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 +1,59 @@
class_name GroundTile
extends Node3D
@onready var debug_text: Label = $DebugText/DebugTextViewport/DebugTextLabel
@onready var tree_spawner = $Trees
@onready var grass_spawner = $Grass
@onready var bush_spawner = $Bushes
@onready var flower_spawner = $Flowers
@onready var ground = $Ground
var grid_x: int
var grid_z: int
var cell_info: CellDataResource = null
var spawners_ready: bool = false
var cached_rng: RandomClass = null
# 326432 229379
# Grass - 1a7761 1f6051
func _ready() -> void:
spawners_ready = true
if cell_info != null:
spawn_content()
update_text_label()
ground.material_override.albedo_color = ColorData.grass_materials[Season.current]['base']
func get_rng() -> RandomClass:
if cached_rng == null and cell_info:
cached_rng = RandomClass.get_seeded_instance(cell_info.cell_seed)
elif cached_rng == null:
cached_rng = RandomClass.get_shared_instance()
return cached_rng
func set_grid_location(x, z) -> void:
grid_x = x
grid_z = z
cell_info = MapData.get_map_data(grid_x, grid_z)
# Only spawn if spawners are ready
if spawners_ready and cell_info != null:
spawn_content()
func spawn_content():
if cell_info == null:
return
if tree_spawner:
tree_spawner.spawn_trees_for_cell(cell_info)
if grass_spawner:
grass_spawner.spawn_grass_for_cell(cell_info)
if bush_spawner:
bush_spawner.spawn_bushes_for_cell(cell_info)
if flower_spawner:
flower_spawner.spawn_flowers_for_cell(cell_info)
func update_text_label() -> void:
debug_text.text = str(cell_info.vegetation_density)