Apply sand texture to starter island

This commit is contained in:
Alexander Sellite 2026-07-29 15:05:52 -04:00
parent 9e473656b6
commit b9bc1ca39f
5 changed files with 94 additions and 0 deletions

View file

@ -6,6 +6,7 @@ const FishingShopInteractionType = preload(
"res://world/fishing_shop_interaction.gd"
)
const GRASS_SURFACE_NAME: String = "grass_lite"
const SAND_SURFACE_NAME: String = "sand"
@export_group("Owned Nodes")
@export_node_path("MeshInstance3D")
@ -31,9 +32,14 @@ var pelican_landmark_path: NodePath = (
@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 = 2
func _ready() -> void:
_apply_grass_material()
_apply_sand_material()
_build_terrain_collision()
if Engine.is_editor_hint():
update_configuration_warnings()
@ -84,6 +90,31 @@ func _apply_grass_material() -> void:
)
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 _build_terrain_collision() -> void:
var visual_mesh: MeshInstance3D = (
get_node_or_null(visual_mesh_path) as MeshInstance3D
@ -120,6 +151,16 @@ func _get_configuration_warnings() -> PackedStringArray:
warnings.append("Grass surface index must identify the grass surface.")
if grass_material == null:
warnings.append("Assign the starter-island grass material.")
if visual_mesh != null and visual_mesh.mesh != null:
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 get_node_or_null(terrain_collision_shape_path) == null:
warnings.append("Terrain/Collision must provide a collision shape.")
if get_node_or_null(player_spawn_path) == null: