add bug mesh - colorize flowfield - very simple enemy - and first test with multimesh
This commit is contained in:
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assets/bug/bug_mesh.res
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assets/bug/bug_mesh.res
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assets/bug/license.txt
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assets/bug/license.txt
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Model Information:
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* title: Bug
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* source: https://sketchfab.com/3d-models/bug-3f3e2ed9e31c4fff9e44637173514d7b
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* author: Miguel Atienza (https://sketchfab.com/miguelatienza93)
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Model License:
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* license type: CC-BY-4.0 (http://creativecommons.org/licenses/by/4.0/)
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* requirements: Author must be credited. Commercial use is allowed.
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||||||
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If you use this 3D model in your project be sure to copy paste this credit wherever you share it:
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||||||
|
This work is based on "Bug" (https://sketchfab.com/3d-models/bug-3f3e2ed9e31c4fff9e44637173514d7b) by Miguel Atienza (https://sketchfab.com/miguelatienza93) licensed under CC-BY-4.0 (http://creativecommons.org/licenses/by/4.0/)
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assets/bug/scene.bin
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assets/bug/scene.bin
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assets/bug/scene.gltf
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assets/bug/scene.gltf
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"min": [
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"type": "VEC3"
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},
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{
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"bufferView": 2,
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1.0
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"min": [
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"type": "VEC4"
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{
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"bufferView": 0,
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"componentType": 5125,
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"count": 292026,
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"type": "SCALAR"
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}
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],
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"asset": {
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"extras": {
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"author": "Miguel Atienza (https://sketchfab.com/miguelatienza93)",
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"license": "CC-BY-4.0 (http://creativecommons.org/licenses/by/4.0/)",
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"source": "https://sketchfab.com/3d-models/bug-3f3e2ed9e31c4fff9e44637173514d7b",
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"title": "Bug"
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},
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"generator": "Sketchfab-12.68.0",
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"version": "2.0"
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},
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"bufferViews": [
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{
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"buffer": 0,
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"byteLength": 1168104,
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"name": "floatBufferViews",
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"target": 34963
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"buffer": 0,
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"byteLength": 1178064,
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"byteOffset": 1168104,
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"byteStride": 12,
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"name": "floatBufferViews",
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"target": 34962
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{
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"buffer": 0,
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"byteLength": 785376,
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"byteOffset": 2346168,
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"byteStride": 16,
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"name": "floatBufferViews",
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"target": 34962
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}
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],
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"buffers": [
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{
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"byteLength": 3131544,
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"uri": "scene.bin"
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}
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],
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"materials": [
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{
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"doubleSided": true,
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"name": "Scene_-_Root",
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"pbrMetallicRoughness": {
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"metallicFactor": 0.0,
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"roughnessFactor": 0.6
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}
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}
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],
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"meshes": [
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{
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"name": "Object_0",
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"primitives": [
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{
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"attributes": {
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"COLOR_0": 2,
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"NORMAL": 1,
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"POSITION": 0
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},
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"indices": 3,
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"material": 0,
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"mode": 4
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}
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]
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}
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],
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"nodes": [
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{
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"children": [
