Gauntlet UI fixes and cleanser improvements
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@@ -3,44 +3,97 @@ class_name CandyCannonController
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@export var is_static_turret: bool = true
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@onready var ring1 = $Ring1 if has_node("Ring1") else null
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@onready var ring2 = $Ring2 if has_node("Ring2") else null
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@onready var ring3 = $Ring3 if has_node("Ring3") else null
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@onready var tank = $Tank if has_node("Tank") else null
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func _ready() -> void:
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pass
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func _process(delta: float) -> void:
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if ring1: ring1.rotate_y(delta * 1.5)
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if ring2: ring2.rotate_x(delta * -1.0)
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if ring3: ring3.rotate_z(delta * 1.2)
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if tank and tank.mesh and tank.mesh.material:
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var mat = tank.mesh.material as StandardMaterial3D
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if mat:
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# Gentle pulse of the candy tank
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var pulse = (sin(Time.get_ticks_msec() / 300.0) + 1.0) * 0.5
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mat.emission_energy_multiplier = 1.0 + (pulse * 2.0)
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@rpc("authority", "call_local", "reliable")
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func play_animation_rpc(anim_name: String) -> void:
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# Stub for future model animations
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pass
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@rpc("authority", "call_local", "reliable")
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func spawn_projectile_rpc(target_world_pos: Vector3, duration: float) -> void:
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func spawn_projectile(target_world_pos: Vector3, duration: float) -> void:
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var projectile = MeshInstance3D.new()
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var sphere = BoxMesh.new()
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sphere.size = Vector3(0.4, 0.4, 0.4)
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var sphere = SphereMesh.new()
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sphere.radius = 0.3
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sphere.height = 0.6
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projectile.mesh = sphere
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var mat = StandardMaterial3D.new()
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mat.albedo_color = Color(1.0, 0.4, 0.8) # Candy pink for Gauntlet
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mat.emission_enabled = true
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mat.emission = Color(1.0, 0.4, 0.8)
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mat.emission_energy_multiplier = 3.0
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projectile.material_override = mat
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get_tree().get_root().add_child(projectile)
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# Start projectile slightly above the cannon center
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projectile.global_position = global_position + Vector3(0, 2.0, 0)
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projectile.global_position = global_position + Vector3(0, 3.0, 0)
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var tween = create_tween()
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if not tween:
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projectile.queue_free()
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return
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# VFX trail
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var particles = GPUParticles3D.new()
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var pmat = ParticleProcessMaterial.new()
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pmat.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_SPHERE
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pmat.emission_sphere_radius = 0.3
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pmat.gravity = Vector3(0, 0, 0)
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pmat.scale_min = 0.1
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pmat.scale_max = 0.3
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particles.process_material = pmat
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var pmesh = SphereMesh.new()
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pmesh.radius = 0.1
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pmesh.height = 0.2
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var spatial_mat = StandardMaterial3D.new()
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spatial_mat.albedo_color = Color(1.0, 0.6, 0.9)
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spatial_mat.emission_enabled = true
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spatial_mat.emission = Color(1.0, 0.6, 0.9)
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pmesh.material = spatial_mat
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particles.draw_pass_1 = pmesh
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particles.amount = 16
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particles.lifetime = 0.4
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projectile.add_child(particles)
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tween.set_parallel(true)
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tween.tween_property(projectile, "global_position:x", target_world_pos.x, duration).set_trans(Tween.TRANS_LINEAR)
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tween.tween_property(projectile, "global_position:z", target_world_pos.z, duration).set_trans(Tween.TRANS_LINEAR)
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var mid_y = max(global_position.y, target_world_pos.y) + 4.0
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var tween_y = create_tween()
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tween_y.tween_property(projectile, "global_position:y", mid_y, duration / 2.0).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
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tween_y.tween_property(projectile, "global_position:y", mid_y, duration / 2.0).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT)
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tween_y.tween_property(projectile, "global_position:y", target_world_pos.y, duration / 2.0).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN).set_delay(duration / 2.0)
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tween.chain().tween_callback(projectile.queue_free)
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# Add some spin to the projectile
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var spin_tween = create_tween()
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spin_tween.set_loops()
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spin_tween.tween_property(projectile, "rotation", Vector3(PI*2, PI*2, PI*2), 0.5).as_relative()
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tween.chain().tween_callback(func():
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spin_tween.kill()
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projectile.queue_free()
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)
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func can_rpc() -> bool:
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if not multiplayer.has_multiplayer_peer(): return false
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