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https://gitlab.com/MaddoScientisto/cirnogodot.git
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142 lines
No EOL
4.1 KiB
C#
142 lines
No EOL
4.1 KiB
C#
using Godot;
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namespace Cirno.Scripts.Components.Actors._3D;
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[Tool]
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public partial class AnimatedShaderSprite3D : AnimatedSprite3D
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{
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private bool _isConnected;
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private ShaderMaterial _shaderMaterial;
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// Export the shader parameter name so the shader can use a different uniform name if needed.
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[Export]
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public string ShaderParameterName { get; set; } = "tex";
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/// <summary>
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/// Called when the node enters the scene tree. Ensure the shader receives the current
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/// sprite frame right away (avoids the garbled default until the first frame change).
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/// </summary>
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public override void _Ready()
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{
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base._Ready();
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ConnectSignals();
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// Safely try to use the MaterialOverride as a ShaderMaterial. If it's not present
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// we warn and skip applying parameters to avoid runtime exceptions.
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if (MaterialOverride is ShaderMaterial sm)
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{
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_shaderMaterial = sm;
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}
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else
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{
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_shaderMaterial = null;
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GD.PrintErr($"AnimatedShaderSprite3D: MaterialOverride is not a ShaderMaterial on '{Name}'. Shader parameters will not be applied.");
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}
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// Defer applying the current frame until after the engine finishes initialization
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// so we avoid reading frames or materials before they're fully ready.
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CallDeferred(nameof(ApplyCurrentFrame));
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}
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private void ConnectSignals()
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{
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if (_isConnected)
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{
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return;
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}
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_isConnected = true;
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FrameChanged += HandleFrameChanged;
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}
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protected void HandleFrameChanged()
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{
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ApplyCurrentFrame();
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}
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/// <summary>
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/// Safely set the shader parameter to the current animation/frame texture.
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/// This method protects against missing SpriteFrames, missing animation names,
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/// and null material so it won't crash at startup.
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/// </summary>
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private void ApplyCurrentFrame()
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{
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if (_shaderMaterial is null)
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{
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return;
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}
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var frames = SpriteFrames;
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if (frames is null)
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{
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// No frames assigned; nothing to do.
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return;
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}
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// Guard against missing animation or frame out-of-range.
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try
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{
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var tex = frames.GetFrameTexture(Animation, Frame);
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if (tex is not null)
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{
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_shaderMaterial.SetShaderParameter(ShaderParameterName, tex);
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}
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}
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catch (System.Exception ex)
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{
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// Don't crash the editor/runtime for a missing animation name or bad frame index.
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GD.PrintErr($"AnimatedShaderSprite3D: Could not apply frame texture on '{Name}': {ex.Message}");
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}
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}
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protected override void Dispose(bool disposing)
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{
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DisconnectSignals();
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base.Dispose(disposing);
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}
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private void DisconnectSignals()
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{
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if (!_isConnected)
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{
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return;
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}
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FrameChanged -= HandleFrameChanged;
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}
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// public override void _Process(double delta)
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// {
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// ((ShaderMaterial)MaterialOverride).SetShaderParameter("albedo_texture", SpriteFrames.GetFrameTexture(Animation, Frame));
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//
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// ((ShaderMaterial)MaterialOverride).SetShaderParameter("billboard_mode", (int)this.GetBillboardMode());
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// }
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// [Export(PropertyHint.File)] public string ShaderPath { get; private set; }
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//
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// public override void _Ready()
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// {
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// if (MaterialOverride is null)
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// {
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// ApplyMaterialOverride();
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// }
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//
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// ApplyTexture();
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// //texture_changed.connect(_apply_texture)
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// }
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//
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// private void ApplyMaterialOverride()
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// {
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// var shaderMaterial = new ShaderMaterial();
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// shaderMaterial.Shader = GD.Load<Shader>(ShaderPath);
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// MaterialOverride = shaderMaterial;
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// }
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//
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// private void ApplyTexture()
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// {
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// var shaderMaterial = MaterialOverride as ShaderMaterial;
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//
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// shaderMaterial.SetShaderParameter("sprite_texture", this.SpriteFrames.GetFrameTexture(Animation, Frame));
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// }
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} |