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

@ -5,9 +5,6 @@ extends WorldRegion
const FishingShopInteractionType = preload(
"res://world/fishing_shop_interaction.gd"
)
const GRASS_SURFACE_NAME: String = "grass_lite"
const SAND_SURFACE_NAME: String = "sand"
const SANDSTONE_SURFACE_NAME: String = "sandstone_heavy"
@export_group("Owned Nodes")
@export_node_path("MeshInstance3D")
@ -26,31 +23,12 @@ var player_spawn_path: NodePath = ^"PlayerSpawn"
var fishing_shop_path: NodePath = (
^"Interactables/FishingShopWorld/InteractionArea"
)
@export_node_path("Node3D")
var pelican_landmark_path: NodePath = (
^"Interactables/PelicanCoolerPerch"
)
@export_group("Grass Surface")
@export var apply_surface_overrides: bool = true
@export var grass_material: Material
@export_range(0, 16, 1) var grass_surface_index: int = 0
@export_group("Sand Surface")
@export var sand_material: Material
@export_range(0, 16, 1) var sand_surface_index: int = 4
@export_group("Sandstone Surface")
@export var sandstone_material: Material
@export_range(0, 16, 1) var sandstone_surface_index: int = 5
@export_group("Terrain Collision")
@export var rebuild_terrain_collision_on_ready: bool = false
func _ready() -> void:
if apply_surface_overrides:
_apply_grass_material()
_apply_sand_material()
_apply_sandstone_material()
_build_terrain_collision()
if rebuild_terrain_collision_on_ready or not has_terrain_collision():
_build_terrain_collision()
if Engine.is_editor_hint():
update_configuration_warnings()
@ -64,10 +42,6 @@ func get_fishing_shop() -> FishingShopInteractionType:
return get_node_or_null(fishing_shop_path) as FishingShopInteractionType
func get_pelican_landmark() -> Node3D:
return get_node_or_null(pelican_landmark_path) as Node3D
func get_saltwater_shoreline_mesh() -> MeshInstance3D:
return get_node_or_null(^"ShorelineRibbons/Ocean") as MeshInstance3D
@ -79,81 +53,6 @@ func has_terrain_collision() -> bool:
return collision_shape != null and collision_shape.shape != null
func _apply_grass_material() -> void:
var visual_mesh: MeshInstance3D = (
get_node_or_null(visual_mesh_path) as MeshInstance3D
)
if visual_mesh == null or visual_mesh.mesh == null:
push_error("Starter island visual mesh is unavailable.")
return
if grass_material == null:
push_error("Starter island grass material is unavailable.")
return
if grass_surface_index >= visual_mesh.mesh.get_surface_count():
push_error("Starter island grass surface index is invalid.")
return
if (
visual_mesh.mesh.surface_get_name(grass_surface_index)
!= GRASS_SURFACE_NAME
):
push_error("Starter island grass surface name does not match.")
return
visual_mesh.set_surface_override_material(
grass_surface_index,
grass_material
)
func _apply_sand_material() -> void:
var visual_mesh: MeshInstance3D = (
get_node_or_null(visual_mesh_path) as MeshInstance3D
)
if visual_mesh == null or visual_mesh.mesh == null:
push_error("Starter island visual mesh is unavailable.")
return
if sand_material == null:
push_error("Starter island sand material is unavailable.")
return
if sand_surface_index >= visual_mesh.mesh.get_surface_count():
push_error("Starter island sand surface index is invalid.")
return
if (
visual_mesh.mesh.surface_get_name(sand_surface_index)
!= SAND_SURFACE_NAME
):
push_error("Starter island sand surface name does not match.")
return
visual_mesh.set_surface_override_material(
sand_surface_index,
sand_material
)
func _apply_sandstone_material() -> void:
var visual_mesh: MeshInstance3D = (
get_node_or_null(visual_mesh_path) as MeshInstance3D
)
if visual_mesh == null or visual_mesh.mesh == null:
push_error("Starter island visual mesh is unavailable.")
return
if sandstone_material == null:
push_error("Starter island sandstone material is unavailable.")
return
if sandstone_surface_index >= visual_mesh.mesh.get_surface_count():
push_error("Starter island sandstone surface index is invalid.")
return
if (
visual_mesh.mesh.surface_get_name(sandstone_surface_index)
!= SANDSTONE_SURFACE_NAME
):
push_error("Starter island sandstone surface name does not match.")
return
visual_mesh.set_surface_override_material(
sandstone_surface_index,
sandstone_material
)
func _build_terrain_collision() -> void:
var terrain_root: Node = get_node_or_null(terrain_visual_root_path)
if terrain_root == null:
@ -218,39 +117,6 @@ func _get_configuration_warnings() -> PackedStringArray:
warnings.append("Terrain/Visual must provide the island mesh.")
return warnings
if apply_surface_overrides:
if grass_surface_index >= visual_mesh.mesh.get_surface_count():
warnings.append("Grass surface index is outside the terrain mesh.")
elif (
visual_mesh.mesh.surface_get_name(grass_surface_index)
!= GRASS_SURFACE_NAME
):
warnings.append("Grass surface index must identify the grass surface.")
if grass_material == null:
warnings.append("Assign the starter-island grass material.")
if sand_surface_index >= visual_mesh.mesh.get_surface_count():
warnings.append("Sand surface index is outside the terrain mesh.")
elif (
visual_mesh.mesh.surface_get_name(sand_surface_index)
!= SAND_SURFACE_NAME
):
warnings.append("Sand surface index must identify the sand surface.")
if sand_material == null:
warnings.append("Assign the starter-island sand material.")
if sandstone_surface_index >= visual_mesh.mesh.get_surface_count():
warnings.append(
"Sandstone surface index is outside the terrain mesh."
)
elif (
visual_mesh.mesh.surface_get_name(sandstone_surface_index)
!= SANDSTONE_SURFACE_NAME
):
warnings.append(
"Sandstone surface index must identify the sandstone surface."
)
if sandstone_material == null:
warnings.append("Assign the starter-island sandstone material.")
if get_node_or_null(terrain_collision_shape_path) == null:
warnings.append("Terrain/Collision must provide a collision shape.")
if get_node_or_null(terrain_visual_root_path) == null:
@ -259,6 +125,4 @@ func _get_configuration_warnings() -> PackedStringArray:
warnings.append("PlayerSpawn marker is missing.")
if get_node_or_null(fishing_shop_path) == null:
warnings.append("Fishing Shop placement is missing.")
if get_node_or_null(pelican_landmark_path) == null:
warnings.append("Pelican placement is missing.")
return warnings