set main manu play event
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@@ -87,6 +87,8 @@ const RIVER_NEIGHBOUR_OFFSETS: Dictionary = {
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@export_range(1, 6, 1) var lamppost_search_radius_cells: int = 3
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##max allowed distance between lamppost pairs
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@export var lamppost_max_wire_distance: float = 35.0
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##minimum horizontal distance between generated wires and the railway centerline
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@export var lamppost_rail_clearance_distance: float = 4.0
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##if true wire connections blocked by colliders are discarded
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@export var lamppost_obstacle_check_enabled: bool = true
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@@ -1423,6 +1425,25 @@ func _get_wire_sample_point(p1: Vector3, p2: Vector3, t: float) -> Vector3:
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point.y -= gravity
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return point
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func _is_wire_too_close_to_rail(p1: Vector3, p2: Vector3) -> bool:
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if rail_path == null or rail_path.curve == null:
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return false
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if lamppost_rail_clearance_distance <= 0.0:
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return false
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var clearance_sq: float = lamppost_rail_clearance_distance * lamppost_rail_clearance_distance
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var samples: int = 10
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for i in range(samples + 1):
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var t: float = float(i) / float(samples)
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var wire_point: Vector3 = _get_wire_sample_point(p1, p2, t)
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var rail_local_point: Vector3 = rail_path.to_local(wire_point)
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var closest_rail_point: Vector3 = rail_path.to_global(rail_path.curve.get_closest_point(rail_local_point))
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var horizontal_delta := Vector2(wire_point.x - closest_rail_point.x, wire_point.z - closest_rail_point.z)
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if horizontal_delta.length_squared() < clearance_sq:
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return true
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return false
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func _collect_wire_excluded_rids(root: Node, excluded_rids: Array[RID]) -> void:
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if root == null:
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return
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@@ -1441,6 +1462,9 @@ func _get_wire_excluded_rids(excluded_roots: Array) -> Array[RID]:
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return excluded_rids
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func _is_wire_path_blocked(p1: Vector3, p2: Vector3, excluded_roots: Array = []) -> bool:
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if _is_wire_too_close_to_rail(p1, p2):
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return true
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if not lamppost_obstacle_check_enabled:
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return false
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@@ -4,6 +4,8 @@ const STEAM_DISTANCE_STAT: String = "stat_distance_km"
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const DISTANCE_KM_PER_UNIT: float = 0.01
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const STATION_STOP_GROUP: StringName = &"railway_station"
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enum TrainStartMode { RANDOM_POSITION, SPECIFIED_STATION, SPECIFIED_POSITION }
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@export_group("Train")
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##train speed
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@export var train_speed: float = 6.0
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@@ -32,6 +34,14 @@ const STATION_STOP_GROUP: StringName = &"railway_station"
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##swing of the train during the ran
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@export_range(0.0, 1.0) var basic_swing: float = 0.1
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@export_group("Train Start")
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@export_enum("random_position", "specified_station", "specified_position") var train_start_mode: int = TrainStartMode.RANDOM_POSITION
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@export_range(0, 64, 1, "or_greater") var train_start_stop_index: int = 1
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@export var train_start_position: float = 0.0
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@export var train_start_delay_seconds: float = 0.0
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@export var train_start_after_delay: bool = true
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@export var train_start_acceleration_seconds: float = 4.0
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@export_group("Rails Bulding")
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##distance between sleepers of the rails
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@export var sleepers_distance: float = 1.0
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@@ -84,7 +94,6 @@ var next_stop_index: int = 0
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var stop_multiply: float = 1.0
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var is_restarting: bool = false
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var tween_restart: Tween
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var environment_config: EnvironmentConfig
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var wagon_instances: Array[Node3D] = []
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var wagon_progress_offsets: Array[float] = []
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var _pending_steam_distance_km: float = 0.0
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@@ -96,7 +105,6 @@ func _ready() -> void:
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GameState.on_enable_photo_mode_request.connect(func(): _is_photo_mode_active = true)
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GameState.on_disable_photo_mode_request.connect(func(): _is_photo_mode_active = false)
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_cache_environment_config()
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_initial_is_inmotion = is_inmotion
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if curve != null and curve.get_baked_length() > 0:
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@@ -108,24 +116,6 @@ func _ready() -> void:
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else:
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print("WARNING: Draw Path3D for rails!")
