generate entities on biome
This commit is contained in:
@@ -2,6 +2,7 @@ extends CharacterBody3D
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class_name AIBase
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@export_group("Movement")
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@export var speed: float = 4.0
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var _enable_state_machine: bool = true
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@export var enable_state_machine: bool:
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@@ -11,11 +12,17 @@ var _enable_state_machine: bool = true
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get:
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return _enable_state_machine
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@onready var patrol_radius_shape: CollisionShape3D = $%PatrolRadiusShape
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@onready var nav_agent: NavigationAgent3D = $%NavigationAgent3D
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@onready var state_machine: StateMachine = $%StateMachine
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@export_group("Entities")
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enum EntityType { HUMANOID, ANIMAL }
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@export var entity_type: EntityType = EntityType.HUMANOID
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@export var entity_name: String = ""
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@export var allowed_biomes: Array[String] = []
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@export_range(0.0, 100.0, 0.1) var spawn_uniqueness: float = 1.0
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func _ready() -> void:
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randomize()
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@@ -14,6 +14,7 @@ radius = 20.0
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[node name="AiBase" type="CharacterBody3D" unique_id=1228675528]
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script = ExtResource("1_4d1nn")
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entity_name = "Humanoid"
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[node name="MeshInstance3D" type="MeshInstance3D" parent="." unique_id=214482161]
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mesh = SubResource("CapsuleMesh_mh3lg")
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@@ -1,8 +1,14 @@
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extends Node3D
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#constants about biome, pieces and entity spawn
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const CHUNK_TYPE_BIOME: int = 0
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const CHUNK_TYPE_STRAIGHT_TRACK: int = 1
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const CHUNK_TYPE_CURVED_TRACK: int = 2
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const ENTITY_TYPE_HUMANOID: int = 0
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const ENTITY_TYPE_ANIMAL: int = 1
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const ENTITY_SPAWN_ANY: int = 0
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const ENTITY_SPAWN_HUMANOID_ONLY: int = 1
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const ENTITY_SPAWN_ANIMAL_ONLY: int = 2
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const CHUNK_GENERATION_FRAME_BUDGET_USEC: int = 2000 #2 ms/frame to generate chunks
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const CHUNK_CLEANUP_FRAME_BUDGET_USEC: int = 1000 #1 ms/frame per cleanup
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@@ -18,7 +24,6 @@ const LAMPPOST_WIRE_FRAME_BUDGET_USEC: int = 1000 #1 ms/frame per i fili dei lam
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#abbassare cleanup a 500
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const MAX_CHUNK_UNIQUENESS: int = 5
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const RAILWAY_SCENE_DIRECTORY: String = "res://tgcc/chunk/railway/scene"
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const RIVER_SIDE_ORDER: Array[String] = ["north", "est", "south", "west"]
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const RIVER_DIRECTIONS: Dictionary = {
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"north": Vector2(0.0, -1.0),
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@@ -35,10 +40,16 @@ const RIVER_NEIGHBOUR_OFFSETS: Dictionary = {
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@export_group("Rails")
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@export var rail_path: Path3D #rail path
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@export var railway_pool: Resource
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@export_group("Biomes")
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@export var biome_list: Array[Biome] #list of scenes for the biome
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@export_group("Entities")
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@export var entity_pool: Resource
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@export_range(0.0, 1.0, 0.01) var entity_spawn_probability: float = 0.6
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@export_range(0, 20, 1) var max_entities_per_chunk: int = 3
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@export_group("Grid and Area")
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@export var chunk_size: float = 20.0 #size of a cell; default 20 (global position is defined dividing x and z for this value)
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@export var eye_line: int = 3 #cells to be considerated around the train (e.g. 3 => a square of cells from -3 to 3 around train cell)
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@@ -56,6 +67,7 @@ var altitude_generator: FastNoiseLite
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var wire_connections: Dictionary = {}
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var chunk_candidate_cache: Dictionary = {} #node cache (metadata)
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var prop_candidate_cache: Dictionary = {}
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var entity_candidate_cache: Dictionary = {}
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var pending_generation_cells: Array[Vector2i] = []
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var pending_cleanup_cells: Array[Vector2i] = []
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var pending_wire_cells: Array[Vector2i] = []
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@@ -86,6 +98,7 @@ func _ready() -> void:
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#fill cache with available chunk
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_warm_chunk_candidate_cache()
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_warm_entity_candidate_cache()
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_warm_rail_chunk_catalogue()
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#set unique pieces
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_update_set_pieces()
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@@ -120,6 +133,7 @@ func _update_set_pieces() -> void:
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func _destroy_and_regenrate_world() -> void:
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_warm_chunk_candidate_cache()
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_warm_entity_candidate_cache()
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_clear_pending_world_work()
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#Turn off old temples
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@@ -179,6 +193,24 @@ func collect_all_propinfo(root: Node, list: Array[Node]) -> void:
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for child in root.get_children():
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collect_all_propinfo(child, list)
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func collect_all_entityinfo(root: Node, list: Array[Node]) -> void:
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if root == null: return
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if "entity_type" in root:
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list.append(root)
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for child in root.get_children():
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collect_all_entityinfo(child, list)
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func collect_all_entity_spawn_points(root: Node, list: Array[Node]) -> void:
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if root == null: return
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if "allowed_type" in root or root.is_in_group("entity_spawn_point"):
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list.append(root)
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for child in root.get_children():
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collect_all_entity_spawn_points(child, list)
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func _warm_chunk_candidate_cache() -> void:
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var unique_scenes: Dictionary = {}
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@@ -199,27 +231,30 @@ func _warm_chunk_candidate_cache() -> void:
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for scene in unique_scenes.values():
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_get_chunk_scene_metadata(scene)
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func _warm_rail_chunk_catalogue() -> void:
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rail_chunk_catalogue.clear()
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var directory := DirAccess.open(RAILWAY_SCENE_DIRECTORY)
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if directory == null:
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func _warm_entity_candidate_cache() -> void:
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entity_candidate_cache.clear()
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if entity_pool == null or not "available_entities" in entity_pool:
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return
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directory.list_dir_begin()
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var file_name := directory.get_next()
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while file_name != "":
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if not directory.current_is_dir() and file_name.ends_with(".tscn"):
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var scene_path := "%s/%s" % [RAILWAY_SCENE_DIRECTORY, file_name]
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var scene := load(scene_path) as PackedScene
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if scene != null:
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var chunk_type = _get_chunk_type_from_scene(scene)
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if chunk_type == CHUNK_TYPE_STRAIGHT_TRACK or chunk_type == CHUNK_TYPE_CURVED_TRACK:
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if not rail_chunk_catalogue.has(chunk_type):
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rail_chunk_catalogue[chunk_type] = []
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rail_chunk_catalogue[chunk_type].append(scene)
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file_name = directory.get_next()
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directory.list_dir_end()
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for scene in entity_pool.available_entities:
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if scene == null:
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continue
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_get_entity_scene_metadata(scene)
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func _warm_rail_chunk_catalogue() -> void:
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rail_chunk_catalogue.clear()
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if railway_pool == null or not "available_railways" in railway_pool:
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return
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for scene in railway_pool.available_railways:
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if scene == null:
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continue
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var chunk_type = _get_chunk_type_from_scene(scene)
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if chunk_type == CHUNK_TYPE_STRAIGHT_TRACK or chunk_type == CHUNK_TYPE_CURVED_TRACK:
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if not rail_chunk_catalogue.has(chunk_type):
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rail_chunk_catalogue[chunk_type] = []
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rail_chunk_catalogue[chunk_type].append(scene)
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func _get_chunk_scene_cache_key(scene: PackedScene) -> String:
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if scene == null:
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@@ -306,7 +341,7 @@ func _collect_replaceable_rail_chunks(root: Node, result: Array[Node3D]) -> void
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if root is Node3D:
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var node_3d := root as Node3D
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if node_3d.scene_file_path.begins_with(RAILWAY_SCENE_DIRECTORY):
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if _is_railway_scene_registered(node_3d.scene_file_path):
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var info_list: Array[Node] = []
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collect_all_chunkinfo(node_3d, info_list)
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var info_node = info_list[0] if info_list.size() > 0 else null
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@@ -319,6 +354,17 @@ func _collect_replaceable_rail_chunks(root: Node, result: Array[Node3D]) -> void
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for child in root.get_children():
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_collect_replaceable_rail_chunks(child, result)
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func _is_railway_scene_registered(scene_path: String) -> bool:
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if scene_path == "":
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return false
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for candidates in rail_chunk_catalogue.values():
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for candidate in candidates:
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var scene := candidate as PackedScene
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if scene != null and scene.resource_path == scene_path:
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return true
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return false
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func _pick_replacement_rail_scene(chunk_type: int, current_scene_path: String) -> PackedScene:
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var candidates: Array = rail_chunk_catalogue.get(chunk_type, [])
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if candidates.is_empty():
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@@ -365,7 +411,7 @@ func _replace_rail_chunk_instance(chunk_root: Node3D) -> bool:
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chunk_root.queue_free()
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return true
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#rebuild the scene catalogue from res://tgcc/chunk/railway/scene,
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#rebuild the scene catalogue from railway_pool,
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#than serach on the current scene which chunks can be changed and for each one chose a new scene (the same kind)
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func _refresh_rail_chunks() -> void:
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print("update rail chunks")
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@@ -521,6 +567,13 @@ func _choose_catalogue_by_cell(grid_pos: Vector2i) -> Array[PackedScene]:
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var indice = clamp(int(normalized_value * biome_list.size()), 0, biome_list.size() - 1)
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return biome_list[indice].available_chunks
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func _choose_biome_name_by_cell(grid_pos: Vector2i) -> String:
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if manual_biome != null:
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return manual_biome.name
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var value = noise_generator.get_noise_2d(grid_pos.x, grid_pos.y)
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return _get_procedural_biome_name(value)
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func _get_procedural_biome_name(value: float) -> String:
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if manual_biome != null:
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return manual_biome.name
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@@ -592,6 +645,41 @@ func _get_prop_scene_cache_key(scene: PackedScene) -> String:
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return scene.resource_path
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return "prop_scene_%s" % scene.get_instance_id()
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func _get_entity_scene_cache_key(scene: PackedScene) -> String:
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if scene == null:
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return ""
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if scene.resource_path != "":
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return scene.resource_path
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return "entity_scene_%s" % scene.get_instance_id()
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func _get_entity_scene_metadata(scene: PackedScene) -> Dictionary:
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if scene == null:
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return {}
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var key = _get_entity_scene_cache_key(scene)
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if entity_candidate_cache.has(key):
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return entity_candidate_cache[key]
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var preview_entity = scene.instantiate()
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var entity_info_list: Array[Node] = []
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collect_all_entityinfo(preview_entity, entity_info_list)
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var info_node = entity_info_list[0] if entity_info_list.size() > 0 else null
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if info_node == null:
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preview_entity.queue_free()
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entity_candidate_cache[key] = {}
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return {}
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var metadata = {
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"type": info_node.entity_type,
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"name": info_node.entity_name if "entity_name" in info_node else "",
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"allowed_biomes": info_node.allowed_biomes.duplicate() if "allowed_biomes" in info_node else [],
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"weight": maxf(info_node.spawn_uniqueness if "spawn_uniqueness" in info_node else 1.0, 0.0001)
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}
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preview_entity.queue_free()
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entity_candidate_cache[key] = metadata
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return metadata
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func _get_prop_scene_uniqueness(scene: PackedScene) -> int:
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if scene == null:
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return -1
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@@ -664,6 +752,90 @@ func _spawn_prop_for_marker(marker: Node) -> void:
