mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-01 06:55:34 +00:00
Enhanced loot drops system
This commit is contained in:
parent
ddde409dbf
commit
acc61f9a0e
12 changed files with 661 additions and 443 deletions
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@ -1227,7 +1227,7 @@
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// entity 7
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{
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"classname" "marker_spawn_enemy_fairy_guard"
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"origin" "-4 140 22"
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"origin" "12 108 22"
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}
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// entity 8
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{
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@ -1626,3 +1626,38 @@
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"origin" "-44 -132 22"
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"resource_path" "res://Resources/Items/IceShotgun.tres"
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}
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// entity 73
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{
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"classname" "actor_box_red"
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"origin" "-16 72 20"
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}
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// entity 74
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{
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"classname" "actor_box_red"
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"origin" "32 64 20"
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}
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// entity 75
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{
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"classname" "actor_box_red"
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"origin" "-8 104 20"
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}
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// entity 76
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{
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"classname" "actor_box_red"
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"origin" "40 104 20"
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}
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// entity 77
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{
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"classname" "actor_box_red"
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"origin" "-24 88 20"
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}
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// entity 78
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{
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"classname" "actor_box_red"
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"origin" "-8 104 28"
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}
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// entity 79
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{
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"classname" "actor_box_red"
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"origin" "40 88 20"
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}
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@ -1,10 +1,12 @@
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[gd_scene load_steps=9 format=3 uid="uid://jffyxmft3nbw"]
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[gd_scene format=3 uid="uid://jffyxmft3nbw"]
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[ext_resource type="PackedScene" uid="uid://ninnis3a3jbn" path="res://3D/BlockbenchModels/Box/Box_Red.gltf" id="1_fi646"]
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[ext_resource type="Script" uid="uid://ccxnvbthsvka3" path="res://Scripts/Actors/Destructible3D.cs" id="1_kvqx7"]
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[ext_resource type="Resource" uid="uid://bes254wblt1lm" path="res://Resources/Bullets/3D/Explosion_Harmless_Small_3D.tres" id="2_jolck"]
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[ext_resource type="Script" uid="uid://ddsqqfx1usc3j" path="res://Scripts/Resources/DamageResistance.cs" id="3_7px86"]
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[ext_resource type="Script" uid="uid://cq65aed620ijo" path="res://Scripts/Resources/Loot/LootDrop.cs" id="4_hlryi"]
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[ext_resource type="Script" uid="uid://hkmutmmjqh1e" path="res://Scripts/Actors/3D/PropGravityModule3D.cs" id="5_qq3cg"]
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[ext_resource type="Resource" uid="uid://dy53gia1tmkah" path="res://Resources/Items/Points_Pickup.tres" id="5_r3p83"]
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[sub_resource type="Resource" id="Resource_7px86"]
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script = ExtResource("3_7px86")
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@ -12,33 +14,41 @@ DamageType = 4
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Attribute = 2
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metadata/_custom_type_script = "uid://ddsqqfx1usc3j"
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[sub_resource type="Resource" id="Resource_fkd2x"]
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script = ExtResource("4_hlryi")
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Item = ExtResource("5_r3p83")
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Chance = 100.0
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Count = 4
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metadata/_custom_type_script = "uid://cq65aed620ijo"
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[sub_resource type="BoxShape3D" id="BoxShape3D_hsg1w"]
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size = Vector3(0.763428, 0.469452, 0.77832)
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[sub_resource type="BoxShape3D" id="BoxShape3D_hlryi"]
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size = Vector3(0.60668945, 0.09439087, 0.595726)
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[node name="BoxRed" type="StaticBody3D" groups=["Destroyable"]]
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[node name="BoxRed" type="StaticBody3D" unique_id=1876150911 groups=["Destroyable"]]
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collision_layer = 16
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collision_mask = 0
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script = ExtResource("1_kvqx7")
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Health = 8.0
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ExplosionData = ExtResource("2_jolck")
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DamageResistances = Array[ExtResource("3_7px86")]([SubResource("Resource_7px86")])
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LootDrops = Array[ExtResource("4_hlryi")]([SubResource("Resource_fkd2x")])
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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[node name="CollisionShape3D" type="CollisionShape3D" parent="." unique_id=169677373]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.00549316, 0.0253752, -0.000488281)
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shape = SubResource("BoxShape3D_hsg1w")
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[node name="blockbench_export" parent="." instance=ExtResource("1_fi646")]
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[node name="blockbench_export" parent="." unique_id=1273956257 instance=ExtResource("1_fi646")]
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[node name="Node" type="Area3D" parent="."]