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func _cache_environment_config() -> void:
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var parent_node: Node = get_parent()
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if parent_node != null:
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var day_night_node := parent_node.get_node_or_null("DayNight") as EnvironmentManagerRoot
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if day_night_node != null:
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environment_config = day_night_node.environment_config
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return
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var current_scene: Node = get_tree().current_scene
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if current_scene == null:
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return
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for child in current_scene.get_children():
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var environment_manager := child as EnvironmentManagerRoot
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if environment_manager != null:
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environment_config = environment_manager.environment_config
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return
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func _apply_initial_train_start() -> void:
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if train_instance == null or curve == null:
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return
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@@ -134,24 +124,20 @@ func _apply_initial_train_start() -> void:
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if total_length <= 0.0:
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return
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if environment_config != null:
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match environment_config.train_start_from_random_position:
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EnvironmentConfig.TrainStartMode.RANDOM_POSITION:
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match train_start_mode:
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TrainStartMode.RANDOM_POSITION:
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train_progress = randf() * total_length
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_update_next_stop_index_from_progress()
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EnvironmentConfig.TrainStartMode.SPECIFIED_STATION:
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TrainStartMode.SPECIFIED_STATION:
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if stop_offset.is_empty():
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train_progress = wrapf(train_progress, 0.0, total_length)
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_update_next_stop_index_from_progress()
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else:
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var stop_index: int = clampi(environment_config.train_start_stop_index, 0, stop_offset.size() - 1)
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var stop_index: int = clampi(train_start_stop_index, 0, stop_offset.size() - 1)
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train_progress = stop_offset[stop_index]
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_set_next_stop_index_from_current(stop_index)
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EnvironmentConfig.TrainStartMode.SPECIFIED_POSITION:
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train_progress = wrapf(environment_config.train_start_position, 0.0, total_length)
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_update_next_stop_index_from_progress()
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else:
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train_progress = wrapf(train_progress, 0.0, total_length)
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TrainStartMode.SPECIFIED_POSITION:
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train_progress = wrapf(train_start_position, 0.0, total_length)
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_update_next_stop_index_from_progress()
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_snap_train_to_progress()
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@@ -160,11 +146,8 @@ func _apply_train_start_delay() -> void:
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if not _initial_is_inmotion:
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return
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var should_start_after_delay: bool = true
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var start_delay_seconds: float = 0.0
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if environment_config != null:
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should_start_after_delay = environment_config.train_start_after_delay
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start_delay_seconds = maxf(environment_config.train_start_delay_seconds, 0.0)
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var should_start_after_delay: bool = train_start_after_delay
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var start_delay_seconds: float = maxf(train_start_delay_seconds, 0.0)
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if start_delay_seconds <= 0.0:
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if not should_start_after_delay:
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is_inmotion = false
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@@ -1,8 +1,6 @@
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class_name EnvironmentConfig
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extends Resource
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enum TrainStartMode { RANDOM_POSITION, SPECIFIED_STATION, SPECIFIED_POSITION }
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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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@@ -157,15 +155,6 @@ enum TrainStartMode { RANDOM_POSITION, SPECIFIED_STATION, SPECIFIED_POSITION }
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@export var godray_spawn_height: float = 5.0 #Y world position where god rays spawn
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@export var godray_scale: Vector3 = Vector3(2.0, 6.0, 2.0) #Scale of the god ray mesh
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#Train start settings
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@export_group("Train Start")
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@export_enum("random_position", "specified_station", "specified_position") var train_start_from_random_position: int = TrainStartMode.RANDOM_POSITION #Train start mode
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@export_range(0, 64, 1, "or_greater") var train_start_stop_index: int = 1 #Stop index used for the train start when random start is disabled
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@export var train_start_position: float = 0.0 #Offset on the rail curve used when train_start_from_random_position is specified_position
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@export var train_start_delay_seconds: float = 0.0 #Seconds the train waits before starting at game launch
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@export var train_start_after_delay: bool = true #When enabled the train starts after train_start_delay_seconds, otherwise it stays stopped
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@export var train_start_acceleration_seconds: float = 4.0 #Seconds used to progressively reach normal train speed after launch
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#Snow settings
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@export_group("Snow")
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@export var snow_amount: float = 0.0 #Initial snow coverage amount (0.0 = none, 1.0 = full)
