Initial commit
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@@ -0,0 +1,30 @@
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[gd_scene format=3 uid="uid://bvkkotlj71pqa"]
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[ext_resource type="Script" uid="uid://b0cad7dyjyqlb" path="res://addons/Assets/VFX/Explosion_01/explosion.gd" id="1_45qx7"]
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[ext_resource type="Shader" uid="uid://bspjwxt1hotc" path="res://addons/Assets/VFX/Explosion_01/explosion01_particle.tres" id="2_2f3gd"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_2w3i7"]
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render_priority = 0
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shader = ExtResource("2_2f3gd")
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shader_parameter/base_color = Color(0.152941, 0.152941, 0.152941, 1)
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shader_parameter/alpha = 0.75
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shader_parameter/emission_color = Color(1, 0.333333, 0, 1)
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[sub_resource type="SphereMesh" id="SphereMesh_a4utb"]
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material = SubResource("ShaderMaterial_2w3i7")
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[sub_resource type="SphereShape3D" id="SphereShape3D_utnhs"]
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[node name="Explosion" type="Area3D"]
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script = ExtResource("1_45qx7")
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target_scale = Vector3(7, 7, 7)
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duration = 0.6
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[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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mesh = SubResource("SphereMesh_a4utb")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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shape = SubResource("SphereShape3D_utnhs")
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[connection signal="area_entered" from="." to="." method="_on_area_entered"]
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[connection signal="body_entered" from="." to="." method="_on_body_entered"]
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@@ -0,0 +1,89 @@
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extends Area3D
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@export var target_scale : Vector3
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@export var duration : float
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@export var damage_amount : float = 6.0
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@export var damage_force : float = 10.0
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@export var explode_on_spawn : bool = true
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var col_shape : Shape3D
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var is_exploding : bool = false
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var explosion_time : float = 0
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@onready var mesh_instance_3d: MeshInstance3D = $MeshInstance3D
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@onready var collision_shape_3d: CollisionShape3D = $CollisionShape3D
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#size starts at 1
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#in 1sec i want it to grow to 5
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#how much does it have to grow each delta?
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#
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#growth_factor = delta/size
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func _ready() -> void:
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# Hiding mesh, getting collision shape reference and setting it to radius zero
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if mesh_instance_3d:
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mesh_instance_3d.hide()
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col_shape = collision_shape_3d.shape as SphereShape3D
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#col_shape.radius = 0.1
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if explode_on_spawn:
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explode.call_deferred()
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func explode() -> void:
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mesh_instance_3d.show()
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is_exploding = true
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var explosion_tween = create_tween()
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var collision_tween = create_tween()
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var initial_scale = mesh_instance_3d.transform.basis.get_scale()
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explosion_tween.tween_method(
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_apply_scale.bind(mesh_instance_3d),
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initial_scale,
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target_scale,
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duration,
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).set_trans(Tween.TRANS_CUBIC).set_ease(Tween.EASE_OUT)
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collision_tween.tween_property(col_shape, "radius", target_scale.x/2, duration).set_trans(Tween.TRANS_CUBIC).set_ease(Tween.EASE_OUT)
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await explosion_tween.finished
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finish()
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func finish():
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self.queue_free()
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func _apply_scale(scale: Vector3, obj: Node3D):
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var transform = obj.transform
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transform.basis = transform.basis.scaled(scale / transform.basis.get_scale())
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obj.transform = transform
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func _on_body_entered(collider: Node3D) -> void:
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var damage_dir = self.global_position.direction_to(collider.global_position)
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if collider is CogitoPlayer:
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#TODO This should be done via signals.
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collider.apply_external_force(damage_dir * damage_force)
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CogitoGlobals.debug_log(true,"Explosion","Damaging player. Applying vector " + str(damage_dir * damage_force) + " to target. Target.main_velocity = " + str(collider.main_velocity) )
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collider.decrease_attribute("health", damage_amount)
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if collider.has_signal("damage_received"):
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if !collider.cogito_properties: # Case where neither projectile nor the object hit have properties defined.
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CogitoGlobals.debug_log(true, "Explosion", "Collider nor projectile have CogitoProperties, damaging as usual.")
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deal_damage(collider,damage_dir)
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return
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if collider.cogito_properties: # Case were only collider has properties.
