Add daynight scene to museum beome gen + add camera pivot to daynight
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@@ -19,6 +19,7 @@ var sun: DirectionalLight3D
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var environment: WorldEnvironment
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var environment_config: EnvironmentConfig
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var camera: Camera3D
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var camera_pivot: Node3D
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var day_time: float = 0.0
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@@ -48,7 +49,7 @@ func _init(wind: GPUParticles3D, snow: GPUParticles3D,
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fireflies: GPUParticles3D, rain: GPUParticles3D, ray: PackedScene,
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dust: ColorRect, blurr: ColorRect, envshadows: MeshInstance3D,
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thesun: DirectionalLight3D, theenvironment: WorldEnvironment, environmentconfig: EnvironmentConfig,
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thecamera: Camera3D, thundersounds: Array[AudioStream], rainsounds: Array[AudioStream]) -> void:
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thecamera: Camera3D, thecamerapivot: Node3D, thundersounds: Array[AudioStream], rainsounds: Array[AudioStream]) -> void:
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particles_wind = wind
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particles_snow = snow
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particles_fireflies = fireflies
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@@ -61,6 +62,7 @@ func _init(wind: GPUParticles3D, snow: GPUParticles3D,
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environment = theenvironment
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environment_config = environmentconfig
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camera = thecamera
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camera_pivot = thecamerapivot
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thunder_sounds = thundersounds
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rain_sounds = rainsounds
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@@ -78,6 +80,10 @@ func _init(wind: GPUParticles3D, snow: GPUParticles3D,
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toggle_dust(environment_config.enable_dust)
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toggle_blur(environment_config.enable_blur)
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#set camera pivot if available
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if camera_pivot:
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camera_pivot.get_node("pivot").camera_changed.connect(_set_camera)
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func _ready() -> void:
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@@ -228,7 +234,9 @@ func _process(delta: float) -> void:
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if environment_config.material_fog:
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environment_config.material_fog.set_shader_parameter("night_intensity", night_val)
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environment_config.material_fog.set_shader_parameter("sun_color", final_tint)
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func _set_camera(curr_camera: Camera3D):
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camera = curr_camera
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func _follow_camera() -> void:
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if not camera or not is_instance_valid(camera):
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