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marker.add_child(prop_node)
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prop_node.transform = Transform3D.IDENTITY
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func _spawn_entities_for_chunk(root: Node, biome_name: String) -> void:
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if entity_pool == null or not "available_entities" in entity_pool:
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return
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if entity_pool.available_entities.is_empty():
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return
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if entity_spawn_probability <= 0.0 or max_entities_per_chunk <= 0:
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return
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if entity_candidate_cache.is_empty():
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_warm_entity_candidate_cache()
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var spawn_points: Array[Node] = []
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collect_all_entity_spawn_points(root, spawn_points)
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if spawn_points.is_empty():
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return
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spawn_points.shuffle()
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var spawned_count: int = 0
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for spawn_point in spawn_points:
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if spawned_count >= max_entities_per_chunk:
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break
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var point_node = spawn_point as Node3D
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if point_node == null:
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continue
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var spawn_chance = entity_spawn_probability
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if "spawn_chance" in spawn_point:
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spawn_chance *= spawn_point.spawn_chance
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if randf() > spawn_chance:
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continue
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var entity_scene = _pick_compatible_entity(biome_name, _get_spawn_point_type_filter(spawn_point))
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if entity_scene == null:
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continue
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var entity_instance = entity_scene.instantiate()
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var entity_node = entity_instance as Node3D
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if entity_node == null:
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entity_instance.queue_free()
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continue
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root.add_child(entity_node)
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entity_node.global_transform = point_node.global_transform
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if "random_y_rotation" in spawn_point and spawn_point.random_y_rotation:
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entity_node.rotate_y(randf() * TAU)
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spawned_count += 1
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func _get_spawn_point_type_filter(spawn_point: Node) -> int:
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if "allowed_type" in spawn_point:
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match spawn_point.allowed_type:
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ENTITY_SPAWN_HUMANOID_ONLY:
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return ENTITY_TYPE_HUMANOID
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ENTITY_SPAWN_ANIMAL_ONLY:
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return ENTITY_TYPE_ANIMAL
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return -1
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func _pick_compatible_entity(biome_name: String, type_filter: int) -> PackedScene:
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if entity_pool == null or not "available_entities" in entity_pool:
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return null
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var candidates = []
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for entity_scene in entity_pool.available_entities:
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if entity_scene == null:
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continue
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var metadata = _get_entity_scene_metadata(entity_scene)
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if metadata.is_empty():
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continue
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if type_filter != -1 and int(metadata["type"]) != type_filter:
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continue
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var allowed_biomes: Array = metadata.get("allowed_biomes", [])
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if not allowed_biomes.is_empty() and not allowed_biomes.has(biome_name):
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continue
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candidates.append({
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"scene": entity_scene,
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"weight": float(metadata.get("weight", 1.0))
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})
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if candidates.is_empty():
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return null
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return _pick_weighted_candidate(candidates).scene
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#Using a vertical raycast from the top to the bottom at the center of the cell
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#If there is a collision search for a new chunk node
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func _register_cell_with_ray(grid_pos: Vector2i) -> bool:
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@@ -772,6 +944,7 @@ func _add_compatible_biome(grid_pos: Vector2i) -> void:
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var height_target = clamp(roundi((height_noise + 1.0) / 2.0), 0, 1)
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var zone_catalogue = _choose_catalogue_by_cell(grid_pos)
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var biome_name = _choose_biome_name_by_cell(grid_pos)
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var valid_candidates = []
