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https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-07-01 11:31:16 +00:00
Export script with path
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parent
730aa575ed
commit
ed6e659d23
5 changed files with 14 additions and 12 deletions
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@ -1,6 +1,6 @@
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# Define paths
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# Define paths
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$gitVersionPath = "dotnet-gitversion.exe"
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$gitVersionPath = "dotnet-gitversion.exe"
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$godotPath = "F:\Apps\Godot_v4.4\Godot_v4.4-rc1_mono_win64.exe"
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$godotPath = $env:GODOT
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$buildDir = ".\build"
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$buildDir = ".\build"
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$configFile = "export_presets.cfg"
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$configFile = "export_presets.cfg"
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$zipOutputDir = ".\release"
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$zipOutputDir = ".\release"
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@ -1,7 +1,8 @@
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[gd_scene load_steps=5 format=3 uid="uid://ihy1ew7bo6no"]
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[gd_scene load_steps=6 format=3 uid="uid://ihy1ew7bo6no"]
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[ext_resource type="Script" uid="uid://b3h7b30kerf60" path="res://Scripts/Interactables/ItemPickup.cs" id="1_a80ku"]
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[ext_resource type="Script" uid="uid://b3h7b30kerf60" path="res://Scripts/Interactables/ItemPickup.cs" id="1_a80ku"]
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[ext_resource type="Resource" uid="uid://b0qheywm2wej3" path="res://Resources/Items/Yin_Yang_Orb.tres" id="2_a80ku"]
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[ext_resource type="Resource" uid="uid://b0qheywm2wej3" path="res://Resources/Items/Yin_Yang_Orb.tres" id="2_a80ku"]
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[ext_resource type="Script" uid="uid://epnwjptvks3t" path="res://Scripts/Resources/LootItem.cs" id="2_cgnjk"]
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[ext_resource type="Texture2D" uid="uid://efghydyw2q8o" path="res://Sprites/Items/YingYangOrb.png" id="3_a80ku"]
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[ext_resource type="Texture2D" uid="uid://efghydyw2q8o" path="res://Sprites/Items/YingYangOrb.png" id="3_a80ku"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_jtwy2"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_jtwy2"]
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@ -10,7 +11,7 @@
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collision_layer = 4
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collision_layer = 4
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collision_mask = 2
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collision_mask = 2
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script = ExtResource("1_a80ku")
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script = ExtResource("1_a80ku")
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LootTable = [ExtResource("2_a80ku")]
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LootTable = Array[ExtResource("2_cgnjk")]([ExtResource("2_a80ku")])
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[node name="Sprite2D" type="Sprite2D" parent="."]
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[node name="Sprite2D" type="Sprite2D" parent="."]
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texture = ExtResource("3_a80ku")
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texture = ExtResource("3_a80ku")
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@ -1,7 +1,8 @@
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[gd_scene load_steps=50 format=4 uid="uid://bpnahwxmjgb6t"]
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[gd_scene load_steps=51 format=4 uid="uid://bpnahwxmjgb6t"]
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[ext_resource type="Script" uid="uid://doxmbokehw8ci" path="res://Scripts/GameManager.cs" id="1_qxyfr"]
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[ext_resource type="Script" uid="uid://doxmbokehw8ci" path="res://Scripts/GameManager.cs" id="1_qxyfr"]
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[ext_resource type="PackedScene" uid="uid://c4pr2707hbeph" path="res://Scenes/Actors/fsm_player.tscn" id="2_ajkcn"]
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[ext_resource type="PackedScene" uid="uid://c4pr2707hbeph" path="res://Scenes/Actors/fsm_player.tscn" id="2_ajkcn"]
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[ext_resource type="Script" uid="uid://epnwjptvks3t" path="res://Scripts/Resources/LootItem.cs" id="3_covcf"]
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[ext_resource type="Script" uid="uid://mja0rk7n2kln" path="res://Scripts/Resources/MapStartDataResource.cs" id="4_g48r8"]
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[ext_resource type="Script" uid="uid://mja0rk7n2kln" path="res://Scripts/Resources/MapStartDataResource.cs" id="4_g48r8"]
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[ext_resource type="TileSet" uid="uid://6k28roiljylj" path="res://Tilesets/factory_tileset.tres" id="5_2m462"]
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[ext_resource type="TileSet" uid="uid://6k28roiljylj" path="res://Tilesets/factory_tileset.tres" id="5_2m462"]
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[ext_resource type="Script" uid="uid://krean0uywtms" path="res://Scripts/TilemapAvoidance.cs" id="6_bnfdx"]
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[ext_resource type="Script" uid="uid://krean0uywtms" path="res://Scripts/TilemapAvoidance.cs" id="6_bnfdx"]
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@ -37,7 +38,7 @@
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[sub_resource type="Resource" id="Resource_6wo78"]
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[sub_resource type="Resource" id="Resource_6wo78"]
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script = ExtResource("4_g48r8")
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script = ExtResource("4_g48r8")
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EggIndex = 0
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EggIndex = 0
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StartingEquipment = []
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StartingEquipment = Array[ExtResource("3_covcf")]([])
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[sub_resource type="Resource" id="Resource_hppa0"]
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[sub_resource type="Resource" id="Resource_hppa0"]
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script = ExtResource("14_wc2f3")
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script = ExtResource("14_wc2f3")
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@ -215,7 +215,7 @@ SpawnMarkers = Dictionary[int, NodePath]({
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2: NodePath("Factory Tilemaps/LevelProps/BossDebugTeleporterDestination"),
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2: NodePath("Factory Tilemaps/LevelProps/BossDebugTeleporterDestination"),
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255: NodePath("Factory Tilemaps/Debug Room/DebugRoomStartPosition")
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255: NodePath("Factory Tilemaps/Debug Room/DebugRoomStartPosition")
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})
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})
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StartingEquipment = [ExtResource("4_swym2"), ExtResource("5_nqier")]
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StartingEquipment = Array[ExtResource("6_8tdlb")]([ExtResource("4_swym2"), ExtResource("5_nqier")])
