Improves tree and ground tile appearance
Refactors tree spawning and rendering: - Adds seasonal color variations for trees via scripts. - Introduces `ColorStorage` to manage tree and grass colors - Removes unused code from tree spawning logic. - Adjusts ground tile color for better visual appeal. - Hides debug text on ground tiles.
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28 changed files with 454 additions and 63 deletions
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@ -20,10 +20,6 @@ func set_tree_data(data: TreeDataResource):
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tree_data = data
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spawn_model()
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func setup_tree(data: TreeDataResource):
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# Alternative method name if you prefer
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set_tree_data(data)
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func spawn_model():
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if not tree_data or not tree_data.model:
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Log.pr("No tree data or model provided")
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@ -37,7 +33,9 @@ func spawn_model():
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# Instantiate the model from the TreeDataResource
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model_instance = tree_data.model.instantiate()
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tree_data.apply_seasonal_colors(model_instance, "spring")
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add_child(model_instance)
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# Create base circle after model is loaded
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if not base_circle:
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@ -45,6 +43,7 @@ func spawn_model():
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# Re-scan for mesh instances in the new model
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find_all_mesh_instances(model_instance)
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update_outline_materials()
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# Apply any additional properties from tree_data
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@ -63,7 +62,7 @@ func apply_tree_properties():
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var scale_variation = randf_range(0.8, 1.2)
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model_instance.scale *= scale_variation
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func setup_outline_material():
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func setup_outline_material() -> void:
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# Create outline material with your shader
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outline_material = ShaderMaterial.new()
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outline_material.shader = preload("res://outline.gdshader")
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