mekton boss npc uses static tekton mesh w/ emission color cycling; updated bot ghost check
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@@ -1,139 +1,57 @@
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extends Node3D
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class_name CandySurvivalNPCController
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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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@onready var mekton_mesh = $MektonMesh
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var face_material: StandardMaterial3D
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func _ready() -> void:
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_apply_outline_recursive(self)
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# Setup unique material for the body to change colors
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if mekton_mesh:
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var skeleton = mekton_mesh.get_node_or_null("Throwing Tiles/Skeleton3D")
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if skeleton:
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var body = skeleton.get_node_or_null("ted_body")
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if body and body is MeshInstance3D:
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var mat = body.get_surface_override_material(0)
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if not mat:
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if body.mesh:
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mat = body.mesh.surface_get_material(0)
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if mat:
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face_material = mat.duplicate()
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else:
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face_material = StandardMaterial3D.new()
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face_material.emission_enabled = true
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face_material.emission_energy_multiplier = 2.0
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body.set_surface_override_material(0, face_material)
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func _apply_outline_recursive(node: Node) -> void:
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if node is MeshInstance3D and node.mesh:
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# Some procedural meshes might not have get_surface_count or it might be 1.
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# If the mesh has material_override, apply outline to that
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if node.material_override and node.material_override is StandardMaterial3D:
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var mat = node.material_override
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if not mat.next_pass:
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var outline_mat = ShaderMaterial.new()
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outline_mat.shader = load("res://assets/shaders/outline3d.gdshader")
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mat.next_pass = outline_mat
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else:
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for i in range(node.mesh.get_surface_count()):
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var mat = node.get_active_material(i)
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if mat:
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if not mat.next_pass:
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var unique_mat = mat.duplicate()
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var outline_mat = ShaderMaterial.new()
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outline_mat.shader = load("res://assets/shaders/outline3d.gdshader")
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unique_mat.next_pass = outline_mat
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node.set_surface_override_material(i, unique_mat)
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if node is GPUParticles3D and node.draw_pass_1 and node.draw_pass_1.material:
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var mat = node.draw_pass_1.material
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if not mat.next_pass:
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var outline_mat = ShaderMaterial.new()
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outline_mat.shader = load("res://assets/shaders/outline3d.gdshader")
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mat.next_pass = outline_mat
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for child in node.get_children():
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_apply_outline_recursive(child)
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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 set_face_color_rpc(color_index: int) -> void:
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if not face_material: return
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# enum CandyColor { HEART=0, DIAMOND=1, STAR=2, COIN=3 }
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var c = Color.WHITE
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match color_index:
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0: c = Color(1.0, 0.2, 0.2) # HEART (Red)
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1: c = Color(0.2, 0.4, 1.0) # DIAMOND (Blue)
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2: c = Color(1.0, 0.9, 0.2) # STAR (Yellow)
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3: c = Color(1.0, 0.6, 0.0) # COIN (Orange/Gold)
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face_material.albedo_color = c
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face_material.emission = c
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# Also tint the OmniLight if we have one
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var light = $OmniLight3D
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if light:
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light.light_color = c
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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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func spawn_projectile(target_world_pos: Vector3, duration: float) -> void:
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var projectile = MeshInstance3D.new()
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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 Candy Survival
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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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projectile.top_level = true
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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, 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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_apply_outline_recursive(projectile)
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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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# Important: Make sure both halves of the y-tween together equal `duration`
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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)
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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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# We need to wait for the X/Z tween to finish, but since it's parallel we can just use a separate timer or tween
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# to kill the projectile exactly when duration is reached, ensuring it doesn't get killed early by X/Z finishing 1 frame earlier than Y
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get_tree().create_timer(duration).timeout.connect(func():
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if is_instance_valid(spin_tween):
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spin_tween.kill()
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if is_instance_valid(projectile):
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projectile.queue_free()
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)
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if mekton_mesh:
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var anim = mekton_mesh.get_node_or_null("AnimationPlayer")
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if anim and anim.has_animation(anim_name):
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anim.play(anim_name)
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func can_rpc() -> bool:
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if not multiplayer.has_multiplayer_peer(): return false
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return multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED
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if not multiplayer.has_multiplayer_peer(): return false
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return multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED
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