update shader water, update animation
This commit is contained in:
parent
37a765601c
commit
4b91fee1be
10 changed files with 154 additions and 141 deletions
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@ -136,6 +136,7 @@ node_connections = [&"output", 0, &"FB", &"FB", 0, &"Forward", &"FB", 1, &"Backw
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[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_wnbtw"]
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[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_wnbtw"]
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xfade_time = 0.2
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xfade_time = 0.2
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switch_mode = 2
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switch_mode = 2
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advance_mode = 2
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advance_condition = &"idle"
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advance_condition = &"idle"
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[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_rvsaa"]
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[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_rvsaa"]
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@ -209,10 +210,10 @@ states/Stopping/position = Vector2(505, 327)
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states/Walk/node = SubResource("AnimationNodeBlendTree_8bvke")
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states/Walk/node = SubResource("AnimationNodeBlendTree_8bvke")
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states/Walk/position = Vector2(216.227, 134)
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states/Walk/position = Vector2(216.227, 134)
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transitions = ["Stopping", "Idle", SubResource("AnimationNodeStateMachineTransition_wnbtw"), "Run", "Stopping", SubResource("AnimationNodeStateMachineTransition_rvsaa"), "Idle", "Run", SubResource("AnimationNodeStateMachineTransition_s0egl"), "Start", "Idle", SubResource("AnimationNodeStateMachineTransition_xf5i1"), "Idle", "Walk", SubResource("AnimationNodeStateMachineTransition_nbs2g"), "Walk", "Stopping", SubResource("AnimationNodeStateMachineTransition_rs3n0"), "Walk", "Jog", SubResource("AnimationNodeStateMachineTransition_6gab4"), "Jog", "Walk", SubResource("AnimationNodeStateMachineTransition_6m5a2"), "Run", "Jog", SubResource("AnimationNodeStateMachineTransition_hy2h2"), "Jog", "Run", SubResource("AnimationNodeStateMachineTransition_2tyel"), "Jog", "Stopping", SubResource("AnimationNodeStateMachineTransition_7h1qf"), "Idle", "Jog", SubResource("AnimationNodeStateMachineTransition_4twgu")]
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transitions = ["Stopping", "Idle", SubResource("AnimationNodeStateMachineTransition_wnbtw"), "Run", "Stopping", SubResource("AnimationNodeStateMachineTransition_rvsaa"), "Idle", "Run", SubResource("AnimationNodeStateMachineTransition_s0egl"), "Start", "Idle", SubResource("AnimationNodeStateMachineTransition_xf5i1"), "Idle", "Walk", SubResource("AnimationNodeStateMachineTransition_nbs2g"), "Walk", "Stopping", SubResource("AnimationNodeStateMachineTransition_rs3n0"), "Walk", "Jog", SubResource("AnimationNodeStateMachineTransition_6gab4"), "Jog", "Walk", SubResource("AnimationNodeStateMachineTransition_6m5a2"), "Run", "Jog", SubResource("AnimationNodeStateMachineTransition_hy2h2"), "Jog", "Run", SubResource("AnimationNodeStateMachineTransition_2tyel"), "Jog", "Stopping", SubResource("AnimationNodeStateMachineTransition_7h1qf"), "Idle", "Jog", SubResource("AnimationNodeStateMachineTransition_4twgu")]
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graph_offset = Vector2(-96.7391, 96.49)
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graph_offset = Vector2(-96.7391, 35.1602)
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[sub_resource type="AnimationNodeBlendTree" id="AnimationNodeBlendTree_512i8"]
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[sub_resource type="AnimationNodeBlendTree" id="AnimationNodeBlendTree_512i8"]
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graph_offset = Vector2(-407.883, 86.6913)
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graph_offset = Vector2(-419.985, 66.7194)
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nodes/crouch/node = SubResource("AnimationNodeTransition_ap4r3")
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nodes/crouch/node = SubResource("AnimationNodeTransition_ap4r3")
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nodes/crouch/position = Vector2(100, 180)
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nodes/crouch/position = Vector2(100, 180)
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nodes/crouching/node = SubResource("AnimationNodeStateMachine_w0g24")
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nodes/crouching/node = SubResource("AnimationNodeStateMachine_w0g24")
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@ -223,7 +224,7 @@ node_connections = [&"output", 0, &"crouch", &"crouch", 0, &"standing", &"crouch
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[sub_resource type="AnimationNodeBlendTree" id="AnimationNodeBlendTree_j336j"]
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[sub_resource type="AnimationNodeBlendTree" id="AnimationNodeBlendTree_j336j"]
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resource_local_to_scene = true
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resource_local_to_scene = true
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graph_offset = Vector2(239.774, 470)
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graph_offset = Vector2(488.435, 1346.72)
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nodes/AnimTurnLeft/node = SubResource("AnimationNodeAnimation_twcy5")
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nodes/AnimTurnLeft/node = SubResource("AnimationNodeAnimation_twcy5")
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nodes/AnimTurnLeft/position = Vector2(500, 1540)
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nodes/AnimTurnLeft/position = Vector2(500, 1540)
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nodes/AnimTurnRight/node = SubResource("AnimationNodeAnimation_a2hmg")
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nodes/AnimTurnRight/node = SubResource("AnimationNodeAnimation_a2hmg")
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@ -267,6 +268,12 @@ parameters/VelocityDirection/crouch/current_state = "crouch"
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parameters/VelocityDirection/crouch/current_index = 1
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parameters/VelocityDirection/crouch/current_index = 1
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parameters/VelocityDirection/crouching/playback = SubResource("AnimationNodeStateMachinePlayback_tgni3")
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parameters/VelocityDirection/crouching/playback = SubResource("AnimationNodeStateMachinePlayback_tgni3")
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parameters/VelocityDirection/standing/playback = SubResource("AnimationNodeStateMachinePlayback_44upy")
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parameters/VelocityDirection/standing/playback = SubResource("AnimationNodeStateMachinePlayback_44upy")
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parameters/VelocityDirection/standing/Jog/FB/current_state = "Forward"
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parameters/VelocityDirection/standing/Jog/FB/transition_request = ""
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parameters/VelocityDirection/standing/Jog/FB/current_index = 0
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parameters/VelocityDirection/standing/Walk/FB/current_state = "Forward"
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parameters/VelocityDirection/standing/Walk/FB/transition_request = ""
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parameters/VelocityDirection/standing/Walk/FB/current_index = 0
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[node name="CameraComponent" parent="." index="3"]
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[node name="CameraComponent" parent="." index="3"]
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networking_path = NodePath("../Networking")
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networking_path = NodePath("../Networking")
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@ -278,59 +285,59 @@ character_movement_component = NodePath("../CharacterMovementComponent")
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shape = SubResource("CapsuleShape3D_ied37")
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shape = SubResource("CapsuleShape3D_ied37")
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[node name="Skeleton3D" parent="Armature" index="0"]
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[node name="Skeleton3D" parent="Armature" index="0"]
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bones/0/position = Vector3(-0.000172998, 0.901879, -0.00179914)
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bones/0/position = Vector3(0.00286752, 0.931133, 0.0021665)
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bones/0/rotation = Quaternion(0.0129103, -0.477019, 0.0128396, 0.878704)
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bones/0/rotation = Quaternion(-0.0407676, -0.37142, -0.0154171, 0.927441)
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bones/1/rotation = Quaternion(-0.034878, 0.0121777, 0.00603897, 0.999299)
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bones/1/rotation = Quaternion(-0.0132617, 0.0404789, -0.00542303, 0.999078)
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bones/2/rotation = Quaternion(0.00771038, 0.00387442, 0.0077534, 0.999933)
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bones/2/rotation = Quaternion(0.0943702, 0.0821296, -0.0072563, 0.992117)
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bones/3/rotation = Quaternion(0.0679804, 0.00466348, 0.00750769, 0.997648)
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bones/3/rotation = Quaternion(0.154061, 0.0815378, -0.012218, 0.984615)
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bones/4/rotation = Quaternion(0.259049, 0.120367, -0.0335045, 0.957749)
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bones/4/rotation = Quaternion(0.129425, -0.00964817, 0.00331386, 0.991536)
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bones/5/rotation = Quaternion(-0.00246286, 0.223138, -0.172693, 0.959365)
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bones/5/rotation = Quaternion(-0.0487468, 0.170424, -0.0568101, 0.982523)
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bones/9/rotation = Quaternion(-0.465919, -0.528453, 0.588414, -0.396769)
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bones/9/rotation = Quaternion(0.475678, 0.533875, -0.570408, 0.404157)
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bones/10/rotation = Quaternion(0.520746, -0.203354, 0.188978, 0.807315)
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bones/10/rotation = Quaternion(0.532933, -0.0741989, 0.14547, 0.83025)
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bones/11/rotation = Quaternion(9.19054e-05, 0.0274316, 0.655564, 0.754641)
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bones/11/rotation = Quaternion(-0.00751253, 0.0998335, 0.451269, 0.886754)
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bones/12/rotation = Quaternion(-0.0908578, 0.331043, 0.131266, 0.930013)
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bones/12/rotation = Quaternion(-0.153289, 0.123277, -0.00593906, 0.980444)
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bones/13/rotation = Quaternion(0.68532, -6.03681e-05, -0.0820378, 0.723606)
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bones/13/rotation = Quaternion(0.136229, 0.00290555, -0.0698596, 0.988207)
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bones/14/rotation = Quaternion(0.816783, -0.000611766, -0.0982718, 0.568513)
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bones/14/rotation = Quaternion(0.201943, -0.00139866, 0.0156955, 0.97927)
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bones/15/rotation = Quaternion(0.818243, 0.00110579, -0.0972425, 0.566587)
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bones/15/rotation = Quaternion(-2.23524e-08, -1.54721e-07, 7.9803e-06, 1)
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bones/17/rotation = Quaternion(0.217917, 0.0898311, 0.175515, 0.955844)
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bones/17/rotation = Quaternion(0.284136, 0.115516, 0.18164, 0.934307)
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bones/18/rotation = Quaternion(0.111987, -0.158249, -0.280048, 0.940207)
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bones/18/rotation = Quaternion(-0.00754712, 0.00079939, -0.000678675, 0.999971)
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bones/19/rotation = Quaternion(-0.0215223, -0.07977, -0.565562, 0.820556)
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bones/19/rotation = Quaternion(-6.10946e-07, -5.2211e-06, -9.82261e-06, 1)
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bones/21/rotation = Quaternion(0.680469, 0.00849827, -0.0898124, 0.727203)
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bones/21/rotation = Quaternion(0.0385101, -0.00503401, 0.0620579, 0.997316)
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bones/22/rotation = Quaternion(0.845186, -0.00222601, -0.10257, 0.524533)
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bones/22/rotation = Quaternion(0.152149, -0.000944763, -0.00571419, 0.98834)
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bones/23/rotation = Quaternion(0.811299, 0.00123152, -0.096296, 0.576645)
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bones/23/rotation = Quaternion(1.94206e-06, -1.96826e-06, -1.6247e-07, 1)
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bones/25/rotation = Quaternion(0.70653, -0.0227113, -0.0611423, 0.704671)
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bones/25/rotation = Quaternion(0.276139, -0.0192624, -0.115281, 0.953984)
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bones/26/rotation = Quaternion(0.796127, -0.00109192, -0.096178, 0.597436)
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bones/26/rotation = Quaternion(0.287932, 0.00177289, 0.0251145, 0.95732)
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bones/27/rotation = Quaternion(0.787005, 0.00064355, -0.0937785, 0.609778)
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bones/27/rotation = Quaternion(-5.58815e-09, -1.08033e-07, 3.06809e-06, 1)
