add rain sound + add time to screen
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@@ -2,12 +2,21 @@ class_name EnvironmentConfig
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extends Resource
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@export_group("Day")
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@export var start_time: float = 0.0 #start time of the day
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@export var day_duration: float = 300.0 #Duration of a full day cycle in seconds
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@export var sunrise: float = 0.25 #day_time 1.0→2.0 (night colors → morning colors)
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@export var day: float = 0.45 #day_time 2.0→2.0 (stays morning/afternoon)
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@export var sunset: float = 0.80 #day_time 2.0→3.0 (afternoon colors → night colors)
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@export var night: float = 1.00 #day_time 3.0→3.0 (stays night)
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#At wrap 1.0→0.0: day_time stays 3.0, then fades back via sunrise
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@export_group("Debug")
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@export var show_day_time_debug: bool = true #enable/disable debug on screen (time, normalized time and day_time
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#Ambient light color tinting for each time of day
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@export_group("Directional Lights and Environment")
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@export var morning_color: Color = Color(1.0, 0.9, 0.8, 1.0) #Tint for morning
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@export var afternoon_color: Color = Color(1.0, 0.6, 0.2, 1.0) #Tint for afternoon (sunset)
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@export var afternoon_color: Color = Color(1.0, 0.663, 0.366, 1.0) #Tint for afternoon (sunset)
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@export var night_color: Color = Color(0.1, 0.1, 0.3, 1.0) #Tint for night
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#Sun directional light rotation for each time of day
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@@ -85,6 +94,7 @@ extends Resource
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@export_group("Rain")
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@export var rain_mode_color: Color = Color(0.5, 0.6, 0.7, 1.0) #Sky/light darkening color during rain
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@export var rain_fade_time: float = 5.0 #Seconds for rain particles to fade in/out
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@export var rain_audio_volume_db: float = -10.0 #Target rain loop volume in decibels
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@export var puddle_form_time: float = 15.0 #Seconds for puddles to fully form
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@export var puddle_dry_time: float = 20.0 #Seconds for puddles to fully dry after rain stops
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@@ -104,7 +114,7 @@ extends Resource
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@export var lightning_scale_max: float = 3.0 #Maximum random scale of lightning sprite
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@export var lightning_texture: String = "res://core/daynight/lighting_albedo.png" # Lightning bolt texture path
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@export var weather_event_interval: float = 8.0 #Base interval between weather events
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#thunder sound is configured on daynight node
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@export var thunder_audio_volume_db: float = 0.0 #Target thunder volume in decibels
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#God rays spawned after rain or at morning
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@export_group("God Rays")
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