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.
36 lines
945 B
GDScript
36 lines
945 B
GDScript
# 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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