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bones/29/rotation = Quaternion(0.734984, -0.0394802, -0.050487, 0.675049)
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bones/29/rotation = Quaternion(0.302339, -0.0207995, -0.148822, 0.941281)
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bones/30/rotation = Quaternion(0.753528, 0.0265116, -0.0681514, 0.653336)
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bones/30/rotation = Quaternion(0.348689, 0.0117877, 0.0500265, 0.935828)
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bones/31/rotation = Quaternion(0.882855, 0.000936385, -0.105273, 0.457695)
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bones/31/rotation = Quaternion(1.99945e-06, -2.02538e-06, 9.9316e-06, 1)
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bones/33/rotation = Quaternion(0.502236, -0.498063, 0.599458, 0.374623)
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bones/33/rotation = Quaternion(0.52653, -0.494906, 0.538598, 0.433297)
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bones/34/rotation = Quaternion(0.370554, -0.0482472, -0.469022, 0.800238)
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bones/34/rotation = Quaternion(0.514478, 0.0830848, 0.0769871, 0.84999)
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bones/35/rotation = Quaternion(0.000238858, -0.0366692, -0.862701, 0.504384)
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bones/35/rotation = Quaternion(0.0622515, -0.0620934, -0.431416, 0.897858)
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bones/36/rotation = Quaternion(-0.113264, 0.1314, -0.0768276, 0.981836)
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bones/36/rotation = Quaternion(0.110966, -0.00639391, -0.0504766, 0.992521)
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bones/37/rotation = Quaternion(0.685333, 6.17094e-05, 0.0827409, 0.723514)
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bones/37/rotation = Quaternion(0.111086, 0.00854173, 0.0245615, 0.993471)
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bones/38/rotation = Quaternion(0.81459, 0.000966602, 0.0990885, 0.571511)
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bones/38/rotation = Quaternion(0.309928, 0.00171618, -0.021322, 0.950519)
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bones/39/rotation = Quaternion(0.821818, -0.0017916, 0.0979961, 0.561256)
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bones/39/rotation = Quaternion(-2.79586e-09, 3.36491e-08, -7.53691e-06, 1)
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bones/41/rotation = Quaternion(0.258103, -0.0464722, -0.166247, 0.950571)
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bones/41/rotation = Quaternion(0.203046, 0.0246648, -0.228941, 0.951709)
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bones/42/rotation = Quaternion(0.0971873, -0.0337892, 0.319316, 0.942046)
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bones/42/rotation = Quaternion(0.00561814, 0.00161676, 0.180932, 0.983478)
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bones/43/rotation = Quaternion(0.102353, 0.051128, 0.496662, 0.86037)
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bones/43/rotation = Quaternion(1.68663e-06, 4.45363e-06, 1.01891e-05, 1)
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bones/45/rotation = Quaternion(0.68078, -0.0190739, 0.101264, 0.725204)
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bones/45/rotation = Quaternion(0.0385272, 0.00975336, 0.0105134, 0.999155)
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bones/46/rotation = Quaternion(0.853091, 0.000644792, 0.103455, 0.511402)
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bones/46/rotation = Quaternion(0.147211, 0.000197627, 0.00967613, 0.989058)
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bones/47/rotation = Quaternion(0.803307, 7.36886e-05, 0.0971108, 0.587595)
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bones/47/rotation = Quaternion(-1.92115e-07, -1.9491e-07, 2.67951e-07, 1)
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bones/49/rotation = Quaternion(0.723188, 0.0327217, 0.0549051, 0.687687)
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bones/49/rotation = Quaternion(0.211278, -0.0064634, 0.0649752, 0.975243)
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bones/50/rotation = Quaternion(0.758867, 0.00171341, 0.0930925, 0.644555)
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bones/50/rotation = Quaternion(0.343467, -0.00251803, -0.036149, 0.938465)
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bones/51/rotation = Quaternion(0.799428, -0.002656, 0.0944829, 0.59328)
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bones/51/rotation = Quaternion(-3.51451e-06, -3.27981e-06, -3.25159e-06, 1)
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bones/53/rotation = Quaternion(0.738816, 0.0655906, 0.0273769, 0.670149)
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bones/53/rotation = Quaternion(0.207037, -0.0111315, 0.0919152, 0.973942)
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bones/54/rotation = Quaternion(0.747741, 0.00140453, 0.0915433, 0.657648)
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bones/54/rotation = Quaternion(0.372181, -0.0132523, -0.070539, 0.925381)
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bones/55/rotation = Quaternion(0.885414, -0.00156687, 0.10615, 0.452518)
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bones/55/rotation = Quaternion(-5.59105e-09, -1.15109e-14, -1.09178e-05, 1)
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bones/57/rotation = Quaternion(-0.126738, 0.140515, 0.969622, 0.155006)
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bones/57/rotation = Quaternion(-0.12559, 0.00681877, 0.983203, 0.13226)
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bones/58/rotation = Quaternion(-0.378447, -0.0320807, -0.00808686, 0.925032)
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bones/58/rotation = Quaternion(-0.285334, 0.069074, -0.0173783, 0.955778)
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bones/59/rotation = Quaternion(0.629739, 0.0424758, 0.115003, 0.767072)
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bones/59/rotation = Quaternion(0.591416, 0.0619472, 0.11457, 0.795779)
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bones/60/rotation = Quaternion(0.340454, 0.0167316, 0.00602515, 0.940093)
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bones/60/rotation = Quaternion(0.353628, 0.0202899, 0.0040719, 0.935157)
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bones/62/rotation = Quaternion(0.156635, 0.280779, 0.931659, -0.169234)
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bones/62/rotation = Quaternion(-0.0793266, -0.207014, -0.9696, 0.103574)
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bones/63/rotation = Quaternion(-0.307456, 0.043324, -0.0155887, 0.950448)
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bones/63/rotation = Quaternion(-0.310959, 0.117688, -0.0372882, 0.942371)
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bones/64/rotation = Quaternion(0.442158, -0.046071, -0.0947431, 0.890729)
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bones/64/rotation = Quaternion(0.491708, -0.0209777, -0.0377644, 0.869687)
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bones/65/rotation = Quaternion(0.352065, -0.016805, -0.00581727, 0.935807)
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bones/65/rotation = Quaternion(0.35992, -0.000617787, -0.0302186, 0.932493)
