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