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MapStartData = SubResource("Resource_6sau4")
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MapStartData = SubResource("Resource_6sau4")
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metadata/_edit_lock_ = true
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metadata/_edit_lock_ = true
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@ -971,7 +971,7 @@ position = Vector2(-2000, -736)
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[node name="ControlPad8" parent="Factory Tilemaps/LevelProps" node_paths=PackedStringArray("Targets") instance=ExtResource("12_hfkf1")]
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[node name="ControlPad8" parent="Factory Tilemaps/LevelProps" node_paths=PackedStringArray("Targets") instance=ExtResource("12_hfkf1")]
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position = Vector2(-2027, -735)
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position = Vector2(-2027, -735)
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Targets = [NodePath("../HorizontalForceField")]
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Targets = [NodePath("../HorizontalForceField")]
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Requirements = [ExtResource("84_ma1ta")]
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Requirements = Array[ExtResource("6_8tdlb")]([ExtResource("84_ma1ta")])
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[node name="Ammo6" parent="Factory Tilemaps/LevelProps" instance=ExtResource("34_17pjh")]
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[node name="Ammo6" parent="Factory Tilemaps/LevelProps" instance=ExtResource("34_17pjh")]
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position = Vector2(-872, -220)
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position = Vector2(-872, -220)
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@ -10,18 +10,18 @@ uniform bool use_texture_alpha = false;
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group_uniforms ScanLines;
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group_uniforms ScanLines;
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/** Color to use for the scanning lines. */
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/** Color to use for the scanning lines. */
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uniform vec4 line_color : source_color = vec4(0.0, 1.0, 0.0, 1.0);
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uniform vec4 line_color : source_color = vec4(0.0, 1.0, 0.0, 1.0);
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/** Scanning lines thickness. */
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/** Scanning lines thickness. */
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uniform float line_thickness : hint_range(0.0, 1.0) = 0.01;
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uniform float line_thickness : hint_range(0.0, 1.0) = 0.01;
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group_uniforms ScanLinesMovement;
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group_uniforms ScanLinesMovement;
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/** Scan lines speed. */
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/** Scan lines speed. */
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uniform float speed : hint_range(0.0, 20.0) = 1.0;
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uniform float speed : hint_range(0.0, 20.0) = 1.0;
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/** Restrict scan lines in X and Y to the bounds specified by their vectors.
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/** Restrict scan lines in X and Y to the bounds specified by their vectors.
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Texture goes from 0.0 to 1.0, so the default value does not restrict. */
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Texture goes from 0.0 to 1.0, so the default value does not restrict. */
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uniform vec2 x_line_bounds = vec2(0.0, 1.0);
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uniform vec2 x_line_bounds = vec2(0.0, 1.0);
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uniform vec2 y_line_bounds = vec2(0.0, 1.0);
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uniform vec2 y_line_bounds = vec2(0.0, 1.0);
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float highlight(float point, float progress) {
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float highlight(float point, float progress) {
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return smoothstep(progress - line_thickness, progress, point) -
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return smoothstep(progress - line_thickness, progress, point) -
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smoothstep(progress, progress + line_thickness, point);
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smoothstep(progress, progress + line_thickness, point);
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}
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}
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@ -60,7 +60,7 @@ void fragment() {
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// will serve as a nice interpolation variable. This will always be from
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// will serve as a nice interpolation variable. This will always be from
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// 0.0 to 1.0.
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// 0.0 to 1.0.
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float fract_time = fract(time);
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float fract_time = fract(time);
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// Generate a random point between vec2(lower_bound) and vec2(upper_bound). This
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// Generate a random point between vec2(lower_bound) and vec2(upper_bound). This
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// will be the start vector from where the scan lines should start.
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// will be the start vector from where the scan lines should start.
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vec2 rand_vector = vec2(
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vec2 rand_vector = vec2(
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@ -76,7 +76,7 @@ void fragment() {
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// Generate the actual point to draw now. This is a simple interpolation between
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// Generate the actual point to draw now. This is a simple interpolation between
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// the start vector and the end vector.
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// the start vector and the end vector.
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vec2 moving_point = mix(rand_vector, next_rand_vector, fract_time);
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vec2 moving_point = mix(rand_vector, next_rand_vector, fract_time);
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// Get the color multiplier, this will tell us if we need to draw a line or not.
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// Get the color multiplier, this will tell us if we need to draw a line or not.
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float color_mult = point_to_color(UV, moving_point);
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float color_mult = point_to_color(UV, moving_point);
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// Get the sprite's texture, mapped to its UV.
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// Get the sprite's texture, mapped to its UV.
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vec4 texture_color = texture(TEXTURE, UV);
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vec4 texture_color = texture(TEXTURE, UV);
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