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[node name="flashlight" parent="Armature" index="1" instance=ExtResource("5_euvsl")]
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[node name="flashlight" parent="Armature" index="1" instance=ExtResource("5_euvsl")]
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transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 1.12407, 0.156779)
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transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 1.12407, 0.156779)
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@ -2,6 +2,8 @@ extends AnimationTree
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class_name AnimBlend
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class_name AnimBlend
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@onready @export var movement_script : CharacterMovementComponent # I use this to get variables from main movement script
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@onready @export var movement_script : CharacterMovementComponent # I use this to get variables from main movement script
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var count:int=0
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func _physics_process(_delta):
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func _physics_process(_delta):
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if !movement_script:
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if !movement_script:
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return
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return
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@ -25,6 +27,13 @@ func _physics_process(_delta):
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set("parameters/VelocityDirection/crouch/transition_request" , "crouch")
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set("parameters/VelocityDirection/crouch/transition_request" , "crouch")
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#standing
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#standing
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print("-------")
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print(movement_script.gait == Global.gait.walking)
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print(movement_script.input_is_moving)
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if movement_script.gait == Global.gait.walking and movement_script.input_is_moving:
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count +=1
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if count > 100:
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print("Debug")
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set("parameters/VelocityDirection/standing/conditions/idle",!movement_script.input_is_moving)
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set("parameters/VelocityDirection/standing/conditions/idle",!movement_script.input_is_moving)
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set("parameters/VelocityDirection/standing/conditions/walking",movement_script.gait == Global.gait.walking and movement_script.input_is_moving)
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set("parameters/VelocityDirection/standing/conditions/walking",movement_script.gait == Global.gait.walking and movement_script.input_is_moving)
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set("parameters/VelocityDirection/standing/conditions/running",movement_script.gait == Global.gait.running and movement_script.input_is_moving)
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set("parameters/VelocityDirection/standing/conditions/running",movement_script.gait == Global.gait.running and movement_script.input_is_moving)
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@ -606,10 +606,13 @@ func ik_look_at(position: Vector3):
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var PrevVelocity :Vector3
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var PrevVelocity :Vector3
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func add_movement_input(direction: Vector3, Speed: float , Acceleration: float) -> void:
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func add_movement_input(direction: Vector3, Speed: float , Acceleration: float) -> void:
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print("add_movement_input")
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if is_flying == false:
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if is_flying == false:
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print("add_movement_input no is_flying")
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character_node.velocity.x = lerp(character_node.velocity.x, direction.x * Speed, Acceleration * get_physics_process_delta_time())
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character_node.velocity.x = lerp(character_node.velocity.x, direction.x * Speed, Acceleration * get_physics_process_delta_time())
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character_node.velocity.z = lerp(character_node.velocity.z, direction.z * Speed, Acceleration * get_physics_process_delta_time())
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character_node.velocity.z = lerp(character_node.velocity.z, direction.z * Speed, Acceleration * get_physics_process_delta_time())
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else:
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else:
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||||||
|
print("add_movement_input is_flying")
|
||||||
character_node.set_velocity(character_node.get_velocity().lerp(direction * Speed, Acceleration * get_physics_process_delta_time()))
|
character_node.set_velocity(character_node.get_velocity().lerp(direction * Speed, Acceleration * get_physics_process_delta_time()))
|
||||||
character_node.move_and_slide()
|
character_node.move_and_slide()
|
||||||
input_velocity = Speed * direction
|
input_velocity = Speed * direction
|
||||||
|
@ -623,6 +626,7 @@ func add_movement_input(direction: Vector3, Speed: float , Acceleration: float)
|
||||||
actual_velocity = character_node.velocity
|
actual_velocity = character_node.velocity
|
||||||
#tiltCharacterMesh
|
#tiltCharacterMesh
|
||||||
if tilt == true:
|
if tilt == true:
|
||||||
|
print("add_movement_input tilt")
|
||||||
var MovementDirectionRelativeToCamera = input_velocity.normalized().rotated(Vector3.UP,-camera_root.HObject.transform.basis.get_euler().y)
|
var MovementDirectionRelativeToCamera = input_velocity.normalized().rotated(Vector3.UP,-camera_root.HObject.transform.basis.get_euler().y)
|
||||||
var IsMovingBackwardRelativeToCamera = false if input_velocity.rotated(Vector3.UP,-camera_root.HObject.transform.basis.get_euler().y).z >= -0.1 else true
|
var IsMovingBackwardRelativeToCamera = false if input_velocity.rotated(Vector3.UP,-camera_root.HObject.transform.basis.get_euler().y).z >= -0.1 else true
|
||||||
if IsMovingBackwardRelativeToCamera:
|
if IsMovingBackwardRelativeToCamera:
|
||||||
|
|
File diff suppressed because one or more lines are too long
|
@ -1,27 +1,22 @@
|
||||||
/*
|
/*
|
||||||
Shader from https://godotshaders.com/shader/realistic-water/
|
|
||||||
Modified to work with Godot 3.4
|
|
||||||
|
|
||||||
|
Realistic Water Shader for Godot 4
|
||||||
|
|
||||||
Realistic Water Shader for GODOT 3.1.1
|
Modified to work with Godot 3.4 with thanks to jmarceno.
|
||||||
|
|
||||||
Copyright (c) 2019 UnionBytes, Achim Menzel (alias AiYori)
|
Copyright (c) 2019 UnionBytes, Achim Menzel (alias AiYori)
|
||||||
|
|
||||||
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
|
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
|
||||||
|
|
||||||
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
|
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
|
||||||
|
|
||||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||||
|
|
||||||
-- UnionBytes
|
-- UnionBytes
|
||||||
-- YouTube: www.youtube.com/user/UnionBytes
|
-- YouTube: www.youtube.com/user/UnionBytes
|
||||||
*/
|
*/
|
||||||
|
|
||||||
|
|
||||||
// For this shader min. GODOT 3.1.1 is required, because 3.1 has a depth buffer bug!
|
|
||||||
shader_type spatial;
|
shader_type spatial;
|
||||||
render_mode cull_back,diffuse_burley,specular_schlick_ggx, blend_mix;
|
render_mode cull_back,diffuse_burley,specular_schlick_ggx, blend_mix;
|
||||||
|
|
||||||
|
uniform sampler2D DEPTH_TEXTURE : hint_depth_texture, filter_linear_mipmap;
|
||||||
|
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
|
||||||
|
|
||||||
// Wave settings:
|
// Wave settings:
|
||||||
uniform float wave_speed = 0.5; // Speed scale for the waves
|
uniform float wave_speed = 0.5; // Speed scale for the waves
|
||||||
|
@ -30,30 +25,30 @@ uniform vec4 wave_b = vec4(1.0, 0.6, 0.30, 1.55); // xy = Direction, z = Stee
|
||||||
uniform vec4 wave_c = vec4(1.0, 1.3, 0.25, 0.9); // xy = Direction, z = Steepness, w = Length
|
uniform vec4 wave_c = vec4(1.0, 1.3, 0.25, 0.9); // xy = Direction, z = Steepness, w = Length
|
||||||
|
|
||||||
// Surface settings:
|
// Surface settings:
|
||||||
uniform vec2 sampler_scale = vec2(0.25, 0.25); // Scale for the sampler
|
uniform vec2 sampler_scale = vec2(0.25, 0.25); // Scale for the sampler
|
||||||
uniform vec2 sampler_direction= vec2(0.05, 0.04); // Direction and speed for the sampler offset
|
uniform vec2 sampler_direction= vec2(0.05, 0.04); // Direction and speed for the sampler offset
|
||||||
|
|
||||||
uniform sampler2D uv_sampler : hint_anisotropy; // UV motion sampler for shifting the normalmap
|
uniform sampler2D uv_sampler : hint_anisotropy; // UV motion sampler for shifting the normalmap
|
||||||
uniform vec2 uv_sampler_scale = vec2(0.25, 0.25); // UV sampler scale
|
uniform vec2 uv_sampler_scale = vec2(0.25, 0.25); // UV sampler scale
|
||||||
uniform float uv_sampler_strength = 0.04; // UV shifting strength
|
uniform float uv_sampler_strength = 0.04; // UV shifting strength
|
||||||
|
|
||||||
uniform sampler2D normalmap_a_sampler : hint_normal; // Normalmap sampler A
|
uniform sampler2D normalmap_a_sampler : hint_normal; // Normalmap sampler A
|
||||||
uniform sampler2D normalmap_b_sampler : hint_normal; // Normalmap sampler B
|
uniform sampler2D normalmap_b_sampler : hint_normal; // Normalmap sampler B
|
||||||
|
|
||||||
uniform sampler2D foam_sampler : hint_default_black; // Foam sampler
|
uniform sampler2D foam_sampler : hint_default_black; // Foam sampler
|
||||||
uniform float foam_level = 0.5; // Foam level -> distance from the object (0.0 - 0.5)
|
uniform float foam_level = 0.5; // Foam level -> distance from the object (0.0 - 0.5)
|
||||||
|
|
||||||
// Volume settings:
|
// Volume settings:
|
||||||
uniform float refraction = 0.075; // Refraction of the water
|
uniform float refraction = 0.075; // Refraction of the water
|
||||||
|
|
||||||
uniform vec4 color_deep : source_color; // Color for deep places in the water, medium to dark blue
|
uniform vec4 color_deep : source_color; // Color for deep places in the water, medium to dark blue
|
||||||
uniform vec4 color_shallow : source_color; // Color for lower places in the water, bright blue - green
|
uniform vec4 color_shallow : source_color; // Color for lower places in the water, bright blue - green
|
||||||
uniform float beers_law = 2.0; // Beers law value, regulates the blending size to the deep water level
|
uniform float beers_law = 2.0; // Beers law value, regulates the blending size to the deep water level
|
||||||
uniform float depth_offset = -0.75; // Offset for the blending
|
uniform float depth_offset = -0.75; // Offset for the blending
|
||||||
|
|
||||||
// Projector for the water caustics:
|
// Projector for the water caustics:
|
||||||
uniform mat4 projector; // Projector matrix, mostly the matric of the sun / directlight
|
uniform mat4 projector; // Projector matrix, mostly the matric of the sun / directlight
|
||||||
uniform sampler2DArray caustic_sampler : hint_default_black; // Caustic sampler, (Texture array with 16 Textures for the animation)
|
uniform sampler2DArray caustic_sampler : hint_default_black; // Caustic sampler, (Texture array with 16 Textures for the animation)
|
||||||
|
|
||||||
|
|
||||||
// Vertex -> Fragment:
|
// Vertex -> Fragment:
|
||||||
|
@ -65,9 +60,6 @@ varying vec3 vertex_tangent; // Vertex tangent -> Needed for refraction
|
||||||
varying mat4 inv_mvp; // Inverse ModelViewProjection matrix -> Needed for caustic projection
|
varying mat4 inv_mvp; // Inverse ModelViewProjection matrix -> Needed for caustic projection
|
||||||
|
|
||||||
|
|
||||||
uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
|
|
||||||
uniform sampler2D depth_texture : hint_depth_texture, repeat_disable, filter_nearest;
|
|
||||||
|
|
||||||
// Wave function:
|
// Wave function:
|
||||||
vec4 wave(vec4 parameter, vec2 position, float time, inout vec3 tangent, inout vec3 binormal)
|
vec4 wave(vec4 parameter, vec2 position, float time, inout vec3 tangent, inout vec3 binormal)
|
||||||
{
|
{
|
||||||
|
@ -93,7 +85,7 @@ void vertex()
|
||||||
float time = TIME * wave_speed;
|
float time = TIME * wave_speed;
|
||||||
|
|
||||||
vec4 vertex = vec4(VERTEX, 1.0);
|
vec4 vertex = vec4(VERTEX, 1.0);
|
||||||
vec3 vertex_position = (MODEL_MATRIX * vertex).xyz;
|
vec3 vertex_position = (INV_VIEW_MATRIX * vertex).xyz;
|
||||||
|
|
||||||
vec3 tang = vec3(0.0, 0.0, 0.0);
|
vec3 tang = vec3(0.0, 0.0, 0.0);
|
||||||
vec3 bin = vec3(0.0, 0.0, 0.0);
|
vec3 bin = vec3(0.0, 0.0, 0.0);
|
||||||
|
@ -141,7 +133,7 @@ void fragment()
|
||||||
vec2 ref_uv = SCREEN_UV + (ref_normalmap.xy * refraction) / vertex_height;
|
vec2 ref_uv = SCREEN_UV + (ref_normalmap.xy * refraction) / vertex_height;
|
||||||
|
|
||||||
// Ground depth:
|
// Ground depth:
|
||||||
float depth_raw = texture(depth_texture, ref_uv).r * 2.0 - 1.0;
|
float depth_raw = texture(DEPTH_TEXTURE, ref_uv).r;
|
||||||
float depth = PROJECTION_MATRIX[3][2] / (depth_raw + PROJECTION_MATRIX[2][2]);
|
float depth = PROJECTION_MATRIX[3][2] / (depth_raw + PROJECTION_MATRIX[2][2]);
|
||||||
|
|
||||||
float depth_blend = exp((depth+VERTEX.z + depth_offset) * -beers_law);
|
float depth_blend = exp((depth+VERTEX.z + depth_offset) * -beers_law);
|
||||||
|
@ -149,7 +141,7 @@ void fragment()
|
||||||
float depth_blend_pow = clamp(pow(depth_blend, 2.5), 0.0, 1.0);
|
float depth_blend_pow = clamp(pow(depth_blend, 2.5), 0.0, 1.0);
|
||||||
|
|
||||||
// Ground color:
|
// Ground color:
|
||||||
vec3 screen_color = textureLod(screen_texture, ref_uv, depth_blend_pow * 2.5).rgb;
|
vec3 screen_color = textureLod(SCREEN_TEXTURE, ref_uv, depth_blend_pow * 2.5).rgb;
|
||||||
|
|
||||||
vec3 dye_color = mix(color_shallow.rgb, color_deep.rgb, depth_blend_pow);
|
vec3 dye_color = mix(color_shallow.rgb, color_deep.rgb, depth_blend_pow);
|
||||||
vec3 color = mix(screen_color*dye_color, dye_color*0.25, depth_blend_pow*0.5);
|
vec3 color = mix(screen_color*dye_color, dye_color*0.25, depth_blend_pow*0.5);
|
||||||
|
@ -165,12 +157,12 @@ void fragment()
|
||||||
color *= 1.0 + pow(caustic_color.r, 1.50) * (1.0-depth_blend) * 6.0;
|
color *= 1.0 + pow(caustic_color.r, 1.50) * (1.0-depth_blend) * 6.0;
|
||||||
|
|
||||||
// Foam:
|
// Foam:
|
||||||
if(depth + VERTEX.z < vertex_height-0.1)
|
if (depth + VERTEX.z < vertex_height-0.1)
|
||||||
{
|
{
|
||||||
float foam_noise = clamp(pow(texture(foam_sampler, (uv*4.0) - uv_offset).r, 10.0)*40.0, 0.0, 0.2);
|
float foam_noise = clamp(pow(texture(foam_sampler, (uv*4.0) - uv_offset).r, 10.0)*40.0, 0.0, 0.2);
|
||||||
float foam_mix = clamp(pow((1.0-(depth + VERTEX.z) + foam_noise), 8.0) * foam_noise * 0.4, 0.0, 1.0);
|
float foam_mix = clamp(pow((1.0-(depth + VERTEX.z) + foam_noise), 8.0) * foam_noise * 0.4, 0.0, 1.0);
|
||||||
color = mix(color, vec3(1.0), foam_mix);
|
color = mix(color, vec3(1.0), foam_mix);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Set all values:
|
// Set all values:
|
||||||
ALBEDO = color;
|
ALBEDO = color;
|
||||||
|
|
|
@ -1,4 +1,4 @@
|
||||||
[gd_scene load_steps=16 format=3 uid="uid://clmlpy36ghsio"]
|
[gd_scene load_steps=15 format=3 uid="uid://clmlpy36ghsio"]
|
||||||
|
|
||||||
[ext_resource type="Shader" path="res://maps/shaders/water.gdshader" id="1_j5guc"]
|
[ext_resource type="Shader" path="res://maps/shaders/water.gdshader" id="1_j5guc"]
|
||||||
[ext_resource type="Script" path="res://maps/water-zone.gd" id="1_s4mf8"]
|
[ext_resource type="Script" path="res://maps/water-zone.gd" id="1_s4mf8"]
|
||||||
|
@ -9,27 +9,24 @@
|
||||||
[sub_resource type="SphereShape3D" id="SphereShape3D_08c7l"]
|
[sub_resource type="SphereShape3D" id="SphereShape3D_08c7l"]
|
||||||
radius = 2.0
|
radius = 2.0
|
||||||
|
|
||||||
[sub_resource type="Texture2DArray" id="Texture2DArray_543vo"]
|
|
||||||
|
|
||||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_bm6uj"]
|
[sub_resource type="ShaderMaterial" id="ShaderMaterial_bm6uj"]
|
||||||
render_priority = 0
|
render_priority = 0
|
||||||
shader = ExtResource("1_j5guc")
|
shader = ExtResource("1_j5guc")
|
||||||
wave_speed = null
|
shader_parameter/wave_speed = 0.5
|
||||||
wave_c = null
|
shader_parameter/wave_a = Quaternion(1, 1, 0.35, 3)
|
||||||
wave_b = null
|
shader_parameter/wave_b = Quaternion(1, 0.6, 0.3, 1.55)
