changelog
arcology updated ship models in particle fx is broken on kestrel
This commit is contained in:
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extends Node3D
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## Hongqi 红旗-07. Godot 4.7. Units: 1 m.
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## Axes: nose +Y, starboard +X, dorsal +Z. Aft exhaust is -Y.
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## Clips are 0..1 on the AnimationPlayer imported with the glb.
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## Particles are spawned on the Vfx sockets at runtime. They are not in the mesh.
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## Drive is a cinnabar torch: white-gold core, red sheath, plus a smaller plume on each outboard bell.
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## See PARTICLE_FX.md.
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const Fx = preload("res://naf_fx.gd")
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@export_range(0.0, 1.0) var gear_deploy := 1.0 : set = set_gear_deploy
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@export_range(0.0, 1.0) var radiators_deploy := 1.0 : set = set_radiators_deploy
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@export_range(0.0, 1.0) var hatch_boarding_port := 0.0 : set = set_hatch_boarding_port
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@export_range(0.0, 1.0) var hatch_boarding_stbd := 0.0 : set = set_hatch_boarding_stbd
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@export_range(0.0, 1.0) var hatch_airlock_open := 0.0 : set = set_hatch_airlock_open
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@export_range(0.0, 1.0) var hatch_deck_open := 0.0 : set = set_hatch_deck_open
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@export_range(0.0, 1.0) var hatch_ramp_open := 0.0 : set = set_hatch_ramp_open
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@export_range(0.0, 1.0) var torpedo_doors_open := 0.0 : set = set_torpedo_doors_open
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@export_range(0.0, 1.0) var throttle := 0.0
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@export var drive_on := false
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@export_enum("Off", "Nose", "Tail", "Starboard", "Port", "Dorsal", "Ventral") var rcs_direction := 0
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@export var pdc_fire := false
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@export var chaff_fire := false
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@export var battle_lights := false : set = set_battle_lights
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var _heat := 0.0
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var _spool := 0.0
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var _time := 0.0
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var _rad_mats: Array[StandardMaterial3D] = []
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var _drive_socket: Node3D
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var _drive_core: Node3D
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var _drive_sheath: Node3D
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var _drive_light: SpotLight3D
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var _aux: Array[Dictionary] = []
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var _rcs: Array[Node3D] = []
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var _muzzles: Array[Node3D] = []
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var _tracers: Array[Dictionary] = []
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var _tracer_pool: Array[MeshInstance3D] = []
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var _tracer_mesh: ArrayMesh
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var _tracer_mat: StandardMaterial3D
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var _chaff: Array[GPUParticles3D] = []
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var _cabin_ready := false
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var _cabin_lights: Array[Light3D] = []
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var _cabin_rest: Array[Dictionary] = []
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var _cabin_mats: Array[Dictionary] = []
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const _RCS_THRUST := [
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Vector3.ZERO,
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Vector3(0, 1, 0),
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Vector3(0, -1, 0),
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Vector3(1, 0, 0),
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Vector3(-1, 0, 0),
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Vector3(0, 0, 1),
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Vector3(0, 0, -1),
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]
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func _ready() -> void:
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_seek("gear_deploy", gear_deploy)
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_seek("radiators_deploy", radiators_deploy)
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_collect_glow()
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_arm_fx()
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_collect_cabin()
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set_physics_process(true)
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func _physics_process(delta: float) -> void:
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_time += delta
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var power := throttle if drive_on else 0.0
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var open := 0.0 if radiators_deploy < 0.15 else clampf((radiators_deploy - 0.15) / 0.7, 0.0, 1.0)
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var hard := 0.0 if power < 0.72 else (power - 0.72) / 0.28
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_heat = lerpf(_heat, hard * open, 1.0 - exp(-delta / (18.0 if hard * open > _heat else 22.0)))
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var glow := 0.0 if _heat < 0.55 else pow((_heat - 0.55) / 0.45, 1.7)
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for mat in _rad_mats:
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mat.emission_enabled = glow > 0.02
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mat.emission = Color(1.0, 0.35, 0.08)
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mat.emission_energy_multiplier = glow * 1.15
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var spool_target := 1.0 if power > 0.04 else 0.0
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_spool = Fx.smooth(_spool, spool_target, delta, 0.26 if spool_target > 0.0 else 0.07)
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var plume := power * _spool
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if _drive_core:
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var scale := _drive_reach_scale(_drive_socket, _drive_core)
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Fx.set_spear(_drive_core, plume, scale, _time)
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Fx.set_spear(_drive_sheath, plume * 0.82, scale, _time)
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if _drive_light:
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_drive_light.light_energy = plume * 5.0
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for aux in _aux:
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var socket := aux.socket as Node3D
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var core := aux.core as Node3D
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var sheath := aux.sheath as Node3D
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var scale := _drive_reach_scale(socket, core)
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Fx.set_spear(core, plume, scale, _time + 0.4)
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Fx.set_spear(sheath, plume * 0.7, scale, _time + 0.4)
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var thrust: Vector3 = _RCS_THRUST[clampi(rcs_direction, 0, _RCS_THRUST.size() - 1)]
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var ship := global_transform.basis
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for ribbon in _rcs:
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var want := 0.0
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if thrust != Vector3.ZERO:
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var exhaust: Vector3 = ship.inverse() * ribbon.global_transform.basis.y
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if exhaust.dot(-thrust) > 0.7:
