89 lines
2.7 KiB
GDScript
89 lines
2.7 KiB
GDScript
class_name TreeNode
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extends Node3D
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@onready var area: Area3D = $InteractRange
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var mesh_instances: Array[MeshInstance3D] = []
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var original_materials: Array[Material] = []
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var outline_material: Material
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var base_circle: MeshInstance3D
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var circle_material: Material
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func _ready():
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create_base_circle()
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# Find all MeshInstance3D nodes in the GLB
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find_all_mesh_instances(self)
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setup_outline_material()
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area.body_entered.connect(_on_player_entered)
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area.body_exited.connect(_on_player_exited)
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func setup_outline_material():
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if mesh_instances.is_empty():
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print("Warning: No MeshInstance3D found in GLB!")
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return
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# Store original materials
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for mesh in mesh_instances:
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if mesh.get_surface_override_material(0):
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original_materials.append(mesh.get_surface_override_material(0))
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else:
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original_materials.append(mesh.get_surface_override_material(0))
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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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outline_material.set_shader_parameter("color", Vector3(0.702, 0.557, 0.259))
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func find_all_mesh_instances(node: Node):
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if node is MeshInstance3D:
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mesh_instances.append(node)
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for child in node.get_children():
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find_all_mesh_instances(child)
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func create_base_circle():
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base_circle = MeshInstance3D.new()
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add_child(base_circle)
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# Create a flat cylinder for the circle
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var cylinder = CylinderMesh.new()
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cylinder.top_radius = 0.4 # Adjust size as needed
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cylinder.bottom_radius = 0.4
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cylinder.height = 0.02 # Very thin to make it look like a flat circle
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cylinder.rings = 1
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cylinder.radial_segments = 9 # More segments = smoother circle
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base_circle.mesh = cylinder
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# Create transparent material with outline
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circle_material = StandardMaterial3D.new()
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circle_material.flags_transparent = true
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circle_material.albedo_color = Color(1.0, 0.843, 0.0, 0.0) # Fully transparent gold
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# Add rim lighting effect for outline appearance
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circle_material.rim_enabled = true
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circle_material.rim = 1.0
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circle_material.rim_tint = 1.0
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circle_material.rim_color = Color(1.0, 0.843, 0.0) # Gold rim
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base_circle.material_override = circle_material
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# Position at ground level
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base_circle.position.y = 0.01 # Slightly above ground to avoid z-fighting
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# Start hidden
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base_circle.visible = false
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func _on_player_entered(body: Node3D):
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if body.is_in_group("player"):
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base_circle.visible = true
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# Apply outline to all mesh instances
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for mesh in mesh_instances:
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mesh.material_overlay = outline_material
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func _on_player_exited(body: Node3D):
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if body.is_in_group("player"):
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Log.pr('Out of range...')
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base_circle.visible = false
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# Remove outline from all mesh instances
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for mesh in mesh_instances:
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mesh.material_overlay = null
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