fix set shader on nodes
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@@ -1,6 +1,10 @@
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class_name EnvironmentManagerRoot
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extends Node3D
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const NOISE_TEXTURE: Texture2D = preload("res://core/daynight/noise.tres")
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const WEATHER_SHADER: Material = preload("res://core/daynight/weather_overlay.tres")
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const WEATHER_PLAIN_SHADER: Material = preload("res://core/daynight/weather_plain_shader.tres")
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@export var environment_config: EnvironmentConfig
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@export_group("Camera")
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@@ -33,6 +37,9 @@ var day_time: float = 0.0
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func _ready() -> void:
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#connect shader when new node is added
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get_tree().node_added.connect(_on_tree_node_added)
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#set noise texture 2d to materials in special group
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ApplyWindNoiseToMaterials()
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#set weather overlay (snow + rain) to materials in special group
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@@ -67,10 +74,26 @@ func _ready() -> void:
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weather_controller.name = "WeatherController"
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add_child(weather_controller)
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func _on_tree_node_added(node: Node) -> void:
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if node.is_in_group("wind_node") or node.is_in_group("weather_node") or node.is_in_group("weather_vegetables_node"):
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call_deferred("_apply_dynamic_environment_materials", node)
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func _apply_dynamic_environment_materials(node: Node) -> void:
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if not is_instance_valid(node):
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return
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if node.is_in_group("wind_node"):
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_apply_wind_noise_to_node(node, NOISE_TEXTURE)
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if node.is_in_group("weather_node"):
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_apply_weather_overlay_to_node(node, WEATHER_SHADER)
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if node.is_in_group("weather_vegetables_node"):
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_apply_weather_overlay_to_node(node, WEATHER_PLAIN_SHADER)
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func ApplyWindNoiseToMaterials():
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var noise_tex = preload("res://core/daynight/noise.tres")
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for node in get_tree().get_nodes_in_group("wind_node"):
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_apply_wind_noise_to_node(node, noise_tex)
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_apply_wind_noise_to_node(node, NOISE_TEXTURE)
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func _apply_wind_noise_to_node(node: Node, noise_tex: Texture2D) -> void:
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if node is GeometryInstance3D:
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@@ -88,25 +111,18 @@ func _apply_wind_noise_to_node(node: Node, noise_tex: Texture2D) -> void:
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_apply_wind_noise_to_node(child, noise_tex)
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func ApplyWeatherShaderToMaterials():
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var weather_shader = preload("res://core/daynight/weather_overlay.tres")
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for node in get_tree().get_nodes_in_group("weather_node"):
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if node is GeometryInstance3D:
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node.material_overlay = weather_shader
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else:
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for child in node.get_children():
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if child is GeometryInstance3D:
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child.material_overlay = weather_shader
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break
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_apply_weather_overlay_to_node(node, WEATHER_SHADER)
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var weather_plain_shader = preload("res://core/daynight/weather_plain_shader.tres")
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for node in get_tree().get_nodes_in_group("weather_vegetables_node"):
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if node is GeometryInstance3D:
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node.material_overlay = weather_plain_shader
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else:
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for child in node.get_children():
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if child is GeometryInstance3D:
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child.material_overlay = weather_plain_shader
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break
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_apply_weather_overlay_to_node(node, WEATHER_PLAIN_SHADER)
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func _apply_weather_overlay_to_node(node: Node, material: Material) -> void:
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if node is GeometryInstance3D:
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node.material_overlay = material
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for child in node.get_children():
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_apply_weather_overlay_to_node(child, material)
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func select_day_time(normalized_time: float) -> void:
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#set show_day_time_debug = true to show debug on screen
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File diff suppressed because one or more lines are too long
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