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[node name="Node" type="Area3D" parent="." unique_id=1769689463]
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collision_layer = 0
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collision_mask = 17
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script = ExtResource("5_qq3cg")
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FallingSpeed = -2.0
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[node name="CollisionShape3D" type="CollisionShape3D" parent="Node"]
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[node name="CollisionShape3D" type="CollisionShape3D" parent="Node" unique_id=1831177562]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.024291992, -0.19599915, 0.013088226)
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shape = SubResource("BoxShape3D_hlryi")
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@ -1,4 +1,4 @@
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[gd_scene load_steps=5 format=3 uid="uid://c2enjjxlfb5or"]
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[gd_scene format=3 uid="uid://c2enjjxlfb5or"]
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[ext_resource type="Texture2D" uid="uid://du8xcvbnf30o2" path="res://ExternalMaterial/Barrel/Barrels.png" id="1_2libs"]
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[ext_resource type="Script" uid="uid://ccxnvbthsvka3" path="res://Scripts/Actors/Destructible3D.cs" id="1_gafco"]
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@ -8,19 +8,20 @@
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height = 0.564575
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radius = 0.321777
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[node name="StaticBody3D" type="StaticBody3D" groups=["Destroyable"]]
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[node name="StaticBody3D" type="StaticBody3D" unique_id=1481124290 groups=["Destroyable"]]
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collision_layer = 16
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collision_mask = 0
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script = ExtResource("1_gafco")
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Health = 0.6
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ExplosionData = ExtResource("2_g54tg")
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[node name="Barrel" type="Sprite3D" parent="."]
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[node name="Barrel" type="Sprite3D" parent="." unique_id=1883029792]
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transform = Transform3D(0.707107, -0.5, 0.5, 0, 0.707107, 0.707107, -0.707107, -0.5, 0.5, 0, 0, 0)
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pixel_size = 0.05
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texture_filter = 0
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texture = ExtResource("1_2libs")
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hframes = 4
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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[node name="CollisionShape3D" type="CollisionShape3D" parent="." unique_id=287417792]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.0376587, 0)
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shape = SubResource("CylinderShape3D_2libs")
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File diff suppressed because one or more lines are too long
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@ -2,6 +2,7 @@
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using System.Linq;
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using Cirno.Scripts.Controllers;
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using Cirno.Scripts.Resources;
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using Cirno.Scripts.Resources.Loot;
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using Cirno.Scripts.Utils;
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using Cirno.Scripts.Weapons;
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using Godot;
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@ -30,12 +31,19 @@ public partial class Destructible3D : StaticBody3D, IDestructible
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[Export] public Node Target { get; private set; }
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[Export] public string TargetGroup { get; protected set; }
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[ExportCategory("Loot Drops")]
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[Export] public Array<LootDrop> LootDrops { get; set; } = [];
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/// <summary>Radius of the circle in which dropped items are scattered uniformly.</summary>
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[Export] public float LootScatterRadius { get; set; } = 1.0f;
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/// <summary>Initial upward speed applied to each dropped item so it pops up before falling.</summary>
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[Export] public float LootLaunchUpSpeed { get; set; } = 3.0f;
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[Signal]
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public delegate void ExplodedEventHandler();
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private float _currentHealth = 0f;
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private bool _isDestroyed = false;
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private readonly RandomNumberGenerator _rng = new();
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public override void _Ready()
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{
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@ -86,6 +94,7 @@ public partial class Destructible3D : StaticBody3D, IDestructible
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CreateExplosion();
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CreateParticles();
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CreateDebris();
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DropLoot();
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QueueFree();
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@ -137,6 +146,11 @@ public partial class Destructible3D : StaticBody3D, IDestructible
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particle.Emitting = true;
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}
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private void DropLoot()
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{
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LootDropHelper.SpawnDrops(LootDrops, this, GlobalPosition, LootScatterRadius, LootLaunchUpSpeed, _rng);
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}
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public void Hit(float damage, DamageType damageType = DamageType.Neutral)
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{
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@ -2,74 +2,58 @@
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using Cirno.Scripts.Components.FSM.Enemy._3D;
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using Cirno.Scripts.Enums;
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using Cirno.Scripts.Resources;
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using Cirno.Scripts.Resources.Loot;
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using Godot;
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namespace Cirno.Scripts.Components.Actors._3D;
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public partial class EnemyDropModule3D : ModuleBase<EnemyState, CharacterBody3D>
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{
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[Export] public EnemyStorage3D StorageModule { get; private set; }
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/// <summary>Radius of the circle in which dropped items are scattered uniformly.</summary>
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[Export] public float LootScatterRadius { get; set; } = 1.0f;
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/// <summary>Initial upward speed applied to each dropped item so it pops up before falling.</summary>
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[Export] public float LootLaunchUpSpeed { get; set; } = 3.0f;
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private bool _initialized = false;
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private bool _enabled = false;
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private RandomNumberGenerator _rng = new ();
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private RandomNumberGenerator _rng = new();
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public override void EnterState(EnemyState state)
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{
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_enabled = true;
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foreach (var loot in StorageModule.EnemyData.LootDrops)
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{
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if (loot is not { Item: not null }) continue;
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var roll = _rng.RandfRange(0f, 100f); // Generate a number between 0 and 100
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if (roll <= loot.Chance) // Compare with drop chance
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{
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DropItem(loot.Item);
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}
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}
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LootDropHelper.SpawnDrops(
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StorageModule.LootDrops,
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_machine.MainObject,
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_machine.MainObject.GlobalPosition,
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LootScatterRadius,
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LootLaunchUpSpeed,
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_rng);
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}
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private void DropItem(LootItem item)
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{
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if (!string.IsNullOrWhiteSpace(item.DropScenePath3D))
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{
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item.Spawn3D(_machine.MainObject);
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GD.Print($"Dropped item: {item.ItemName}");
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//var scene = GD.Load<PackedScene>(item.DropScenePath3D);
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//_actor.CreateSibling<Node3D>(scene);
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}
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else
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{
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GD.Print($"Skipping Item with missing path: {item.ItemName}");
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}
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}
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public override void ExitState(EnemyState state)
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{
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_enabled = false;
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}
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private IStateMachine<EnemyState, CharacterBody3D> _machine;
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public override void Init(IStateMachine<EnemyState, CharacterBody3D> machine)
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{
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if (_initialized) return;
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_machine = machine;
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}
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public override void Process(double delta)
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{
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}
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public override void PhysicsProcess(double delta)
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{
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}
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}
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}
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@ -7,16 +7,70 @@ namespace Cirno.Scripts.Interactables;
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public partial class ItemPickup3D : Interactable3D
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{
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private const float GravityAccel = 9.8f;
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// How far below the item to probe for the floor each physics step.
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private const float FloorProbeDistance = 10f;
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[Export] public Array<LootItem> LootTable = [];
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/// <summary>
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/// Distance from the item's origin to its bottom edge.
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/// Lifts the item above the floor surface so it doesn't clip into it.
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/// Default matches the GenericItem3D collision shape: offset (0.065) + half cylinder height (0.269).
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/// </summary>
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[Export] public float GroundOffset { get; set; } = 0.204f;
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private bool _autoPickup = false;
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private bool _simulating = false;
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private Vector3 _velocity = Vector3.Zero;
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public bool AutoPickup => _autoPickup;
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public override void _Ready()
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{
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_autoPickup = LootTable.Any(x => x.AutoPickup);
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}
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/// <summary>
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/// Applies an initial velocity and enables gravity simulation so the pickup
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/// arcs through the air and settles on the floor.
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/// </summary>
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public void Launch(Vector3 velocity)
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{
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_velocity = velocity;
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_simulating = true;
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}
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public override void _PhysicsProcess(double delta)
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{
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if (!_simulating) return;
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_velocity.Y -= GravityAccel * (float)delta;
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var nextPosition = GlobalPosition + _velocity * (float)delta;
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// Cast downward to detect the floor so we don't sink through it.
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var spaceState = GetWorld3D()?.DirectSpaceState;
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var query = PhysicsRayQueryParameters3D.Create(
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GlobalPosition,
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GlobalPosition + Vector3.Down * FloorProbeDistance,
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// Exclude the item's own collision layer (layer 32 per scene) and hit static geometry only.
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0b1
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);
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query.Exclude = [GetRid()];
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var hit = spaceState?.IntersectRay(query) ?? [];
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if (hit.Count > 0)
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{
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var floorY = hit["position"].AsVector3().Y;
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if (nextPosition.Y - GroundOffset <= floorY)
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{
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nextPosition.Y = floorY + GroundOffset;
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_simulating = false;
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_velocity = Vector3.Zero;
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}
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}
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GlobalPosition = nextPosition;
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}
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public override bool Activate(ActivationType activationType = ActivationType.Toggle)
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@ -1,4 +1,4 @@
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using Godot;
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using Godot;
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namespace Cirno.Scripts.Resources.Loot;
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@ -8,7 +8,10 @@ public partial class LootDrop : Resource
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{
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[Export]
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public LootItem Item { get; set; }
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[Export(PropertyHint.None, "suffix:%")]
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public float Chance { get; set; }
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/// <summary>How many pickup instances to spawn when this drop is triggered.</summary>
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[Export] public int Count { get; set; } = 1;
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}
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68
Scripts/Resources/Loot/LootDropHelper.cs
Normal file
68
Scripts/Resources/Loot/LootDropHelper.cs
Normal file
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@ -0,0 +1,68 @@
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using System.Collections.Generic;
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using System.Linq;
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using Godot;
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namespace Cirno.Scripts.Resources.Loot;
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/// <summary>
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/// Shared logic for spawning and scattering <see cref="LootDrop"/> entries in the 3D world.
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/// Used by both destructibles and enemies so the distribution behaviour stays consistent.
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/// </summary>
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public static class LootDropHelper
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{
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/// <summary>
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/// Rolls each drop's chance, then spawns the resulting pickups scattered uniformly
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/// in a circle around <paramref name="center"/> with an outward + upward launch velocity
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/// so they arc through the air and fall to the floor.
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/// </summary>
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/// <param name="drops">The list of possible drops to evaluate.</param>
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/// <param name="anchor">Node used as the spawn parent / sibling reference.</param>
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/// <param name="center">World-space centre of the scatter circle.</param>
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/// <param name="scatterRadius">Radius of the circle in which items are spread.</param>
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/// <param name="launchUpSpeed">Initial upward speed applied to each pickup.</param>
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/// <param name="rng">Caller-owned RNG instance so seeds are consistent per object.</param>
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public static void SpawnDrops(
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IEnumerable<LootDrop> drops,
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Node3D anchor,
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Vector3 center,
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float scatterRadius,
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float launchUpSpeed,
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RandomNumberGenerator rng)
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{
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var dropList = drops?.ToList();
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if (dropList is not { Count: > 0 }) return;
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// Count total spawns up front so golden-angle spacing is proportional to the full set.
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var totalSpawns = dropList
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.Where(d => d?.Item is not null)
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.Sum(d => Mathf.Max(d.Count, 1));
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var itemIndex = 0;
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foreach (var drop in dropList)
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{
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if (drop?.Item is null) continue;
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var roll = rng.RandfRange(0f, 100f);
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if (roll > drop.Chance) continue;
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var spawnCount = Mathf.Max(drop.Count, 1);
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for (var i = 0; i < spawnCount; i++)
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{
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// Golden-angle placement gives uniform, non-clustering distribution.
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itemIndex++;
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var angle = itemIndex * Mathf.Tau / 1.618033988f;
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var radius = scatterRadius * Mathf.Sqrt((float)itemIndex / Mathf.Max(totalSpawns, 1));
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var offset = new Vector3(Mathf.Cos(angle) * radius, 0f, Mathf.Sin(angle) * radius);
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||||
var spawnPos = center + offset;
|
||||
|
||||
var lateralDir = offset.LengthSquared() > 0f ? offset.Normalized() : Vector3.Right;
|
||||
var launch = lateralDir * (scatterRadius * 0.5f) + Vector3.Up * launchUpSpeed;
|
||||
|
||||
drop.Item.Spawn3D(anchor, spawnPosition: spawnPos, launchVelocity: launch);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
1
Scripts/Resources/Loot/LootDropHelper.cs.uid
Normal file
1
Scripts/Resources/Loot/LootDropHelper.cs.uid
Normal file
|
|
@ -0,0 +1 @@
|
|||
uid://cmpwy17x132io
|
||||
|
|
@ -55,31 +55,43 @@ public partial class LootItem : Resource
|
|||
return spawnedItem;
|
||||
}
|
||||
|
||||
public ItemPickup3D Spawn3D(Node3D sibling, bool dropAsChild = false)
|
||||
/// <summary>
|
||||
/// Spawns this item as an <see cref="ItemPickup3D"/> in the 3D world.
|
||||
/// </summary>
|
||||
/// <param name="sibling">Reference node used to determine parent and default spawn position.</param>
|
||||
/// <param name="dropAsChild">If true, spawns as a child of <paramref name="sibling"/>; otherwise as a sibling.</param>
|
||||
/// <param name="spawnPosition">
|
||||
/// Optional world-space position override. When null, the position of <paramref name="sibling"/> is used.
|
||||
/// Pass a custom value to scatter drops instead of stacking them all at the same point.
|
||||
/// </param>
|
||||
/// <param name="launchVelocity">Optional initial velocity applied to the pickup so it arcs and falls to the floor.</param>
|
||||
public ItemPickup3D Spawn3D(Node3D sibling, bool dropAsChild = false, Vector3? spawnPosition = null, Vector3? launchVelocity = null)
|
||||
{
|
||||
if (string.IsNullOrWhiteSpace(DropScenePath3D)) return null;
|
||||
var itemScene = GD.Load<PackedScene>(DropScenePath3D);
|
||||
|
||||
var spawnedItem = itemScene.Instantiate<ItemPickup3D>();
|
||||
spawnedItem.Name = this.ItemKey;
|
||||
|
||||
var position = spawnPosition ?? sibling.GlobalPosition;
|
||||
|
||||
if (dropAsChild)
|
||||
{
|
||||
CallDeferred(MethodName.DeferredSpawn3D, sibling, spawnedItem, sibling.GlobalPosition);
|
||||
//sibling.CallDeferred(Node.MethodName.AddChild, spawnedItem);
|
||||
//sibling.AddChild(spawnedItem);
|
||||
CallDeferred(MethodName.DeferredSpawn3D, sibling, spawnedItem, position);
|
||||
}
|
||||
else
|
||||
{
|
||||
CallDeferred(MethodName.DeferredSpawn3D, sibling.GetParentNode3D(), spawnedItem, sibling.GlobalPosition);
|
||||
//sibling.GetParent().CallDeferred(Node.MethodName.AddChild, spawnedItem);
|
||||
//sibling.GetParent().AddChild(spawnedItem);
|
||||
CallDeferred(MethodName.DeferredSpawn3D, sibling.GetParentNode3D(), spawnedItem, position);
|
||||
}
|
||||
|
||||
//spawnedItem.GlobalPosition = sibling.GlobalPosition;
|
||||
|
||||
spawnedItem.LootTable.Add(this);
|
||||
spawnedItem.SetSprite(InventorySprite);
|
||||
|
||||
if (launchVelocity.HasValue)
|
||||
{
|
||||
spawnedItem.Launch(launchVelocity.Value);
|
||||
}
|
||||
|
||||
return spawnedItem;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
shader_type spatial;
|
||||
shader_type spatial;
|
||||
|
||||
render_mode unshaded, depth_draw_opaque, cull_back;
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue