Added actual hammer, water and tweaked level.

main
Martin Felis 2024-10-02 17:33:11 +02:00
parent 62cf11e614
commit 404d057f9e
24 changed files with 434 additions and 14 deletions

3
.gitignore vendored
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@ -14,3 +14,6 @@ export_presets.cfg
data_*/
mono_crash.*.json
# Asset source files we do not want to track
assets/3rdparty/KayKit_Adventurers_1.0_EXTRA/Assets/fbx/
*.blend1

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@ -0,0 +1,51 @@
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assets/tools/Hammer.tscn Normal file
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@ -0,0 +1,5 @@
[gd_scene load_steps=2 format=3 uid="uid://bimt3mc3d7th2"]
[ext_resource type="PackedScene" uid="uid://csiiypw22be7f" path="res://assets/custom/hammer.glb" id="1_j5krs"]
[node name="hammer" instance=ExtResource("1_j5krs")]

15
data/items/hammer.tres Normal file
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@ -0,0 +1,15 @@
[gd_resource type="Resource" script_class="Item" load_steps=4 format=3 uid="uid://cwerasgcfgx2p"]
[ext_resource type="Script" path="res://model/item.gd" id="1_l1bb7"]
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script = ExtResource("1_l1bb7")
name = "Hammer"
scene = ExtResource("2_pwblf")
icon = ExtResource("1_qwgnj")
max_stack_size = 1
is_tool = true
is_buildable = false
tool_action = 1

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@ -4,12 +4,12 @@ Chloe: Mist! Ohne meinen Hammer kann ich die Brücke nicht fertig bauen!
Chloe: Hast Du meinen Hammer gesehen?
- Ja!
if is_wrench_found == false:
if is_hammer_found == false:
Chloe: Du scheinst keinen Hammer zu haben. Oder weißt nicht was ein Hammer ist.
else:av
Chloe: Danke!
set is_wrench_delivered = true
set is_hammer_delivered = true
- Lieber nicht.
Chloe: Schade!
- Wo kann er denn sein?

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@ -92,7 +92,7 @@ func set_right_hand_item(item:Item) -> void:
animation_tree.set("parameters/Interact/conditions/tool_action_slice", true)
func has_build_tool_active() -> bool:
if current_tool and current_tool.name == "Pickaxe":
if current_tool and current_tool.resource_path == "res://data/items/hammer.tres":
return true
return false

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@ -32,7 +32,7 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.470516, 0)
shape = SubResource("CapsuleShape3D_7kfad")
[node name="RightHandBone" type="BoneAttachment3D" parent="."]
transform = Transform3D(-0.00015721, -0.0606496, 0.395375, 0.399999, -0.000666146, 5.67707e-05, 0.000649959, 0.395375, 0.0606499, -0.196425, 0.255346, 0.0425267)
transform = Transform3D(-9.0716e-05, -0.060357, 0.39542, 0.399999, -0.000384705, 3.28702e-05, 0.000375464, 0.39542, 0.0603571, -0.196424, 0.255935, 0.0425928)
bone_name = "Knife"
bone_idx = 17
use_external_skeleton = true

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@ -1,8 +1,8 @@
class_name QuestBuilderMissingTool
extends Node
@export var is_wrench_found:bool = false
@export var is_wrench_delivered:bool = false
@export var is_hammer_found:bool = false
@export var is_hammer_delivered:bool = false
@export var is_bridge_built:bool = false
@export var is_completed:bool = false
@ -24,22 +24,22 @@ func on_dialogue_ended(_dialog_resource: DialogueResource) -> void:
if is_completed:
return
if is_wrench_delivered and not is_bridge_built:
if is_hammer_delivered and not is_bridge_built:
print ("Will build bridge!")
emit_signal("wrench_delivered")
func _process(_delta):
if is_wrench_delivered:
if is_hammer_delivered:
is_bridge_built = true
bridge.global_transform = _bridge_transform
if is_completed:
return
var wrench_item:Item = load("res://data/items/wrench.tres")
if _player.inventory.has_all([wrench_item]):
is_wrench_found = true
var hammer_item:Item = load("res://data/items/hammer.tres")
if _player.inventory.has_all([hammer_item]):
is_hammer_found = true
if is_bridge_built:
is_completed = true

