Rework island water and shop character

This commit is contained in:
Alexander Sellite 2026-08-08 00:34:06 -04:00
parent 0d50c324e9
commit 352350157b
65 changed files with 1144 additions and 1120 deletions

View file

@ -1,6 +1,10 @@
class_name FishingPresentation
extends Node3D
const WaterSurfaceMotionType = preload(
"res://world/water_surface_motion.gd"
)
signal cast_completed
signal outcome_completed(outcome: StringName)
signal presentation_interrupted
@ -52,6 +56,7 @@ var _rod: Node3D
var _rod_tip: Marker3D
var _rod_neutral_rotation: Vector3
var _cast_arrival_position: Vector3
var _cast_tracks_water_surface: bool = false
var _bobber_surface_position: Vector3
var _bobber_idle_elapsed: float = 0.0
var _active_tween: Tween
@ -68,6 +73,9 @@ func _process(delta: float) -> void:
if _mode == VisualMode.FISHING and _bobber.visible:
_bobber_idle_elapsed += delta
_apply_bobber_idle_motion()
var bobber_position := _bobber.global_position
bobber_position.y += WaterSurfaceMotionType.get_default_height_offset()
_bobber.global_position = bobber_position
if _line_mode != LineMode.HIDDEN:
_update_line(delta)
@ -154,6 +162,7 @@ func begin_cast(
_cast_arrival_position = (
blocked_landing_position if cast_is_blocked else target
)
_cast_tracks_water_surface = not cast_is_blocked
var cast_start: Vector3 = _rod_tip.global_position
_bobber.global_position = cast_start
@ -289,6 +298,7 @@ func cleanup() -> void:
_bobber.scale = Vector3.ONE
_bobber.rotation = Vector3.ZERO
_cast_arrival_position = Vector3.ZERO
_cast_tracks_water_surface = false
_bobber_surface_position = Vector3.ZERO
_bobber_idle_elapsed = 0.0
set_line_mode(LineMode.HIDDEN)
@ -306,6 +316,11 @@ func _set_cast_sample(
) -> void:
var sample: Vector3 = start.lerp(target, progress)
sample.y += sin(progress * PI) * cast_arc_height
if _cast_tracks_water_surface:
sample.y += (
WaterSurfaceMotionType.get_default_height_offset()
* smoothstep(0.72, 1.0, progress)
)
_bobber.global_position = sample

View file

@ -4,6 +4,9 @@ extends RefCounted
const FishableWaterRegionType = preload(
"res://world/fishable_water_region.gd"
)
const WaterSurfaceMotionType = preload(
"res://world/water_surface_motion.gd"
)
var has_surface: bool = false
var position: Vector3 = Vector3.ZERO
@ -19,7 +22,12 @@ func is_fishable() -> bool:
func get_marker_position(vertical_offset: float) -> Vector3:
if not has_surface:
return position
return position + normal.normalized() * vertical_offset
var presentation_offset := vertical_offset
if is_water_surface:
presentation_offset += (
WaterSurfaceMotionType.get_default_height_offset()
)
return position + normal.normalized() * presentation_offset
func get_bobber_position(solid_clearance: float) -> Vector3:

View file

@ -1,6 +1,10 @@
class_name RemoteFishingPresentation
extends Node3D
const WaterSurfaceMotionType = preload(
"res://world/water_surface_motion.gd"
)
signal return_completed
var _owner: Player
@ -140,6 +144,10 @@ func _set_cast_sample(
) -> void:
_target = start.lerp(target, progress)
_target.y += sin(progress * PI) * 2.0
_target.y += (
WaterSurfaceMotionType.get_default_height_offset()
* smoothstep(0.72, 1.0, progress)
)
_bobber.global_position = _target
@ -152,7 +160,10 @@ func _on_cast_finished() -> void:
func _apply_bobber_idle_motion() -> void:
var phase: float = _bobber_idle_elapsed * 0.7 * TAU
_target = _pending_target + Vector3.UP * sin(phase) * 0.035
_target = _pending_target + Vector3.UP * (
WaterSurfaceMotionType.get_default_height_offset()
+ sin(phase) * 0.035
)
_bobber.global_position = _target
_bobber.rotation.z = deg_to_rad(4.0) * sin(phase * 0.73)