|
||||||
wave_a = null
|
shader_parameter/wave_c = Quaternion(1, 1.3, 0.25, 0.9)
|
||||||
uv_sampler_strength = null
|
shader_parameter/sampler_scale = Vector2(0.25, 0.25)
|
||||||
uv_sampler_scale = null
|
shader_parameter/sampler_direction = Vector2(0.05, 0.04)
|
||||||
sampler_scale = null
|
shader_parameter/uv_sampler_scale = Vector2(0.25, 0.25)
|
||||||
sampler_direction = null
|
shader_parameter/uv_sampler_strength = 0.04
|
||||||
refraction = null
|
shader_parameter/foam_level = 0.5
|
||||||
projector = null
|
shader_parameter/refraction = 0.075
|
||||||
foam_level = null
|
shader_parameter/color_deep = Color(0, 0.396078, 0.627451, 0.615686)
|
||||||
depth_offset = null
|
shader_parameter/color_shallow = Color(0.513726, 1, 0.894118, 0.596078)
|
||||||
color_shallow = Color(0.0117647, 0.380392, 0.564706, 1)
|
shader_parameter/beers_law = 2.0
|
||||||
color_deep = Color(0, 0.486275, 0.564706, 1)
|
shader_parameter/depth_offset = -0.75
|
||||||
caustic_sampler = SubResource("Texture2DArray_543vo")
|
shader_parameter/projector = null
|
||||||
beers_law = null
|
|
||||||
|
|
||||||
[sub_resource type="PlaneMesh" id="PlaneMesh_uh76x"]
|
[sub_resource type="PlaneMesh" id="PlaneMesh_uh76x"]
|
||||||
material = SubResource("ShaderMaterial_bm6uj")
|
material = SubResource("ShaderMaterial_bm6uj")
|
||||||
|
@ -49,21 +46,21 @@ albedo_color = Color(0.14902, 0.372549, 1, 1)
|
||||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_bmkr3"]
|
[sub_resource type="ShaderMaterial" id="ShaderMaterial_bmkr3"]
|
||||||
render_priority = 0
|
render_priority = 0
|
||||||
shader = ExtResource("1_j5guc")
|
shader = ExtResource("1_j5guc")
|
||||||
wave_speed = null
|
shader_parameter/wave_speed = 0.5
|
||||||
wave_c = null
|
shader_parameter/wave_a = Quaternion(1, 1, 0.35, 3)
|
||||||
wave_b = null
|
shader_parameter/wave_b = Quaternion(1, 0.6, 0.3, 1.55)
|
||||||
wave_a = null
|
shader_parameter/wave_c = Quaternion(1, 1.3, 0.25, 0.9)
|
||||||
uv_sampler_strength = null
|
shader_parameter/sampler_scale = Vector2(0.25, 0.25)
|
||||||
uv_sampler_scale = null
|
shader_parameter/sampler_direction = Vector2(0.05, 0.04)
|
||||||
sampler_scale = null
|
shader_parameter/uv_sampler_scale = Vector2(0.25, 0.25)
|
||||||
sampler_direction = null
|
shader_parameter/uv_sampler_strength = 0.04
|
||||||
refraction = null
|
shader_parameter/foam_level = 0.5
|
||||||
projector = null
|
shader_parameter/refraction = 0.075
|
||||||
foam_level = null
|
shader_parameter/color_deep = null
|
||||||
depth_offset = null
|
shader_parameter/color_shallow = null
|
||||||
color_shallow = null
|
shader_parameter/beers_law = 2.0
|
||||||
color_deep = null
|
shader_parameter/depth_offset = -0.75
|
||||||
beers_law = null
|
shader_parameter/projector = null
|
||||||
|
|
||||||
[sub_resource type="BoxMesh" id="BoxMesh_1ovik"]
|
[sub_resource type="BoxMesh" id="BoxMesh_1ovik"]
|
||||||
material = SubResource("ShaderMaterial_bmkr3")
|
material = SubResource("ShaderMaterial_bmkr3")
|
||||||
|
|
|
@ -369,23 +369,23 @@ func _on_sort_by_input_pressed():
|
||||||
configure_control()
|
configure_control()
|
||||||
|
|
||||||
|
|
||||||
func _on_input_box_del_pressed(command, control, inputevent):
|
func _on_input_box_del_pressed(command, _control, inputevent):
|
||||||
InputMap.action_erase_event(command, inputevent)
|
InputMap.action_erase_event(command, inputevent)
|
||||||
configure_control()
|
configure_control()
|
||||||
|
|
||||||
|
|
||||||
func _on_control_box_add_pressed(action, command):
|
func _on_control_box_add_pressed(action, _command):
|
||||||
$Window.hide()
|
$Window.hide()
|
||||||
$SelectType.set_param(action, "signal_refresh" )
|
$SelectType.set_param(action, "signal_refresh" )
|
||||||
$SelectType/Window.popup_centered()
|
$SelectType/Window.popup_centered()
|
||||||
$SelectType/Window.visible = true
|
$SelectType/Window.visible = true
|
||||||
|
|
||||||
|
|
||||||
func _on_option_button_item_selected(index):
|
func _on_option_button_item_selected(_index):
|
||||||
configure_control()
|
configure_control()
|
||||||
|
|
||||||
|
|
||||||
func _on_tree_button_pressed(item:TreeItem, column, id):
|
func _on_tree_button_pressed(item:TreeItem, _column, _id):
|
||||||
if item.has_meta("action") and item.has_meta("group"):
|
if item.has_meta("action") and item.has_meta("group"):
|
||||||
var action = item.get_meta("group")
|
var action = item.get_meta("group")
|
||||||
if item.get_meta("action") == 0:
|
if item.get_meta("action") == 0:
|
||||||
|
|
|
@ -17,7 +17,9 @@ func _ready():
|
||||||
var content = file.get_as_text().strip_escapes()
|
var content = file.get_as_text().strip_escapes()
|
||||||
git_branch = content.split(' ')[1]
|
git_branch = content.split(' ')[1]
|
||||||
|
|
||||||
file.open("res://.git/" + git_branch, FileAccess.READ)
|
#file.open("res://.git/" + git_branch, FileAccess.READ)
|
||||||
|
file = null # File is closed.