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@ -0,0 +1,106 @@
shader_type spatial;
//render_mode specular_phong, cull_disabled;
uniform sampler2D DEPTH_TEXTURE : hint_depth_texture, filter_linear_mipmap;
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
uniform float speed: hint_range(-1, 1) = 0.0;
uniform sampler2D noise1;
uniform sampler2D noise2;
uniform sampler2D normalmap: hint_normal;
uniform vec4 color = vec4(0.0352941, 0.658824, 0.929412, 0.635294);
uniform vec4 deep_water = vec4(0.14902, 0.329412, 0.501961, 1);
//depth-fade var
uniform float beer_law_factor = 2.0;
uniform float _distance = 0.0;
//foam var
uniform vec4 edge_color = vec4(1);
uniform float edge_scale = 0.25;
uniform float near = 0.1;
uniform float far = 100.f;
// wave var
uniform vec2 wave_strength = vec2(0.5, 0.25);
uniform vec2 wave_frequ = vec2(12.0, 12.0);
uniform vec2 time_factor = vec2(1.0, 2.0);
float waves(vec2 pos, float time) {
return (wave_strength.y * sin(pos.y * wave_frequ.y + time * time_factor.y)) + (wave_strength.x * sin(pos.x * wave_frequ.x + time * time_factor.x));
}
void vertex() {
VERTEX.y += waves(VERTEX.xy, TIME);
}
float rim(float depth) {
depth = 2.0f * depth - 1.0f;
return near * far / (far + depth * (near - far));
}
float calc_depth_fade(float depth, mat4 projection_matrix,
vec4 fragcoord, float beer_factor, float __distance, vec3 vertex) {
float scene_depth = depth;
scene_depth = scene_depth * 2.0 - 1.0;
scene_depth = projection_matrix[3][2] / (scene_depth + projection_matrix[2][2]);
scene_depth = scene_depth + vertex.z; // z is negative
// application of beers law
scene_depth = exp(-scene_depth * beer_factor);
float screen_depth = fragcoord.z;
float depth_fade = (scene_depth - screen_depth) / __distance;
depth_fade = clamp(depth_fade, 0.0, 1.0);
return depth_fade;
}
void fragment() {
float time = TIME * speed;
vec3 n1 = texture(noise1, UV + time).rgb;
vec3 n2 = texture(noise2, UV - time * 0.2).rgb;
vec2 uv_movement = UV * 4.0f;
uv_movement += TIME * speed * 4.0f;
float sum = (n1.r + n2.r) - 1.0f;
float z_depth = rim(texture(DEPTH_TEXTURE, SCREEN_UV).x);
float z_pos = rim(FRAGCOORD.z);
float diff = z_depth - z_pos;
// depth-fade
float z_depth_fade = calc_depth_fade(texture(DEPTH_TEXTURE, SCREEN_UV).x, PROJECTION_MATRIX, FRAGCOORD, beer_law_factor, _distance, VERTEX);
float z_fade = rim(FRAGCOORD.z);
float fade_diff = z_depth_fade - z_fade;
vec4 gradientcolor = mix(color, deep_water, z_depth_fade);
vec2 displacement = vec2(sum * 0.1);
diff += displacement.x * 70.0f;
vec4 col = mix(edge_color, gradientcolor, step(edge_scale, diff));
vec4 alpha = texture(SCREEN_TEXTURE, SCREEN_UV + displacement);
float fin = 0.0;
if (sum > 0.0 && sum < 0.4) fin = 0.1;
if (sum > 0.4 && sum < 0.8) fin = 0.0;
if (sum > 0.8) fin = 1.0f;
// konvertier fin in vec3 um
ALBEDO = vec3(fin) + mix(alpha.rgb, col.rgb, gradientcolor.a);
//NORMALMAP = texture(normalmap, uv_movement).rgb;
ROUGHNESS = 0.1;
}