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1
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],
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"matrix": [
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-2.220446049250313e-16,
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-6.123234262925839e-17,
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1.0,
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0.0,
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1.0,
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1.6081226229577287e-16,
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2.2204460492503136e-16,
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0.0,
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-1.6081226229577292e-16,
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1.0,
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6.123234262925839e-17,
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0.0,
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1.5273232460021973,
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-8.953146193411835e-17,
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1.5282138586044312,
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1.0
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],
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"name": "Sketchfab_model"
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},
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{
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"children": [
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2
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],
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"name": "bug.OBJ.cleaner.materialmerger.gles"
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},
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{
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"mesh": 0,
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"name": "Object_2"
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}
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],
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"scene": 0,
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"scenes": [
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{
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"name": "Sketchfab_Scene",
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"nodes": [
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0
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]
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}
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]
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}
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48
assets/bug/scene.gltf.import
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assets/bug/scene.gltf.import
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[remap]
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importer="scene"
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importer_version=1
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type="PackedScene"
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uid="uid://be1j1x6skha50"
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path="res://.godot/imported/scene.gltf-40b9b7639a7cec48946880b758e17814.scn"
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[deps]
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source_file="res://assets/bug/scene.gltf"
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dest_files=["res://.godot/imported/scene.gltf-40b9b7639a7cec48946880b758e17814.scn"]
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[params]
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nodes/root_type=""
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nodes/root_name=""
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nodes/apply_root_scale=true
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nodes/root_scale=1.0
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nodes/import_as_skeleton_bones=false
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meshes/ensure_tangents=true
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meshes/generate_lods=true
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meshes/create_shadow_meshes=true
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meshes/light_baking=1
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meshes/lightmap_texel_size=0.2
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meshes/force_disable_compression=false
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skins/use_named_skins=true
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animation/import=true
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animation/fps=30
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animation/trimming=false
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animation/remove_immutable_tracks=true
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animation/import_rest_as_RESET=false
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import_script/path=""
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_subresources={
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"meshes": {
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"Sketchfab_Scene_Object_0": {
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"generate/lightmap_uv": 0,
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"generate/lods": 0,
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"generate/shadow_meshes": 1,
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"lods/normal_merge_angle": 60.0,
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"lods/normal_split_angle": 25.0,
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"save_to_file/enabled": true,
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"save_to_file/path": "res://assets/bug/bug_mesh.res"
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}
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}
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}
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gltf/naming_version=1
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gltf/embedded_image_handling=1
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@ -17,6 +17,9 @@ var not_dead := true
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@export_multiline var death_message : Array[String]
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@export_multiline var death_message : Array[String]
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#@onready var color_rect: ColorRect = $CanvasLayer/ColorRect
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#@onready var color_rect: ColorRect = $CanvasLayer/ColorRect
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func _process(delta: float) -> void:
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DebugDraw3D.draw_sphere(position, .5)
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func handle_dying():
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func handle_dying():
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not_dead = false
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not_dead = false
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#weapon_slot_2.queue_free()
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#weapon_slot_2.queue_free()
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swarm_engine/bug.gd
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swarm_engine/bug.gd
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extends Node3D
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@onready var flow_field_navigation: FlowFieldNav = %FlowFieldNavigation
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@export var move_speed = 3
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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DebugDraw3D.draw_sphere(position, .5)
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var cell = flow_field_navigation.get_cell_from_pos(position)
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if cell.flow_direction.length() > 0.0:
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# Normalisierte Bewegung in Flow-Richtung
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var movement = cell.flow_direction.normalized() * move_speed * delta
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global_transform.origin += movement # Position aktualisierennormalized() * speed
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# Rotation: Gegner schaut in Bewegungsrichtung (XZ-Ebene)
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var target_rotation = Quaternion(Vector3.UP, atan2(-cell.flow_direction.x, -cell.flow_direction.z))
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global_transform.basis = Basis(target_rotation)
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@ -1,11 +1,31 @@
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extends Resource
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extends Resource
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class_name FlowFieldCell
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class_name FlowFieldCell
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var position:Vector3 = Vector3(0.0, 0.0, 0.0)
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@export var cell_size: float = 1.0
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var flow_direction:Vector3 = Vector3(randf(), 0.0, randf())
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@export var position: Vector3 = Vector3.ZERO
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var flow_direction: Vector3 = Vector3.ZERO
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var is_target:bool = false
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func update(targetPos: Vector3):
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if is_target:
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flow_direction = Vector3.ZERO
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return
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if targetPos != position:
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flow_direction = (targetPos - position).normalized() * (cell_size/2)
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else:
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flow_direction = Vector3.ZERO
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func debug_process() -> void:
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func debug_process() -> void:
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if flow_direction.length() > 0.0:
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if flow_direction.length() > 0.0:
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DebugDraw3D.draw_arrow(position, position + flow_direction, Color(1,1,1,1), 0.1)
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var arrow_color = get_direction_color(flow_direction.normalized())
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DebugDraw3D.draw_arrow(position, position + flow_direction, arrow_color, 0.1)
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else:
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else:
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DebugDraw3D.draw_sphere(position, .05)
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DebugDraw3D.draw_sphere(position, 0.05)
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func get_direction_color(direction: Vector3) -> Color:
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var angle = atan2(direction.z, direction.x)
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var hue = (angle / (2.0 * PI)) + 0.5
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return Color.from_hsv(hue, 1.0, 1.0)
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@ -1,4 +1,8 @@
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extends Node3D
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extends Node3D
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class_name FlowFieldNav
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@onready var player: Player = %player
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@export_group("Debug")
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@export_group("Debug")
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@export var debugVisu: bool = true
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@export var debugVisu: bool = true
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@ -11,10 +15,27 @@ extends Node3D
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var _cells: Dictionary
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var _cells: Dictionary
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var grid_offset: Vector3
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var grid_offset: Vector3
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var target_position: Vector3
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var target_cell: FlowFieldCell
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var lines: PackedVector3Array
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func _ready() -> void:
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func _ready() -> void:
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var half_size = (grid_size * cell_size) * 0.5
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var half_size = (grid_size * cell_size) * 0.5
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grid_offset = Vector3(-half_size + (cell_size * 0.5), 0, -half_size + (cell_size * 0.5))
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grid_offset = Vector3(-half_size + (cell_size * 0.5), 0, -half_size + (cell_size * 0.5))
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create_grid()
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create_grid()
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# Vertikale Linien
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for x in range(grid_size + 1):
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var pos_x = x * cell_size + grid_offset.x - (cell_size * 0.5)
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lines.append(Vector3(pos_x, 0, grid_offset.z - (cell_size * 0.5)))
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lines.append(Vector3(pos_x, 0, grid_offset.z + grid_size * cell_size - (cell_size * 0.5)))
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# Horizontale Linien
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for z in range(grid_size + 1):
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var pos_z = z * cell_size + grid_offset.z - (cell_size * 0.5)
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lines.append(Vector3(grid_offset.x - (cell_size * 0.5), 0, pos_z))
