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