119 lines
3.7 KiB
GDScript
119 lines
3.7 KiB
GDScript
class_name EnvironmentManagerRoot
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extends Node3D
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@export var environment_config: EnvironmentConfig
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@export_group("Camera")
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@export var camera: Camera3D
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@export_group("Particles")
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@export var particles_wind: GPUParticles3D
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@export var particles_snow: GPUParticles3D
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@export var particles_fireflies: GPUParticles3D
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@export var particles_rain: GPUParticles3D
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@export var godray: PackedScene
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@export var environment_dust: ColorRect
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@export var blur: ColorRect
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@export var environment_shadows: MeshInstance3D
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@export_group("Sound")
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@export var thunder_sounds: Array[AudioStream]
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@export var rain_sounds: Array[AudioStream]
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#environment nodes
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@onready var sun: DirectionalLight3D = $"../DirectionalLight3D"
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@onready var environment: WorldEnvironment = $"../WorldEnvironment"
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var day_night_controller: DayNightController
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var weather_controller: WeatherController
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var day_tween: Tween
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var day_time: float = 0.0
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func _ready() -> void:
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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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ApplyWeatherShaderToMaterials()
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if day_night_controller == null:
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day_night_controller = DayNightController.new(
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environment_config
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)
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day_night_controller.name = "DayNightController"
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day_night_controller.time_changed.connect(select_day_time)
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add_child(day_night_controller)
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if weather_controller == null:
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weather_controller = WeatherController.new(
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particles_wind,
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particles_snow,
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particles_fireflies,
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particles_rain,
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godray,
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environment_dust,
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blur,
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environment_shadows,
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sun,
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environment,
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environment_config,
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camera,
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thunder_sounds,
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rain_sounds
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)
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weather_controller.name = "WeatherController"
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add_child(weather_controller)
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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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if node is GeometryInstance3D and node.material_override != null:
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node.material_override.set_shader_parameter("wind_noise", 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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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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#normalized_time is a value between 0 and 1; the time of the day is calculate as "normalized_time" * 1440; day_time is the step to pass from sunrise, to day, to sunset, to night
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#e.g.
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#Time normalized_time day_time
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#00:00 0.0000 3.0
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#06:00 0.2500 1.0
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#09:36 0.4000 1.75
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#10:48 0.4500 2.0
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#12:00 0.5000 2.0
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#19:12 0.8000 2.0
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#21:36 0.9000 2.5
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#24:00 1.0000 3.0
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if normalized_time < environment_config.sunrise:
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#Sunrise: night → morning
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day_time = 3.0 - (normalized_time / environment_config.sunrise) * 2.0 # 3.0 → 1.0
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elif normalized_time < environment_config.day:
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#Morning: morning → afternoon
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var t: float = (normalized_time - environment_config.sunrise) / (environment_config.day - environment_config.sunrise)
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day_time = 1.0 + t # 1.0 → 2.0
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elif normalized_time < environment_config.sunset:
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#Broad daylight
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day_time = 2.0
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elif normalized_time < environment_config.night:
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#Sunset: afternoon → night
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var t: float = (normalized_time - environment_config.sunset) / (environment_config.night - environment_config.sunset)
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day_time = 2.0 + t # 2.0 → 3.0
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else:
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#Night
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day_time = 3.0
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if weather_controller:
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weather_controller.day_time = day_time
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