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lines.append(Vector3(grid_offset.x + grid_size * cell_size - (cell_size * 0.5), 0, pos_z))
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func create_grid() -> void:
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func create_grid() -> void:
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_cells.clear()
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_cells.clear()
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@ -24,48 +45,36 @@ func create_grid() -> void:
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var world_x = x * cell_size + grid_offset.x
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var world_x = x * cell_size + grid_offset.x
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var world_z = z * cell_size + grid_offset.z
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var world_z = z * cell_size + grid_offset.z
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cell.position = Vector3(world_x, 0, world_z)
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cell.position = Vector3(world_x, 0, world_z)
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cell.cell_size = cell_size
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_cells[Vector3(x, 0, z)] = cell # Dictionary mit Grid-Koordinaten als Key
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_cells[Vector3(x, 0, z)] = cell # Dictionary mit Grid-Koordinaten als Key
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func _process(delta: float) -> void:
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func _process(delta: float) -> void:
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target_position = Vector3(player.position.x, 0, player.position.z)
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var new_target_cell = get_cell_from_pos(target_position)
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if target_cell != null and target_cell != new_target_cell:
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target_cell.is_target = false
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new_target_cell.is_target = true
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target_cell = new_target_cell
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else:
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target_cell = new_target_cell
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target_cell.is_target = true
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if debugVisu:
|
if debugVisu:
|
||||||
_debug_draw_grid()
|
_debug_draw_grid()
|
||||||
for cell in _cells.values():
|
for cell in _cells.values():
|
||||||
cell.debug_process()
|
cell.debug_process()
|
||||||
|
|
||||||
|
for cell in _cells.values():
|
||||||
|
cell.update(target_position)
|
||||||
|
|
||||||
func _debug_draw_grid() -> void:
|
func _debug_draw_grid() -> void:
|
||||||
for x in range(grid_size + 1):
|
DebugDraw3D.draw_lines(lines, line_color)
|
||||||
var pos_x = x * cell_size + grid_offset.x - (cell_size * 0.5)
|
|
||||||
DebugDraw3D.draw_line(Vector3(pos_x, 0, grid_offset.z - (cell_size * 0.5)), Vector3(pos_x, 0, grid_offset.z + grid_size * cell_size - (cell_size * 0.5)), line_color)
|
|
||||||
|
|
||||||
for z in range(grid_size + 1):
|
|
||||||
var pos_z = z * cell_size + grid_offset.z - (cell_size * 0.5)
|
|
||||||
DebugDraw3D.draw_line(Vector3(grid_offset.x - (cell_size * 0.5), 0, pos_z), Vector3(grid_offset.x + grid_size * cell_size - (cell_size * 0.5), 0, pos_z), line_color)
|
|
||||||
|
|
||||||
|
|
||||||
# Gibt die Zelle basierend auf einer Weltposition zurück
|
|
||||||
func get_cell_from_pos(world_pos: Vector3) -> FlowFieldCell:
|
func get_cell_from_pos(world_pos: Vector3) -> FlowFieldCell:
|
||||||
var grid_x = int((world_pos.x - grid_offset.x) / cell_size)
|
var grid_x = int((world_pos.x - grid_offset.x) / cell_size)
|
||||||
var grid_z = int((world_pos.z - grid_offset.z) / cell_size)
|
var grid_z = int((world_pos.z - grid_offset.z) / cell_size)
|
||||||
var cell_pos = Vector3(grid_x, 0, grid_z)
|
var cell_pos = Vector3(grid_x, 0, grid_z)
|
||||||
|
|
||||||
return _cells.get(cell_pos, null)
|
return _cells.get(cell_pos, null)
|
||||||
|
|
||||||
|
|
||||||
# Raycast zur Bestimmung der Zelle unter dem Mauszeiger
|
|
||||||
func _input(event):
|
|
||||||
if event is InputEventMouseButton and event.pressed:
|
|
||||||
var camera = get_viewport().get_camera_3d()
|
|
||||||
var from = camera.project_ray_origin(get_viewport().get_mouse_position())
|
|
||||||
var to = from + camera.project_ray_normal(get_viewport().get_mouse_position()) * 1000
|
|
||||||
|
|
||||||
var space_state = get_world_3d().direct_space_state
|
|
||||||
var query = PhysicsRayQueryParameters3D.create(from, to)
|
|
||||||
var result = space_state.intersect_ray(query)
|
|
||||||
|
|
||||||
if result.has("position"):
|
|
||||||
var cell = get_cell_from_pos(result["position"])
|
|
||||||
if cell:
|
|
||||||
print("Zelle an", cell.position, ":", cell.flow_direction)
|
|
||||||
else:
|
|
||||||
print("Keine Zelle gefunden!")
|
|
||||||
|
|||||||
23
swarm_engine/multi_mesh_instance_3d.gd
Normal file
23
swarm_engine/multi_mesh_instance_3d.gd
Normal file
@ -0,0 +1,23 @@
|
|||||||
|
extends MultiMeshInstance3D
|
||||||
|
|
||||||
|
@export var speed = 5;
|
||||||
|
@export var number: int = 100
|
||||||
|
|
||||||
|
|
||||||
|
func _ready() -> void:
|
||||||
|
for x in range(number):
|
||||||
|
for z in range(number):
|
||||||
|
var index = z * number + x
|
||||||
|
self.multimesh.set_instance_transform(index, Transform3D(Basis(), Vector3(x, 0.0, -z)))
|
||||||
|
|
||||||
|
func _process(delta: float) -> void:
|
||||||
|
for x in range(number):
|
||||||
|
for z in range(number):
|
||||||
|
var index = z * number + x
|
||||||
|
var current_trans = self.multimesh.get_instance_transform(index)
|
||||||
|
|
||||||
|
# Rotation um die Y-Achse (delta für gleichmäßige Drehung)
|
||||||
|
var rotation_amount = deg_to_rad(10) * delta # 10 Grad pro Sekunde
|
||||||
|
current_trans.basis = current_trans.basis.rotated(Vector3.UP, rotation_amount)
|
||||||
|
|
||||||
|
self.multimesh.set_instance_transform(index, current_trans)
|
||||||
@ -1,5 +1,6 @@
|
|||||||
extends Node3D
|
extends Node3D
|
||||||
|
|
||||||
|
@onready var camera_3d: Camera3D = %Camera3D
|
||||||
|
|
||||||
func _process(delta: float) -> void:
|
func _process(delta: float) -> void:
|
||||||
DebugDraw2D.set_text("Frames drawn", Engine.get_frames_drawn())
|
DebugDraw2D.set_text("Frames drawn", Engine.get_frames_drawn())
|
||||||
|
|||||||
File diff suppressed because one or more lines are too long
11
swarm_engine/swarm_spawner/bug.tscn
Normal file
11
swarm_engine/swarm_spawner/bug.tscn
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
[gd_scene load_steps=3 format=3 uid="uid://ck0ymixmnj446"]
|
||||||
|
|
||||||
|
[ext_resource type="Script" path="res://swarm_engine/bug.gd" id="1_ql2rg"]
|
||||||
|
[ext_resource type="PackedScene" uid="uid://be1j1x6skha50" path="res://assets/bug/scene.gltf" id="2_0pswm"]
|
||||||
|
|
||||||
|
[node name="Bug" type="Node3D"]
|
||||||
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.85631, 13.4907)
|
||||||
|
script = ExtResource("1_ql2rg")
|
||||||
|
|
||||||
|
[node name="Sketchfab_Scene" parent="." instance=ExtResource("2_0pswm")]
|
||||||
|
transform = Transform3D(-4.37114e-08, 0, 1, 0, 1, 0, -1, 0, -4.37114e-08, -1.5, 0, -1.5)
|
||||||
Loading…
Reference in New Issue
Block a user