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for scene in zone_catalogue:
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@@ -840,6 +1013,7 @@ func _add_compatible_biome(grid_pos: Vector2i) -> void:
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new_chunk.rotation.y = choise.rotation * (-PI / 2.0)
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add_child(new_chunk)
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_spawn_props_for_chunk(new_chunk)
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_spawn_entities_for_chunk(new_chunk, biome_name)
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var info_new = _get_cached_chunk_info(new_chunk, choise.scene)
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@@ -871,6 +1045,7 @@ func _add_compatible_biome(grid_pos: Vector2i) -> void:
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backup.position = Vector3(grid_pos.x * chunk_size, 0, grid_pos.y * chunk_size)
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add_child(backup)
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_spawn_props_for_chunk(backup)
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_spawn_entities_for_chunk(backup, biome_name)
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var info_backup = _get_cached_chunk_info(backup, backup_scene)
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var backup_uniqueness = _get_chunk_uniqueness_from_info(info_backup)
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@@ -2,7 +2,9 @@
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[ext_resource type="Script" uid="uid://ct2k25kslaxe5" path="res://core/biome_generator/biome_generator.gd" id="1_c7ilo"]
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[ext_resource type="Material" uid="uid://b8p1sjxisi522" path="res://core/biome_generator/wires.tres" id="2_w42pm"]
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[ext_resource type="Resource" path="res://core/biome_generator/railway_pool.tres" id="3_railway_pool"]
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[node name="biome_generator" type="Node3D" unique_id=1861369341]
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script = ExtResource("1_c7ilo")
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railway_pool = ExtResource("3_railway_pool")
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lamppost_wire_material = ExtResource("2_w42pm")
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9
core/biome_generator/entities_pool.tres
Normal file
9
core/biome_generator/entities_pool.tres
Normal file
@@ -0,0 +1,9 @@
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[gd_resource type="Resource" script_class="EntityPool" format=3 uid="uid://cmd6s6thq4f7r"]
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[ext_resource type="PackedScene" uid="uid://clx701xdwelgx" path="res://core/ai/agents/base/ai_base.tscn" id="1_0kfj8"]
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[ext_resource type="Script" uid="uid://53ryr0fsqiq7" path="res://core/biome_generator/entity_pool.gd" id="1_vccp2"]
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[resource]
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script = ExtResource("1_vccp2")
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name = "Entity Pool"
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available_entities = Array[PackedScene]([ExtResource("1_0kfj8")])
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||||
5
core/biome_generator/entity_pool.gd
Normal file
5
core/biome_generator/entity_pool.gd
Normal file
@@ -0,0 +1,5 @@
|
||||
extends Resource
|
||||
class_name EntityPool
|
||||
|
||||
@export var name: String = "New Entity Pool"
|
||||
@export var available_entities: Array[PackedScene] = []
|
||||
1
core/biome_generator/entity_pool.gd.uid
Normal file
1
core/biome_generator/entity_pool.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://53ryr0fsqiq7
|
||||
8
core/biome_generator/entity_spawn_point.gd
Normal file
8
core/biome_generator/entity_spawn_point.gd
Normal file
@@ -0,0 +1,8 @@
|
||||
extends Marker3D
|
||||
class_name EntitySpawnPoint
|
||||
|
||||
enum AllowedType { ANY, HUMANOID_ONLY, ANIMAL_ONLY }
|
||||
|
||||
@export var allowed_type: AllowedType = AllowedType.ANY
|
||||
@export_range(0.0, 1.0, 0.01) var spawn_chance: float = 1.0
|
||||
@export var random_y_rotation: bool = true
|
||||
1
core/biome_generator/entity_spawn_point.gd.uid
Normal file
1
core/biome_generator/entity_spawn_point.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://c5ercbqy7srx3
|
||||
5
core/biome_generator/railway_pool.gd
Normal file
5
core/biome_generator/railway_pool.gd
Normal file
@@ -0,0 +1,5 @@
|
||||
extends Resource
|
||||
class_name RailwayPool
|
||||
|
||||
@export var name: String = "New Railway Pool"
|
||||
@export var available_railways: Array[PackedScene] = []
|
||||
1
core/biome_generator/railway_pool.gd.uid
Normal file
1
core/biome_generator/railway_pool.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://c374rv220mvh1
|
||||
16
core/biome_generator/railway_pool.tres
Normal file
16
core/biome_generator/railway_pool.tres
Normal file
@@ -0,0 +1,16 @@
|
||||
[gd_resource type="Resource" script_class="RailwayPool" format=3 uid="uid://nrm040srfjwo"]
|
||||
|
||||
[ext_resource type="PackedScene" uid="uid://cl2ast2tk7ifw" path="res://tgcc/chunk/railway/scene/chunk_railway_curve.tscn" id="1_86h1y"]
|
||||
[ext_resource type="PackedScene" uid="uid://85l80b6jcdhr" path="res://tgcc/chunk/railway/scene/chunk_railway_curve_2.tscn" id="2_r0882"]
|
||||
[ext_resource type="PackedScene" uid="uid://cewdxvcpqb53f" path="res://tgcc/chunk/railway/scene/chunk_railway_station_doubleside.tscn" id="3_3auto"]
|
||||
[ext_resource type="PackedScene" uid="uid://d3pcshw2bioic" path="res://tgcc/chunk/railway/scene/chunk_railway_station_oneside.tscn" id="4_i1umq"]
|
||||
[ext_resource type="PackedScene" uid="uid://bqxpqhla2kogq" path="res://tgcc/chunk/railway/scene/chunk_railway_straight.tscn" id="5_x44at"]
|
||||
[ext_resource type="PackedScene" uid="uid://c3ub6rj0tlt6q" path="res://tgcc/chunk/railway/scene/chunk_railway_straight_2.tscn" id="6_vrrkw"]
|
||||
[ext_resource type="PackedScene" uid="uid://cqevecsd1cm1v" path="res://tgcc/chunk/railway/scene/chunk_railway_straight_3.tscn" id="7_l17bw"]
|
||||
[ext_resource type="PackedScene" uid="uid://f53hfrjaxkwa" path="res://tgcc/chunk/railway/scene/chunk_railway_straight_bridge.tscn" id="8_qcl5o"]
|
||||
[ext_resource type="Script" uid="uid://c374rv220mvh1" path="res://core/biome_generator/railway_pool.gd" id="9_8tdc7"]
|
||||
|
||||
[resource]
|
||||
script = ExtResource("9_8tdc7")
|
||||
name = "Railway Pool"
|
||||
available_railways = Array[PackedScene]([ExtResource("1_86h1y"), ExtResource("2_r0882"), ExtResource("3_3auto"), ExtResource("4_i1umq"), ExtResource("5_x44at"), ExtResource("6_vrrkw"), ExtResource("7_l17bw"), ExtResource("8_qcl5o")])
|
||||
Reference in New Issue
Block a user