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Forcefield Shader
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a13355be42
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9 changed files with 210 additions and 14 deletions
52
Scripts/Activables/ForceField.cs
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52
Scripts/Activables/ForceField.cs
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@ -0,0 +1,52 @@
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using Godot;
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using System;
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using Cirno.Scripts;
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using System.Threading.Tasks;
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public partial class ForceField : Door
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{
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[Export]
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public Shader TurnOffShader { get; private set; }
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[Export]
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public Shader ActiveShader { get; private set; }
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// Disable
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public override void Open()
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{
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base.Open();
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if (TurnOffShader is null) return;
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((ShaderMaterial)_animatedSprite.Material).Shader = TurnOffShader;
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_ = AnimateShutdownAsync();
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}
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protected async Task AnimateShutdownAsync()
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{
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Tween tween = GetTree().CreateTween();
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tween.TweenMethod(Callable.From((float value) => SetShaderScanlineDensity(value)), 0f, 50f, 0.5);
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tween.Parallel().TweenMethod(Callable.From((float value) => SetShaderTeleportProgress(value)), 0f, 1f, 0.5);
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await ToSignal(tween, "finished");
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}
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// Enable
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public override void Close()
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{
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base.Close();
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if (ActiveShader is null) return;
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((ShaderMaterial)_animatedSprite.Material).Shader = ActiveShader;
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}
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private void SetShaderTeleportProgress(float value)
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{
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((ShaderMaterial)_animatedSprite.Material).SetShaderParameter("teleport_progress", value);
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}
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private void SetShaderScanlineDensity(float value)
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{
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((ShaderMaterial)_animatedSprite.Material).SetShaderParameter("scanline_density", value);
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}
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}
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@ -5,9 +5,9 @@ using Cirno.Scripts;
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public partial class Door : Activable
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{
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private AnimatedSprite2D _animatedSprite;
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private CollisionShape2D _collisionShape;
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private CollisionShape2D _solidShape;
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protected AnimatedSprite2D _animatedSprite;
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protected CollisionShape2D _collisionShape;
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protected CollisionShape2D _solidShape;
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// Called when the node enters the scene tree for the first time.
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[Export]
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@ -27,7 +27,7 @@ public partial class Door : Activable
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{
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}
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public void Open()
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public virtual void Open()
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{
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_animatedSprite.Play("Opening");
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State = DoorState.Open;
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@ -36,7 +36,7 @@ public partial class Door : Activable
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//_solidShape.Disabled = true;
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}
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public void Close()
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public virtual void Close()
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{
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_animatedSprite.Play("Closing");
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State = DoorState.Closed;
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