"]
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[gd_scene load_steps=2 format=3 uid="uid://c43pr474qofhl"]
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[ext_resource type="PackedScene" uid="uid://bsge8trc5uwb0" path="res://grape.glb" id="1_jlfas"]
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[ext_resource type="PackedScene" uid="uid://bjhii55pagkb5" path="res://TAS_system/is_TASable.tscn" id="2_qxcjc"]
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[node name="grape" instance=ExtResource("1_jlfas")]
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[node name="is_TASable" parent="." index="3" node_paths=PackedStringArray("_assignedRigidBody3D") instance=ExtResource("2_qxcjc")]
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_assignedRigidBody3D = NodePath("..")
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@ -32,7 +32,9 @@ _subresources={
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"nodes": {
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"PATH:room": {
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"generate/physics": true,
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"physics/shape_type": 2
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"physics/shape_type": 2,
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"primitive/position": Vector3(0, 0.5, 0),
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"primitive/size": Vector3(2, 1, 2)
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},
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"PATH:table": {
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"generate/physics": true,
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