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want = 1.0
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var burn := float(ribbon.get_meta("burn"))
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burn = Fx.smooth(burn, want, delta, 0.08 if want > burn else 0.14)
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ribbon.set_meta("burn", burn)
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Fx.set_spear(ribbon, burn, 1.0, _time)
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for cloud in _chaff:
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cloud.emitting = chaff_fire
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_step_pdc(delta)
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func set_battle_lights(v: bool) -> void:
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battle_lights = v
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if _cabin_ready:
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_apply_cabin()
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func _collect_cabin() -> void:
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for n in find_children("*", "Light3D", true, false):
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var nm := String(n.name)
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if nm.begins_with("Nav") or nm.begins_with("Vfx"):
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continue
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if not (nm.begins_with("PointLight_") or nm.begins_with("CabinLamp") or nm == "CabinFill"):
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continue
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_cabin_lights.append(n)
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_cabin_rest.append({"energy": n.light_energy, "color": n.light_color})
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for n in find_children("*", "MeshInstance3D", true, false):
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var nm := String(n.name)
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if nm.find("Lamp") < 0 and not nm.begins_with("LightStrip_"):
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continue
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var mesh := n as MeshInstance3D
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var mat := mesh.get_active_material(0)
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if mat == null or not (mat is StandardMaterial3D):
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continue
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var copy := (mat as StandardMaterial3D).duplicate() as StandardMaterial3D
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mesh.set_surface_override_material(0, copy)
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_cabin_mats.append({"mat": copy, "energy": copy.emission_energy_multiplier, "color": copy.emission, "on": copy.emission_enabled})
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_cabin_ready = true
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func _apply_cabin() -> void:
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var red := Color(0.769, 0.204, 0.173)
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for i in _cabin_lights.size():
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var lamp := _cabin_lights[i]
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var rest: Dictionary = _cabin_rest[i]
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if battle_lights:
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lamp.light_color = red
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lamp.light_energy = maxf(0.05, float(rest.energy) * 0.2)
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else:
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lamp.light_color = rest.color
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lamp.light_energy = float(rest.energy)
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for row in _cabin_mats:
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var mat := row.mat as StandardMaterial3D
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if battle_lights:
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mat.emission_enabled = true
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mat.emission = red
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mat.emission_energy_multiplier = maxf(0.28, float(row.energy) * 0.45)
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else:
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mat.emission_enabled = bool(row.on)
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mat.emission = row.color
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mat.emission_energy_multiplier = float(row.energy)
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func set_gear_deploy(v: float) -> void:
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gear_deploy = v
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_seek("gear_deploy", v)
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func set_radiators_deploy(v: float) -> void:
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radiators_deploy = v
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_seek("radiators_deploy", v)
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func set_hatch_boarding_port(v: float) -> void:
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hatch_boarding_port = v
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_seek("hatch_boarding_port", v)
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func set_hatch_boarding_stbd(v: float) -> void:
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hatch_boarding_stbd = v
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_seek("hatch_boarding_stbd", v)
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func set_hatch_airlock_open(v: float) -> void:
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hatch_airlock_open = v
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_seek("hatch_airlock_open", v)
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func set_hatch_deck_open(v: float) -> void:
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hatch_deck_open = v
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_seek("hatch_deck_open", v)
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func set_hatch_ramp_open(v: float) -> void:
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hatch_ramp_open = v
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_seek("hatch_ramp_open", v)
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func set_torpedo_doors_open(v: float) -> void:
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torpedo_doors_open = v
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_seek("torpedo_doors_open", v)
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func _player() -> AnimationPlayer:
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var ap := get_node_or_null("AnimationPlayer") as AnimationPlayer
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if ap:
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return ap
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return find_child("AnimationPlayer", true, false) as AnimationPlayer
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func _seek(clip: StringName, t: float) -> void:
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var ap := _player()
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if ap == null or not ap.has_animation(clip):
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return
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var len := ap.get_animation(clip).length
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ap.play(clip)
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ap.seek(clampf(t, 0.0, 1.0) * len, true)
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ap.pause()
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func _collect_glow() -> void:
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for n in find_children("*", "MeshInstance3D", true, false):
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var nm := String(n.name)
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if not nm.begins_with("Radiator_"):
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continue
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if nm.find("Fin_") < 0 and nm.find("Edge_") < 0:
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continue
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var mesh := n as MeshInstance3D
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var mat := mesh.get_active_material(0)
