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.
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ea5006e8a2
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46 changed files with 559 additions and 77 deletions
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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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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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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# 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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59
Entities/GroundTile/scripts/ground_tile.gd
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59
Entities/GroundTile/scripts/ground_tile.gd
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class_name GroundTile
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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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var spawners_ready: bool = false
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var cached_rng: RandomClass = null
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# 326432 229379
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# Grass - 1a7761 1f6051
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func _ready() -> void:
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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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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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cached_rng = RandomClass.get_seeded_instance(cell_info.cell_seed)
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elif cached_rng == null:
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cached_rng = RandomClass.get_shared_instance()
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return cached_rng
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func set_grid_location(x, z) -> void:
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grid_x = x
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grid_z = z
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cell_info = MapData.get_map_data(grid_x, grid_z)
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# Only spawn if spawners are ready
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if spawners_ready and cell_info != null:
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spawn_content()
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func spawn_content():
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if cell_info == null:
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return
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if tree_spawner:
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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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1
Entities/GroundTile/scripts/ground_tile.gd.uid
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1
Entities/GroundTile/scripts/ground_tile.gd.uid
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uid://bq7hia2dit80y
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