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@@ -3,6 +3,7 @@ extends Node3D
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@export var play_departure_speed: float = -6.0
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@export var play_departure_delay_seconds: float = 1.0
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@export var play_move_before_transition_seconds: float = 3.0
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@export var menu_train_whistle_volume_db: float = -12.0
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var _play_departure_started: bool = false
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@@ -11,9 +12,25 @@ var _play_departure_started: bool = false
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func _ready() -> void:
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_stop_menu_train()
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_configure_menu_train_whistle_volume()
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_configure_play_transition_delay()
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_connect_play_button()
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func _configure_menu_train_whistle_volume() -> void:
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if _rail_path == null or not "train_instance" in _rail_path:
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return
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var train_instance := _rail_path.get("train_instance") as Node3D
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if train_instance == null:
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return
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if "whistle_volume_db" in train_instance:
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train_instance.set("whistle_volume_db", menu_train_whistle_volume_db)
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var whistle_player := train_instance.get_node_or_null("TrainWhistlePlayer") as AudioStreamPlayer3D
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if whistle_player != null:
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whistle_player.volume_db = menu_train_whistle_volume_db
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func _configure_play_transition_delay() -> void:
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if _option_menu == null or not "fade_time" in _option_menu:
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return
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@@ -179,10 +179,10 @@ compositor_effects = Array[CompositorEffect]([SubResource("CompositorEffect_q52t
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closed = true
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bake_interval = 50.0
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_data = {
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"points": PackedVector3Array(0, 0, 0, 0, 0, 0, 3.5, 0, 0, 0, 0, 0, 0, 0, 0, 3.5, 0, 100),
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"tilts": PackedFloat32Array(0, 0)
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"points": PackedVector3Array(0, 0, 0, 0, 0, 0, 3.5, 0, 0, 0, 0, 0, 0, 0, 0, 3.5, 0, 100, 0, 0, 0, 0, 0, 0, 2.961661, -0.009097099, -56.07381, 0, 0, 0, 0, 0, 0, 3.4848416, -0.013232231, -117.195526, 0, 0, 0, 0, 0, 0, 3.3488476, 0.0048189163, 176.55922, 0, 0, 0, 0, 0, 0, 1.7582202, 0.0118227005, 270.61703),
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"tilts": PackedFloat32Array(0, 0, 0, 0, 0, 0)
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}
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point_count = 2
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point_count = 6
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[sub_resource type="PlaneMesh" id="PlaneMesh_00nq7"]
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@@ -316,9 +316,14 @@ curve = SubResource("Curve3D_263ax")
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script = ExtResource("7_5p27e")
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train_model = ExtResource("8_ljvyb")
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wagon_pool = ExtResource("9_wcae3")
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wagon_count = 5
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wagon_gap = 0.8
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wagon_random_number = false
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wagon_count = 4
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wagon_gap = 0.6
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wagon_spacing_scale = 0.9
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train_start_mode = 2
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train_start_stop_index = 0
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train_start_position = 540.0
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train_start_after_delay = false
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sleepers_model = ExtResource("10_00nq7")
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fireworks_scene = ExtResource("11_aylkj")
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@@ -355,9 +360,10 @@ railway_pool = SubResource("Resource_jrt8d")
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biome_list = Array[ExtResource("15_3blen")]([SubResource("Resource_n3osn")])
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entity_pool = ExtResource("78_xg6nk")
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entity_spawn_probability = 0.0
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max_entities_per_chunk = 5
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eye_line = 8
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max_entities_per_chunk = 0
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eye_line = 6
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lamppost_max_wire_distance = 0.0
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lamppost_rail_clearance_distance = 3.0
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[node name="Fuji2" parent="." unique_id=842328745 instance=ExtResource("99_61psf")]
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transform = Transform3D(0.09337742, 0, 0.9715159, 0, 0.5685182, 0, -0.3828171, 0, 0.23697394, -236.37123, -4.8100815, 216.00096)
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@@ -36,6 +36,7 @@ shader_parameter/sun_color = Color(0.2841828, 0.2023238, 0.27953526, 1)
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script = ExtResource("3_vg0pk")
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start_time = 0.5
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start_day_time_paused = true
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show_day_time_debug = false
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morning_color = Color(0.93333334, 0.78039217, 0.6039216, 1)
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afternoon_color = Color(0.9490196, 0.62352943, 0.38039216, 1)
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night_color = Color(0.18431373, 0.18431373, 0.4862745, 1)
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@@ -85,9 +86,6 @@ godray_spawn_radius = 100.0
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godray_spawn_offset = Vector3(20, 80, 20)
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godray_rotation_degrees = Vector3(50, 30, 0)
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godray_scale = Vector3(2, 25, 50)
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train_start_from_random_position = 2
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train_start_position = 98.7
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train_start_after_delay = false
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snow_amount = 2000.0
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wind_amount = 50
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cloud_speed = 0.01
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