Apply sand texture to starter island
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9e473656b6
commit
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5 changed files with 94 additions and 0 deletions
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@ -6,6 +6,7 @@ const FishingShopInteractionType = preload(
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"res://world/fishing_shop_interaction.gd"
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)
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const GRASS_SURFACE_NAME: String = "grass_lite"
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const SAND_SURFACE_NAME: String = "sand"
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@export_group("Owned Nodes")
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@export_node_path("MeshInstance3D")
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@ -31,9 +32,14 @@ var pelican_landmark_path: NodePath = (
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@export var grass_material: Material
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@export_range(0, 16, 1) var grass_surface_index: int = 0
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@export_group("Sand Surface")
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@export var sand_material: Material
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@export_range(0, 16, 1) var sand_surface_index: int = 2
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func _ready() -> void:
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_apply_grass_material()
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_apply_sand_material()
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_build_terrain_collision()
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if Engine.is_editor_hint():
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update_configuration_warnings()
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@ -84,6 +90,31 @@ func _apply_grass_material() -> void:
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)
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func _apply_sand_material() -> void:
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var visual_mesh: MeshInstance3D = (
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get_node_or_null(visual_mesh_path) as MeshInstance3D
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)
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if visual_mesh == null or visual_mesh.mesh == null:
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push_error("Starter island visual mesh is unavailable.")
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return
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if sand_material == null:
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push_error("Starter island sand material is unavailable.")
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return
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if sand_surface_index >= visual_mesh.mesh.get_surface_count():
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push_error("Starter island sand surface index is invalid.")
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return
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if (
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visual_mesh.mesh.surface_get_name(sand_surface_index)
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!= SAND_SURFACE_NAME
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):
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push_error("Starter island sand surface name does not match.")
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return
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visual_mesh.set_surface_override_material(
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sand_surface_index,
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sand_material
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)
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func _build_terrain_collision() -> void:
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var visual_mesh: MeshInstance3D = (
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get_node_or_null(visual_mesh_path) as MeshInstance3D
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@ -120,6 +151,16 @@ func _get_configuration_warnings() -> PackedStringArray:
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warnings.append("Grass surface index must identify the grass surface.")
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if grass_material == null:
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warnings.append("Assign the starter-island grass material.")
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if visual_mesh != null and visual_mesh.mesh != null:
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if sand_surface_index >= visual_mesh.mesh.get_surface_count():
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warnings.append("Sand surface index is outside the terrain mesh.")
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elif (
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visual_mesh.mesh.surface_get_name(sand_surface_index)
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!= SAND_SURFACE_NAME
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):
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warnings.append("Sand surface index must identify the sand surface.")
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if sand_material == null:
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warnings.append("Assign the starter-island sand material.")
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if get_node_or_null(terrain_collision_shape_path) == null:
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warnings.append("Terrain/Collision must provide a collision shape.")
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if get_node_or_null(player_spawn_path) == null:
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