mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-01 07:45:33 +00:00
Fix shader materials on forcefields
This commit is contained in:
parent
968dec6293
commit
dc70bd8122
8 changed files with 201 additions and 25 deletions
|
|
@ -1,10 +1,22 @@
|
|||
[gd_scene load_steps=24 format=3 uid="uid://b0gpbkxdfbnjh"]
|
||||
[gd_scene load_steps=26 format=3 uid="uid://b0gpbkxdfbnjh"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://b2bpqbfeqi4ge" path="res://Scripts/Activables/ForceField.cs" id="1_yxhr6"]
|
||||
[ext_resource type="Texture2D" uid="uid://gc24sjyj47x6" path="res://Sprites/Actors/ForceFieldHorizontal.png" id="2_12wxm"]
|
||||
[ext_resource type="Shader" uid="uid://0ruey5bjl7mh" path="res://Shaders/Blink.gdshader" id="2_q7pky"]
|
||||
[ext_resource type="Shader" uid="uid://cjdl1m3psohju" path="res://Shaders/scanlines_static.tres" id="2_qbobr"]
|
||||
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_yl7re"]
|
||||
resource_local_to_scene = true
|
||||
shader = ExtResource("2_q7pky")
|
||||
shader_parameter/blink_color = Color(0, 0, 0, 1)
|
||||
shader_parameter/blink_intensity = 0.0
|
||||
shader_parameter/teleport_progress = 0.0
|
||||
shader_parameter/scanline_density = 50.0
|
||||
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_u04tu"]
|
||||
resource_local_to_scene = true
|
||||
shader = ExtResource("2_qbobr")
|
||||
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_tnfy3"]
|
||||
shader = ExtResource("2_qbobr")
|
||||
|
||||
|
|
@ -148,6 +160,8 @@ collision_mask = 154
|
|||
script = ExtResource("1_yxhr6")
|
||||
TurnOffShader = ExtResource("2_q7pky")
|
||||
ActiveShader = ExtResource("2_qbobr")
|
||||
TurnOffMaterial = SubResource("ShaderMaterial_yl7re")
|
||||
ActiveMaterial = SubResource("ShaderMaterial_u04tu")
|
||||
metadata/_edit_group_ = true
|
||||
|
||||
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
|
||||
|
|
|
|||
File diff suppressed because one or more lines are too long
179
Scenes/test.tscn
179
Scenes/test.tscn
File diff suppressed because one or more lines are too long
|
|
@ -6,18 +6,19 @@ using System.Threading.Tasks;
|
|||
public partial class ForceField : Door
|
||||
{
|
||||
[Export]
|
||||
public Shader TurnOffShader { get; private set; }
|
||||
public Material TurnOffMaterial { get; private set; }
|
||||
|
||||
[Export]
|
||||
public Shader ActiveShader { get; private set; }
|
||||
|
||||
public Material ActiveMaterial { get; private set; }
|
||||
|
||||
// Disable
|
||||
public override void Open()
|
||||
{
|
||||
base.Open();
|
||||
if (TurnOffShader is null) return;
|
||||
if (TurnOffMaterial is null) return;
|
||||
|
||||
((ShaderMaterial)_animatedSprite.Material).Shader = TurnOffShader;
|
||||
_animatedSprite.Material = TurnOffMaterial;
|
||||
//((ShaderMaterial)_animatedSprite.Material).Shader = TurnOffShader;
|
||||
|
||||
_ = AnimateShutdownAsync();
|
||||
}
|
||||
|
|
@ -36,8 +37,9 @@ public partial class ForceField : Door
|
|||
{
|
||||
base.Close();
|
||||
|
||||
if (ActiveShader is null) return;
|
||||
((ShaderMaterial)_animatedSprite.Material).Shader = ActiveShader;
|
||||
if (ActiveMaterial is null) return;
|
||||
_animatedSprite.Material = ActiveMaterial;
|
||||
//((ShaderMaterial)_animatedSprite.Material).Shader = ActiveShader;
|
||||
}
|
||||
|
||||
private void SetShaderTeleportProgress(float value)
|
||||
|
|
|
|||
|
|
@ -34,6 +34,7 @@ source = 5
|
|||
input_name = "time"
|
||||
|
||||
[resource]
|
||||
resource_local_to_scene = true
|
||||
code = "shader_type canvas_item;
|
||||
render_mode blend_mix;
|
||||
|
||||
|
|
|
|||
BIN
Tilesets/Space.aseprite
(Stored with Git LFS)
BIN
Tilesets/Space.aseprite
(Stored with Git LFS)
Binary file not shown.
BIN
Tilesets/Space.png
(Stored with Git LFS)
BIN
Tilesets/Space.png
(Stored with Git LFS)
Binary file not shown.
|
|
@ -986,6 +986,10 @@ texture = ExtResource("12_fb37q")
|
|||
4:6/0 = 0
|
||||
3:6/0 = 0
|
||||
2:6/0 = 0
|
||||
4:0/0 = 0
|
||||
4:0/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
|
||||
4:1/0 = 0
|
||||
4:1/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
|
||||
|
||||
[resource]
|
||||
physics_layer_0/collision_layer = 1
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue