Refactor fishing surfaces around authored water

This commit is contained in:
Alexander Sellite 2026-08-15 09:52:50 -04:00
parent 9f52620a73
commit 9afa60f6a5
11 changed files with 198 additions and 172 deletions

View file

@ -93,7 +93,7 @@ enum FishingState {
@export_range(1.0, 200.0, 1.0) var preview_ray_start_height: float = 100.0
@export_range(1.0, 400.0, 1.0) var preview_surface_ray_length: float = 240.0
@export_range(0.01, 1.0, 0.01) var preview_marker_vertical_offset: float = 0.06
@export_range(0.0, 0.5, 0.01) var water_occlusion_tolerance: float = 0.04
@export_range(0.0, 0.5, 0.01) var solid_probe_clearance: float = 0.04
@export_range(0.01, 0.5, 0.01) var solid_bobber_clearance: float = 0.13
@export_category("Withdrawal")
@ -1457,7 +1457,6 @@ func _configure_surface_resolver() -> void:
_surface_resolver.query_radius = fishable_query_radius
_surface_resolver.ray_start_height = preview_ray_start_height
_surface_resolver.ray_length = preview_surface_ray_length
_surface_resolver.water_occlusion_tolerance = water_occlusion_tolerance
func resolve_fishing_surface(
@ -1479,7 +1478,7 @@ func resolve_fishing_surface(
get_world_3d().direct_space_state,
target,
resolved_reference_y,
water_occlusion_tolerance,
solid_probe_clearance,
)