|
||||||
|
file = FileAccess.open("res://.git/" + git_branch, FileAccess.READ)
|
||||||
git_commit = file.get_as_text().strip_escapes()
|
git_commit = file.get_as_text().strip_escapes()
|
||||||
file = null # File is closed.
|
file = null # File is closed.
|
||||||
Common.msg_debug("Commit: " + git_commit)
|
Common.msg_debug("Commit: " + git_commit)
|
||||||
|
|
|
@ -20,7 +20,7 @@ var action:StateAction = StateAction.None
|
||||||
func resize_windows():
|
func resize_windows():
|
||||||
pass
|
pass
|
||||||
|
|
||||||
func _process(delta):
|
func _process(_delta):
|
||||||
match action:
|
match action:
|
||||||
StateAction.Move:
|
StateAction.Move:
|
||||||
var currentMousePos:Vector2 = get_global_mouse_position()
|
var currentMousePos:Vector2 = get_global_mouse_position()
|
||||||
|
@ -43,7 +43,7 @@ func _process(delta):
|
||||||
StateAction.ResizeBottom:
|
StateAction.ResizeBottom:
|
||||||
Common.msg_debug("")
|
Common.msg_debug("")
|
||||||
var currentMousePos:Vector2 = get_global_mouse_position()
|
var currentMousePos:Vector2 = get_global_mouse_position()
|
||||||
var currentPos:Vector2 = mouseFollowerRect.get_position()
|
#var currentPos:Vector2 = mouseFollowerRect.get_position()
|
||||||
var t:Vector2 = self.get_size()
|
var t:Vector2 = self.get_size()
|
||||||
var n:Vector2 = t + currentMousePos - lastMousePos
|
var n:Vector2 = t + currentMousePos - lastMousePos
|
||||||
n.x = t.x
|
n.x = t.x
|
||||||
|
|
|
@ -19,7 +19,9 @@ func _ready() -> void:
|
||||||
if not directory.dir_exists( "res://music/" ):
|
if not directory.dir_exists( "res://music/" ):
|
||||||
Common.msg_info("No Music")
|
Common.msg_info("No Music")
|
||||||
return
|
return
|
||||||
directory.open( "res://music/" )
|
#directory.open( "res://music/" )
|
||||||
|
directory = null
|
||||||
|
directory = DirAccess.open( "res://music/" )
|
||||||
for dir in directory.get_directories():
|
for dir in directory.get_directories():
|
||||||
var fullpath: String = "res://music/" + dir
|
var fullpath: String = "res://music/" + dir
|
||||||
var dir2:DirAccess = DirAccess.open(fullpath)
|
var dir2:DirAccess = DirAccess.open(fullpath)
|
||||||
|
@ -81,7 +83,7 @@ func select_domain(new_domain:String) -> void:
|
||||||
func reinitialize_jukebox() -> void:
|
func reinitialize_jukebox() -> void:
|
||||||
list_music.clear()
|
list_music.clear()
|
||||||
if select_rand:
|
if select_rand:
|
||||||
var temp:Array
|
var temp:Array = []
|
||||||
for i in range(0, official_music[current_domain].size()):
|
for i in range(0, official_music[current_domain].size()):
|
||||||
temp.append(i)
|
temp.append(i)
|
||||||
for i in range(0, official_music[current_domain].size()):
|
for i in range(0, official_music[current_domain].size()):
|
||||||
|
@ -94,7 +96,7 @@ func reinitialize_jukebox() -> void:
|
||||||
|
|
||||||
|
|
||||||
func next_music() -> void:
|
func next_music() -> void:
|
||||||
var pos:float
|
#var pos:float
|
||||||
current_music += 1
|
current_music += 1
|
||||||
if current_music >= list_music.size():
|
if current_music >= list_music.size():
|
||||||
reinitialize_jukebox()
|
reinitialize_jukebox()
|
||||||
|
@ -173,7 +175,7 @@ func play_music(pos: int) -> void:
|
||||||
show_list_music()
|
show_list_music()
|
||||||
|
|
||||||
|
|
||||||
func _process(delta) -> void:
|
func _process(_delta) -> void:
|
||||||
if ! music_play and $Window/VBox/Tab/Music/HBox/Play.is_pressed():
|
if ! music_play and $Window/VBox/Tab/Music/HBox/Play.is_pressed():
|
||||||
next_music()
|
next_music()
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue