Adds bushes and flowers to ground tiles
Implements bush and flower spawning on ground tiles based on vegetation density. Adds new assets for bushes and flowers, and introduces multi-mesh rendering for optimized performance. Introduces seasonal color variations for vegetation using a shader for bushes and materials for flowers and grass. Refactors material application into a MaterialManager to handle material assignments over multiple frames. Moves ground tile scripts into a subfolder. Adds floating particles to test scene.
This commit is contained in:
parent
ea5006e8a2
commit
3959333534
46 changed files with 559 additions and 77 deletions
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@ -1,11 +1,15 @@
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[gd_scene load_steps=13 format=3 uid="uid://bwcevwwphdvq"]
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[gd_scene load_steps=17 format=3 uid="uid://bwcevwwphdvq"]
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[ext_resource type="Script" uid="uid://bq7hia2dit80y" path="res://Entities/GroundTile/ground_tile.gd" id="1_uwxqs"]
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[ext_resource type="Script" uid="uid://bq7hia2dit80y" path="res://Entities/GroundTile/scripts/ground_tile.gd" id="1_uwxqs"]
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[ext_resource type="ArrayMesh" uid="uid://duj6747nq4qsk" path="res://Stages/Test3D/assets/stylizedGrassMeshes/grass.res" id="3_8mhad"]
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[ext_resource type="Script" uid="uid://cacp8ncwuofuj" path="res://Entities/GroundTile/scripts/grass.gd" id="3_224hx"]
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[ext_resource type="Material" uid="uid://b1miqvl8lus75" path="res://Stages/Test3D/GrassMaterialOverride.tres" id="3_f37ob"]
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[ext_resource type="Script" uid="uid://btju6b83mvgvk" path="res://Entities/GroundTile/scripts/grass_multimesh.gd" id="4_3wpcb"]
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[ext_resource type="Script" uid="uid://bt67yhdkwtqy5" path="res://Entities/GroundTile/scripts/bushes.gd" id="6_224hx"]
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[ext_resource type="Script" uid="uid://cqko4m7cbxsfb" path="res://Entities/GroundTile/scripts/trees.gd" id="7_7lc7k"]
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[ext_resource type="Script" uid="uid://dri5tubavplji" path="res://Entities/GroundTile/scripts/bush_multimesh.gd" id="7_jysav"]
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[ext_resource type="Script" uid="uid://d3s0u7rm1y7i6" path="res://Entities/GroundTile/scripts/flower_multimesh.gd" id="8_jysav"]
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[ext_resource type="Script" uid="uid://18vxtm3ua4x0" path="res://Entities/GroundTile/scripts/flowers.gd" id="8_q0r4p"]
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[sub_resource type="ViewportTexture" id="ViewportTexture_h4g11"]
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viewport_path = NodePath("DebugText/DebugTextViewport")
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@ -67,5 +71,33 @@ script = ExtResource("4_3wpcb")
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.0111763, 0)
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mesh = SubResource("PlaneMesh_f37ob")
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[node name="Bushes" type="Node3D" parent="."]
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script = ExtResource("6_224hx")
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[node name="BushMultimesh" type="MultiMeshInstance3D" parent="Bushes"]
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cast_shadow = 0
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multimesh = SubResource("MultiMesh_3wpcb")
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script = ExtResource("7_jysav")
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[node name="BushTarget" type="MeshInstance3D" parent="Bushes"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.0111763, 0)
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mesh = SubResource("PlaneMesh_f37ob")
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[node name="Flowers" type="Node3D" parent="."]
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script = ExtResource("8_q0r4p")
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[node name="FlowerMultimesh" type="MultiMeshInstance3D" parent="Flowers"]
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cast_shadow = 0
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multimesh = SubResource("MultiMesh_3wpcb")
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script = ExtResource("8_jysav")
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[node name="FloewerTarget" type="MeshInstance3D" parent="Flowers"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.0111763, 0)
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mesh = SubResource("PlaneMesh_f37ob")
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[node name="Trees" type="Node3D" parent="."]
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script = ExtResource("7_7lc7k")
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[node name="Special" type="Node3D" parent="."]
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[node name="Rocks" type="Node3D" parent="Special"]
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56
Entities/GroundTile/scripts/bush_multimesh.gd
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56
Entities/GroundTile/scripts/bush_multimesh.gd
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@ -0,0 +1,56 @@
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extends MultiMeshInstance3D
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var mm: MultiMesh
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var parent_node: BushController
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static var bush_mesh: Mesh = null
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var material: ShaderMaterial
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func _ready() -> void:
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parent_node = get_parent() as BushController
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if parent_node == null:
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Log.pr("Error: Parent node is not a BushController!")
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# Load mesh once and reuse
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if bush_mesh == null:
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bush_mesh = load("res://Entities/Bush/assets/bush_large.res")
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func setup_multimesh() -> void:
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if parent_node == null:
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return
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if bush_mesh == null:
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Log.pr("Error: Could not load bush mesh")
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return
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# Reuse existing MultiMesh if possible, or create new one
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if mm == null:
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mm = MultiMesh.new()
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mm.transform_format = MultiMesh.TRANSFORM_3D
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mm.mesh = bush_mesh
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material = ColorData.get_random_bush_material(Season.current)
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mm.mesh.surface_set_material(0, material)
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# Configure instance count
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mm.instance_count = parent_node.bush_instance_range
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# Get shared RNG from GroundTile
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var rng = parent_node.parent_node.get_rng()
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# Generate positions using shared RNG
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for i in range(mm.instance_count):
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var random_pos = Vector3(
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rng.randf_range(-1.0, 1.0),
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0.0,
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rng.randf_range(-1.0, 1.0)
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)
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var random_rotation = rng.randf_range(0.0, TAU)
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var basis = Basis(Vector3.UP, random_rotation)
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var random_scale = rng.randf_range(0.3, 0.9)
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basis = basis.scaled(Vector3(random_scale, random_scale, random_scale))
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var tx = Transform3D(basis, random_pos)
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mm.set_instance_transform(i, tx)
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multimesh = mm
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1
Entities/GroundTile/scripts/bush_multimesh.gd.uid
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1
Entities/GroundTile/scripts/bush_multimesh.gd.uid
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@ -0,0 +1 @@
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uid://dri5tubavplji
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36
Entities/GroundTile/scripts/bushes.gd
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36
Entities/GroundTile/scripts/bushes.gd
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@ -0,0 +1,36 @@
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# GrassController.gd
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extends Node3D
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class_name BushController
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@onready var bush_multimesh: MultiMeshInstance3D = $BushMultimesh
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var parent_node: GroundTile = null
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var bush_density: float = 0.5
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var bush_instance_range: int = 10
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func _ready() -> void:
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parent_node = get_parent() as GroundTile
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func spawn_bushes_for_cell(value):
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if value == null:
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return
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bush_density = value.vegetation_density
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update_bush_density()
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if bush_multimesh and bush_multimesh.has_method("setup_multimesh"):
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bush_multimesh.setup_multimesh()
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func update_bush_density() -> void:
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if parent_node == null:
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return
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var rng = parent_node.get_rng()
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if bush_density > 0.8:
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bush_instance_range = rng.randi_range(5, 10)
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elif bush_density > 0.6:
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bush_instance_range = rng.randi_range(2, 7)
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elif bush_density > 0.3:
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bush_instance_range = rng.randi_range(0, 1)
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else:
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bush_instance_range = rng.randi_range(0, 0)
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1
Entities/GroundTile/scripts/bushes.gd.uid
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1
Entities/GroundTile/scripts/bushes.gd.uid
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@ -0,0 +1 @@
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uid://bt67yhdkwtqy5
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59
Entities/GroundTile/scripts/flower_multimesh.gd
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59
Entities/GroundTile/scripts/flower_multimesh.gd
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@ -0,0 +1,59 @@
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extends MultiMeshInstance3D
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var mm: MultiMesh
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var parent_node: FlowerController
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static var flower_mesh: Mesh = null
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var material: StandardMaterial3D
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func _ready() -> void:
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parent_node = get_parent() as FlowerController
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if parent_node == null:
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Log.pr("Error: Parent node is not a FlowerController!")
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# Load mesh once and reuse
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if flower_mesh == null:
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flower_mesh = load("res://Entities/Plant/assets/flower_tall.res")
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func setup_multimesh() -> void:
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if parent_node == null:
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return
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if flower_mesh == null:
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Log.pr("Error: Could not load flower mesh")
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return
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# Reuse existing MultiMesh if possible, or create new one
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if mm == null:
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mm = MultiMesh.new()
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mm.transform_format = MultiMesh.TRANSFORM_3D
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mm.mesh = flower_mesh
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var flower_material = ColorData.flower_materials[Season.current]["flower"]
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var stem_material = ColorData.flower_materials[Season.current]["stem"]
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mm.mesh.surface_set_material(0, stem_material)
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mm.mesh.surface_set_material(1, flower_material)
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# Configure instance count
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mm.instance_count = parent_node.flower_instance_range
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# Get shared RNG from GroundTile
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var rng = parent_node.parent_node.get_rng()
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# Generate positions using shared RNG
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for i in range(mm.instance_count):
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var random_pos = Vector3(
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rng.randf_range(-1.0, 1.0),
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0.0,
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rng.randf_range(-1.0, 1.0)
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)
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var random_rotation = rng.randf_range(0.0, TAU)
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var basis = Basis(Vector3.UP, random_rotation)
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var random_scale = rng.randf_range(0.2, 0.4)
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basis = basis.scaled(Vector3(random_scale, random_scale, random_scale))
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var tx = Transform3D(basis, random_pos)
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mm.set_instance_transform(i, tx)
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multimesh = mm
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1
Entities/GroundTile/scripts/flower_multimesh.gd.uid
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1
Entities/GroundTile/scripts/flower_multimesh.gd.uid
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@ -0,0 +1 @@
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uid://d3s0u7rm1y7i6
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36
Entities/GroundTile/scripts/flowers.gd
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36
Entities/GroundTile/scripts/flowers.gd
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@ -0,0 +1,36 @@
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# GrassController.gd
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extends Node3D
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class_name FlowerController
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@onready var flower_multimesh: MultiMeshInstance3D = $FlowerMultimesh
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var parent_node: GroundTile = null
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var flower_density: float = 0.5
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var flower_instance_range: int = 10
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func _ready() -> void:
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parent_node = get_parent() as GroundTile
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func spawn_flowers_for_cell(value):
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if value == null:
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return
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flower_density = value.vegetation_density
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update_flower_density()
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if flower_multimesh and flower_multimesh.has_method("setup_multimesh"):
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flower_multimesh.setup_multimesh()
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func update_flower_density() -> void:
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if parent_node == null:
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return
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var rng = parent_node.get_rng()
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if flower_density > 0.8:
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flower_instance_range = rng.randi_range(1, 3)
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elif flower_density > 0.6:
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flower_instance_range = rng.randi_range(3, 4)
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elif flower_density > 0.3:
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flower_instance_range = rng.randi_range(4, 7)
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else:
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flower_instance_range = rng.randi_range(5, 10)
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1
Entities/GroundTile/scripts/flowers.gd.uid
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1
Entities/GroundTile/scripts/flowers.gd.uid
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uid://18vxtm3ua4x0
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@ -25,6 +25,8 @@ func setup_multimesh() -> void:
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mm = MultiMesh.new()
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mm.transform_format = MultiMesh.TRANSFORM_3D
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mm.mesh = grass_mesh
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update_shader_parameter('top_color', ColorData.grass_materials[Season.current]['top'])
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update_shader_parameter('bottom_color', ColorData.grass_materials[Season.current]['base'])
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# Configure instance count
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mm.instance_count = parent_node.grass_instance_range
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@ -51,3 +53,18 @@ func setup_multimesh() -> void:
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multimesh = mm
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cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
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func update_shader_parameter(param_name: String, value) -> void:
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if material_override == null:
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Log.pr("Error: No material override found")
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return
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# Check if it's a ShaderMaterial
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if material_override is ShaderMaterial:
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var shader_material = material_override as ShaderMaterial
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shader_material.set_shader_parameter(param_name, value)
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else:
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Log.pr("Error: Material override is not a ShaderMaterial")
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return
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@ -3,6 +3,9 @@ extends Node3D
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@onready var debug_text: Label = $DebugText/DebugTextViewport/DebugTextLabel
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@onready var tree_spawner = $Trees
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@onready var grass_spawner = $Grass
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@onready var bush_spawner = $Bushes
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@onready var flower_spawner = $Flowers
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@onready var ground = $Ground
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var grid_x: int
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var grid_z: int
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var cell_info: CellDataResource = null
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spawners_ready = true
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if cell_info != null:
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spawn_content()
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update_text_label()
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spawn_content()
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update_text_label()
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ground.material_override.albedo_color = ColorData.grass_materials[Season.current]['base']
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func get_rng() -> RandomClass:
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if cached_rng == null and cell_info:
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@ -44,6 +49,11 @@ func spawn_content():
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tree_spawner.spawn_trees_for_cell(cell_info)
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if grass_spawner:
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grass_spawner.spawn_grass_for_cell(cell_info)
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if bush_spawner:
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bush_spawner.spawn_bushes_for_cell(cell_info)
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if flower_spawner:
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flower_spawner.spawn_flowers_for_cell(cell_info)
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func update_text_label() -> void:
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debug_text.text = str(cell_info.vegetation_density)
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