hurrmmm/godot/control_scheme/is_targetable.gd

73 lines
2.1 KiB
GDScript

extends Node3D
class_name Targetable
@export var attached_to: Node3D = owner
static func is_targetable(node: Node3D) -> Targetable:
return node.get_node_or_null("is_targetable")
func get_billiard() -> Billiard:
return get_parent()
func make_target():
walk_meshes_post_order(self.get_parent(), change_all_materials)
func unmake_target():
walk_meshes_post_order(self.get_parent(), unchange_all_materials)
func walk_meshes_post_order(parent: Node, f: Callable):
for child in parent.get_children():
walk_meshes_post_order(child, f)
if parent is MeshInstance3D:
f.call(parent)
func change_all_materials(mesh: MeshInstance3D):
for i in range(mesh.get_surface_override_material_count()):
var original_mat: BaseMaterial3D = mesh.get_active_material(i)
var layer0 = original_mat.duplicate()
var layer1 = preload("control_target_overlay.material").duplicate()
# Non-occlused
var layer2 = original_mat.duplicate()
layer0.next_pass = layer1
layer1.next_pass = layer2
layer0.render_priority = 10
layer1.render_priority = 20
layer2.render_priority = 30
layer0.no_depth_test = true
layer0.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA_DEPTH_PRE_PASS
layer0.grow = true
layer0.grow_amount = -0.001
layer0.albedo_color = layer0.albedo_color.darkened(0.5)
layer2.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA_DEPTH_PRE_PASS
layer2.depth_draw_mode = BaseMaterial3D.DEPTH_DRAW_ALWAYS
mesh.set_surface_override_material(i, layer0)
#mesh.set_surface_override_material(i, mat)
#mat.next_pass = preload("control_target_overlay.material")
func unchange_all_materials(mesh: MeshInstance3D):
for i in range(mesh.get_surface_override_material_count()):
var mat := mesh.get_active_material(i)
unchange_material(mat)
while mat.next_pass != null:
unchange_material(mat.next_pass)
mat = mat.next_pass
mat.next_pass = null
func change_material(mat: BaseMaterial3D) -> BaseMaterial3D:
mat = mat.duplicate()
mat.render_priority = 100
mat.no_depth_test = true
return mat
func unchange_material(mat: BaseMaterial3D) -> BaseMaterial3D:
mat.render_priority = 0
mat.no_depth_test = false
return mat