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CogitoGlobals.debug_log(true, "Explosion", "Collider has CogitoProperties, currently ignoring these and damaging as usual.")
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deal_damage(collider,damage_dir)
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func deal_damage(collider: Node,damage_dir):
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collider.damage_received.emit(damage_amount,damage_dir,Vector3.ZERO)
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@@ -0,0 +1 @@
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uid://b0cad7dyjyqlb
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@@ -0,0 +1,91 @@
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[gd_resource type="VisualShader" load_steps=10 format=3 uid="uid://bspjwxt1hotc"]
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[sub_resource type="FastNoiseLite" id="FastNoiseLite_hhiyf"]
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noise_type = 0
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[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_amqgm"]
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noise = SubResource("FastNoiseLite_hhiyf")
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[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_ba5aa"]
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texture = SubResource("NoiseTexture2D_amqgm")
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[sub_resource type="VisualShaderNodeFloatFunc" id="VisualShaderNodeFloatFunc_p4a78"]
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function = 15
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[sub_resource type="VisualShaderNodeFloatParameter" id="VisualShaderNodeFloatParameter_6tsw5"]
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parameter_name = "alpha"
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default_value_enabled = true
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[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_5avp8"]
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operator = 2
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[sub_resource type="VisualShaderNodeColorParameter" id="VisualShaderNodeColorParameter_64l8b"]
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parameter_name = "emission_color"
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[sub_resource type="VisualShaderNodeColorParameter" id="VisualShaderNodeColorParameter_c3kiw"]
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parameter_name = "base_color"
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[sub_resource type="VisualShaderNodeFloatParameter" id="VisualShaderNodeFloatParameter_haxxy"]
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parameter_name = "emission_strength"
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[resource]
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code = "shader_type spatial;
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render_mode blend_mix, depth_draw_opaque, depth_test_default, cull_disabled, diffuse_lambert, specular_schlick_ggx, depth_prepass_alpha;
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uniform vec4 base_color : source_color;
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uniform sampler2D tex_frg_2;
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uniform float alpha = 0.0;
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uniform vec4 emission_color : source_color;
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void fragment() {
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// ColorParameter:7
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vec4 n_out7p0 = base_color;
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// Texture2D:2
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vec4 n_out2p0 = texture(tex_frg_2, UV);
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// FloatParameter:4
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float n_out4p0 = alpha;
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// FloatOp:5
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float n_out5p0 = n_out2p0.x * n_out4p0;
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// FloatFunc:3
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float n_out3p0 = round(n_out5p0);
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// ColorParameter:6
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vec4 n_out6p0 = emission_color;
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// Output:0
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ALBEDO = vec3(n_out7p0.xyz);
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ALPHA = n_out3p0;
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EMISSION = vec3(n_out6p0.xyz);
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}
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"
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modes/cull = 2
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flags/depth_prepass_alpha = true
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nodes/fragment/2/node = SubResource("VisualShaderNodeTexture_ba5aa")
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nodes/fragment/2/position = Vector2(-400, 80)
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nodes/fragment/3/node = SubResource("VisualShaderNodeFloatFunc_p4a78")
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nodes/fragment/3/position = Vector2(120, 180)
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nodes/fragment/4/node = SubResource("VisualShaderNodeFloatParameter_6tsw5")
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nodes/fragment/4/position = Vector2(-440, 320)
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nodes/fragment/5/node = SubResource("VisualShaderNodeFloatOp_5avp8")
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nodes/fragment/5/position = Vector2(-60, 160)
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nodes/fragment/6/node = SubResource("VisualShaderNodeColorParameter_64l8b")
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nodes/fragment/6/position = Vector2(-440, 540)
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nodes/fragment/7/node = SubResource("VisualShaderNodeColorParameter_c3kiw")
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nodes/fragment/7/position = Vector2(-120, -80)
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nodes/fragment/9/node = SubResource("VisualShaderNodeFloatParameter_haxxy")
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nodes/fragment/9/position = Vector2(-440, 720)
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nodes/fragment/connections = PackedInt32Array(4, 0, 5, 1, 2, 0, 5, 0, 5, 0, 3, 0, 3, 0, 0, 1, 7, 0, 0, 0, 6, 0, 0, 5)
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