stick-the-quick/zones/Liquid/Liquid.gd

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class_name Liquid extends Area3D
const VERY_FAST_TRANSITION: float = 0.03125
const DROPLET_WAVELENGTH: float = 2.0
const DROPLET_AMPLITUDE: float = 0.125
@export var descriptor: LiquidDescriptor = (
preload("res://zones/Liquid/descriptors/Water.tres")
)
@export var frequency: float = 1.0
@export var wavelength: float = 1.0
@export var amplitude: float = 1.0
@onready var audio_player := $'AudioStreamPlayer3D' as AudioStreamPlayer3D
@onready var particles := $'GPUParticles3D' as GPUParticles3D
@onready var mesh := $'..' as MeshInstance3D
func _ready() -> void:
body_entered.connect(splash)
body_exited.connect(splash)
FX.get_camera().area_entered.connect(_on_camera_entered)
FX.get_camera().area_exited.connect(_on_camera_exited)
mesh.set_surface_override_material(
0, preload("res://zones/Liquid/LiquidMaterial.tres")
)
mesh.set_instance_shader_parameter(&'color', descriptor.color)
mesh.set_instance_shader_parameter(&'frequency', frequency)
mesh.set_instance_shader_parameter(&'wavelength', wavelength)
mesh.set_instance_shader_parameter(&'amplitude', amplitude)
particles.set_instance_shader_parameter(&'color', descriptor.color)
particles.set_instance_shader_parameter(&'frequency', frequency)
particles.set_instance_shader_parameter(&'wavelength', DROPLET_WAVELENGTH)
particles.set_instance_shader_parameter(&'amplitude', DROPLET_AMPLITUDE)
gravity = descriptor.buoyancy
gravity_direction = Vector3.UP
gravity_space_override = Area3D.SPACE_OVERRIDE_COMBINE
linear_damp = descriptor.viscosity
linear_damp_space_override = Area3D.SPACE_OVERRIDE_COMBINE
func splash(body: PhysicsBody3D) -> void:
if body is RigidBody3D:
audio_player.global_position = body.global_position
particles.global_position = body.global_position
audio_player.play()
particles.restart()
particles.emitting = true
func _on_camera_entered(where: Area3D) -> void:
if where == self:
var level := Storyboard.get_current_level() as LevelDescriptor
if level:
var vfx := level.fx as ScreenEffectsConfiguration
if vfx and vfx.set_tint:
FX.tint(vfx.tint*descriptor.color, 0.0)
else:
FX.tint(descriptor.color, 0.0)
else:
FX.tint(descriptor.color, 0.0)
FX.hide_weather_particles()
func _on_camera_exited(where: Area3D) -> void:
if where == self:
var level := Storyboard.get_current_level() as LevelDescriptor
if level:
var vfx := level.fx as ScreenEffectsConfiguration
if vfx and vfx.set_tint:
FX.tint(vfx.tint, VERY_FAST_TRANSITION)
else:
FX.tint(Color.WHITE, VERY_FAST_TRANSITION)
else:
FX.tint(Color.WHITE, VERY_FAST_TRANSITION)
FX.unhide_weather_particles()