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:
Dan Baker 2025-06-29 10:58:18 +01:00
parent ea5006e8a2
commit 3959333534
46 changed files with 559 additions and 77 deletions

View file

@ -0,0 +1,36 @@
# GrassController.gd
extends Node3D
class_name FlowerController
@onready var flower_multimesh: MultiMeshInstance3D = $FlowerMultimesh
var parent_node: GroundTile = null
var flower_density: float = 0.5
var flower_instance_range: int = 10
func _ready() -> void:
parent_node = get_parent() as GroundTile
func spawn_flowers_for_cell(value):
if value == null:
return
flower_density = value.vegetation_density
update_flower_density()
if flower_multimesh and flower_multimesh.has_method("setup_multimesh"):
flower_multimesh.setup_multimesh()
func update_flower_density() -> void:
if parent_node == null:
return
var rng = parent_node.get_rng()
if flower_density > 0.8:
flower_instance_range = rng.randi_range(1, 3)
elif flower_density > 0.6:
flower_instance_range = rng.randi_range(3, 4)
elif flower_density > 0.3:
flower_instance_range = rng.randi_range(4, 7)
else:
flower_instance_range = rng.randi_range(5, 10)