cleanup
							parent
							
								
									25694724be
								
							
						
					
					
						commit
						93fd0eac9b
					
				|  | @ -60,9 +60,6 @@ public partial class DynamicDoorSwitch : StaticBody2D | |||
|         RefreshMapState(newState); | ||||
| 
 | ||||
|         GD.Print($"Map state \"{MapStateKey}\" {oldState} -> {newState}"); | ||||
| 
 | ||||
|             //var a = _animPlayer.CurrentAnimation; | ||||
|             //GetNode<Node2D>(nodePath).SetProcess(true); | ||||
|     } | ||||
| 
 | ||||
|     public void SetAnimations(bool isEnabled) | ||||
|  |  | |||
|  | @ -14,7 +14,7 @@ uniform float angle : hint_range(-5, 5) = -0.3; | |||
| uniform float position = -0.2; | ||||
| uniform float spread : hint_range(0.0, 1.0) = 0.5; | ||||
| uniform float cutoff : hint_range(-1.0, 1.0) = 0.1; | ||||
| uniform float falloff : hint_range(0.0, 1.0) = 0.2; | ||||
| uniform float falloff : hint_range(0.0, 2.0) = 0.2; | ||||
| uniform float edge_fade : hint_range(0.0, 1.0) = 0.15; | ||||
| 
 | ||||
| uniform float speed = 1.0; | ||||
|  | @ -29,8 +29,9 @@ uniform float seed = 5.0; | |||
| 
 | ||||
| // Random and noise functions from Book of Shader's chapter on Noise. | ||||
| float random(vec2 _uv) { | ||||
| 	_uv += min(TIME,0.0); | ||||
|     return fract(sin(dot(_uv.xy, | ||||
|                          vec2(12.9898, 78.233))) * | ||||
|         vec2(12.9898, 78.233))) * | ||||
|         43758.5453123); | ||||
| } | ||||
| 
 | ||||
|  | @ -65,6 +66,15 @@ vec4 screen(vec4 base, vec4 blend){ | |||
| 	return 1.0 - (1.0 - base) * (1.0 - blend); | ||||
| } | ||||
| 
 | ||||
| float custom_smooth_step(float limit1, float limit2, float x) { | ||||
|     if (x <= limit1) { | ||||
|         return 0.0; | ||||
|     } else if (x >= limit2) { | ||||
|         return 1.0; | ||||
|     } | ||||
|     return (limit1 + x) / (limit1 + limit2); | ||||
| } | ||||
| 
 | ||||
| void fragment() | ||||
| { | ||||
| 	 | ||||
|  | @ -93,7 +103,7 @@ void fragment() | |||
| 	} | ||||
| 	 | ||||
| 	// Fade out edges | ||||
| 	rays *= smoothstep(0.0, falloff, (1.0 - UV.y)); // Bottom | ||||
| 	rays *= custom_smooth_step(0.0, falloff, (1.0 - UV.y)); // Bottom | ||||
| 	rays *= smoothstep(0.0 + cutoff, edge_fade + cutoff, transformed_uv.x); // Left | ||||
| 	rays *= smoothstep(0.0 + cutoff, edge_fade + cutoff, 1.0 - transformed_uv.x); // Right | ||||
| 	 | ||||
|  |  | |||
|  | @ -10,11 +10,11 @@ shader_type canvas_item; | |||
| uniform vec4 tint_color : source_color; | ||||
| uniform float alpha : hint_range(0.0, 1.0) = 0.75; | ||||
| uniform sampler2D noise_texture : repeat_enable; | ||||
| uniform float speed : hint_range(0.0, 1.0) = 0.25; | ||||
| uniform float spread = 1; | ||||
| uniform float speed : hint_range(0.0, 32.0) = 0.25; | ||||
| uniform float spread : hint_range(0.0, 1.0) = 1.0; | ||||
| uniform float opposite_ray_mult = 1.0; | ||||
| uniform float negative_intensity = 1.0; | ||||
| uniform float negative_ray_speed : hint_range(0.0, 1.0) = 0; | ||||
| uniform float negative_ray_speed : hint_range(0.0, 32.0) = 0; | ||||
| uniform float cutoff : hint_range(0.0, 1.0) = 0; | ||||
| uniform float smooth_cutoff : hint_range(0.0, 1.0) = 0; | ||||
| uniform float y_cutoff : hint_range(0.0, 1.0) = 0; | ||||
|  |  | |||
|  | @ -42,7 +42,6 @@ public partial class RangedChargeState : WeaponState | |||
|         } | ||||
| 
 | ||||
|         Weapon.UseDirection = Weapon.Character.Target; | ||||
|         GD.Print(Weapon.UseDirection); | ||||
| 
 | ||||
|         return null; | ||||
|     } | ||||
|  | @ -54,11 +53,9 @@ public partial class RangedChargeState : WeaponState | |||
| 
 | ||||
|         if (progress > 0.5) | ||||
|         { | ||||
|             GD.Print("not enough"); | ||||
|             return IdleState; | ||||
|         } | ||||
| 
 | ||||
|         GD.Print("firing"); | ||||
|         FireState.VelocityModifier = (float)(1 - progress); | ||||
|         return FireState; | ||||
|     } | ||||
|  |  | |||
		Loading…
	
		Reference in New Issue