edit special power up
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+49
-2
@@ -549,6 +549,55 @@ func sync_display_name(new_name: String) -> void:
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"""Sync display name across network."""
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display_name = new_name
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$Name.text = display_name
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@rpc("any_peer", "call_local", "reliable")
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func sync_modulate(color: Color) -> void:
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"""Sync visual modulation (e.g. freeze effect) across network."""
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# Node3D doesn't have modulate. We must tint the active character meshes.
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var active_char_node = null
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match selected_character:
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"Bob": active_char_node = character_bob
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"Masbro": active_char_node = character_masbro
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"Gatot": active_char_node = character_gatot
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"Oldpop": active_char_node = character_oldpop
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if active_char_node:
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_apply_tint_recursive(active_char_node, color)
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func _apply_tint_recursive(node: Node, color: Color):
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if node is MeshInstance3D:
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# Simple way to tint: use material_overlay with an unshaded material if possible,
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# or transparency. But changing albedo on shared materials affects all instances!
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# Using transparency/modulate equivalent in 3D is tricky without unique materials.
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# A common trick is to use `instance_shader_parameter` if supported, or modifying visibility range? No.
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# Best safe visual cue for "Help me create an ice effect" without shaders:
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# Set `transparency` (alpha) if we want ghost, or `material_overlay`.
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# For this quick fix, let's create a standard material overlay on the fly if needed
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# or just rely on a debug geometry.
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# Actually, geometry_instance_3d has `material_overlay`.
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# Better approach for "Freeze": Just add a visible "Ice Block" mesh to the player
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# instead of trying to tint the gltf model which might have complex materials.
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# But user asked for "modulate". The closest 3D equivalent is material_overlay with a color.
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var mat = StandardMaterial3D.new()
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mat.albedo_color = color
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mat.blend_mode = BaseMaterial3D.BLEND_MODE_MIX
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mat.cull_mode = BaseMaterial3D.CULL_DISABLED
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mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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# If color is WHITE (reset), clear the overlay
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if color == Color.WHITE:
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node.material_overlay = null
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else:
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# If color is Blue (frozen), make it semi-transparent overlay
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mat.albedo_color = color
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mat.albedo_color.a = 0.5 # Semi-transparent
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mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
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node.material_overlay = mat
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for child in node.get_children():
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_apply_tint_recursive(child, color)
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func _process(delta):
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if is_multiplayer_authority():
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@@ -1354,8 +1403,6 @@ func set_spawn_position(pos: Vector2i):
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current_position.y * cell_size.z + cell_size.z * 0.5
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) + cell_offset
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func highlight_valid_obstacle_cells():
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action_manager.highlight_valid_obstacle_cells()
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@rpc("any_peer", "call_local", "reliable")
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func complete_race(final_position: int):
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