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if mat == null or not (mat is StandardMaterial3D):
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continue
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var copy := (mat as StandardMaterial3D).duplicate() as StandardMaterial3D
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mesh.set_surface_override_material(0, copy)
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_rad_mats.append(copy)
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func _arm_fx() -> void:
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_tracer_mesh = Fx.tracer_mesh()
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_tracer_mat = Fx.tracer_mat()
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var gold := Color(1.0, 0.965, 0.831, 0.95)
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var gold_mid := Color(1.0, 0.72, 0.35, 0.4)
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var gold_tip := Color(0.9, 0.4, 0.1, 0.0)
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var red := Color(0.886, 0.231, 0.184, 0.9)
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var red_mid := Color(0.55, 0.08, 0.05, 0.35)
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var red_tip := Color(0.25, 0.02, 0.01, 0.0)
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var drive := find_child("Vfx_DrivePlume", true, false) as Node3D
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if drive:
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_drive_socket = drive
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_drive_core = Fx.spear(drive, 30.0, 1.15, gold, gold_mid, gold_tip, 0.92, 3, 1.0, "DriveCore")
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_drive_sheath = Fx.spear(drive, 22.0, 2.7, red, red_mid, red_tip, 0.5, 3, 2.0, "DriveSheath")
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_drive_light = Fx.spot(drive, 0.35, Color(1.0, 0.882, 0.69), 0.55, 7.5, 2.0)
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for n in find_children("*", "Node3D", true, false):
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var nm := String(n.name)
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if nm == "Vfx_Drive_Port" or nm == "Vfx_Drive_Stbd":
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_aux.append({
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"socket": n,
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"core": Fx.spear(n, 12.0, 0.55, gold, gold_mid, gold_tip, 0.9, 3, 3.0, "DriveCore"),
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"sheath": Fx.spear(n, 8.0, 1.2, red, red_mid, red_tip, 0.45, 3, 4.0, "DriveSheath"),
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})
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elif _is_rcs_socket(n):
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_rcs.append(Fx.spear(n, 1.2, 0.09, Color(0.863, 0.937, 1.0, 0.95), Color(0.41, 0.67, 1.0, 0.35), Color(0.25, 0.45, 0.8, 0.0), 0.82, 2, 1.0, "Spear"))
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elif nm.begins_with("PDT_") and nm.ends_with("_Muzzle"):
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_muzzles.append(n)
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n.set_meta("acc", randf() * 0.02)
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elif nm == "Vfx_Chaff":
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_chaff.append(Fx.chaff(n))
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func _is_rcs_socket(n: Node) -> bool:
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var nm := String(n.name)
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if nm.begins_with("Vfx_Drive") or nm == "Vfx_Chaff" or nm.begins_with("Vfx_Abort"):
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return false
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return nm.ends_with("_Vfx") or nm.begins_with("Vfx_RCS_")
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func _drive_reach_scale(socket: Node3D, core: Node3D) -> float:
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if socket == null or core == null:
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return 1.0
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var length := float(core.get_meta("len"))
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var exhaust: Vector3 = (socket.global_transform.basis * core.basis.y).normalized()
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if exhaust.y >= -0.35:
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return 1.0
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# Pad is world y=-2.45. Clip only when the bell is above it.
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# At the origin the bells sit below that plane, so the torch stays full length.
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var room := (socket.global_position.y - (-2.45 + 0.22)) / -exhaust.y
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if room <= 0.0:
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return 1.0
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return maxf(0.9, minf(length, room)) / length
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func _step_pdc(delta: float) -> void:
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if pdc_fire:
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for mz in _muzzles:
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var acc := float(mz.get_meta("acc")) - delta
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var shots := 0
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while acc <= 0.0 and shots < 2 and _tracers.size() < 90:
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acc += 1.0 / 42.0
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shots += 1
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_spawn_tracer(mz)
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mz.set_meta("acc", acc)
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for i in range(_tracers.size() - 1, -1, -1):
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var t: Dictionary = _tracers[i]
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t.life = float(t.life) - delta
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var mesh := t.mesh as MeshInstance3D
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if float(t.life) <= 0.0:
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mesh.visible = false
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_tracer_pool.append(mesh)
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_tracers.remove_at(i)
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continue
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mesh.position += (t.dir as Vector3) * float(t.speed) * delta
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func _spawn_tracer(mz: Node3D) -> void:
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var mesh := _take_tracer()
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var world_dir: Vector3 = (mz.global_transform.basis * Fx.exhaust_local(mz)).normalized()
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var shot := Fx.cone(world_dir, 1.15)
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var origin := mz.global_position + world_dir * 0.18
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var local_dir: Vector3 = global_transform.basis.inverse() * shot
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mesh.position = to_local(origin)
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mesh.basis = Fx.basis_y(local_dir)
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mesh.scale = Vector3(1, randf_range(1.5, 2.3), 1)
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mesh.visible = true
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_tracers.append({"mesh": mesh, "dir": local_dir, "life": randf_range(0.12, 0.2), "speed": randf_range(90.0, 140.0)})
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func _take_tracer() -> MeshInstance3D:
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if _tracer_pool.size() > 0:
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return _tracer_pool.pop_back()
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var m := MeshInstance3D.new()
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m.mesh = _tracer_mesh
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m.material_override = _tracer_mat
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m.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
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m.visible = false
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add_child(m)
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return m
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Reference in New Issue
Block a user