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https://github.com/Relintai/broken_seals.git
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Actual contents of f2ac08f7
. Not sure how I managed to mess up like this.
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@ -1 +1 @@
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{"engine": {"3.2": "0d5e483a90c41c433056b8cf6e4e8def6316690f", "master": "8c73e813134001e575b6f59e3b0100471c007410"}, "world_generator": {"master": "a08917370cdef0884042bdb49fb80ece0b2e76ec"}, "entity_spell_system": {"master": "3e10779dbc5258d1e1b08eab287189f9c1ccec64"}, "ui_extensions": {"master": "38acc650db260a831dc26ca96fe9d9a087230bdc"}, "voxelman": {"master": "fbd2903477bc810fba8abec48f9cd6f9252e2fe5"}, "texture_packer": {"master": "b17c174906f84de93d84aa60d010ffe603efaa28"}, "fastnoise": {"master": "41b7ea05a1f7aa2b8ecddaa1fd739e64d6970f7e"}, "mesh_data_resource": {"master": "4bda19b12be2c2a79a6121de6d22e48f3934e726"}, "procedural_animations": {"master": "ba464ef04500aa01b2638cf1f890f3f6582ead84"}, "ess_data": {"master": "3bd637fdd3304b64a18287a49a6b7387acf2f5de"}}
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{"engine": {"3.2": "0d5e483a90c41c433056b8cf6e4e8def6316690f", "master": "8c73e813134001e575b6f59e3b0100471c007410"}, "world_generator": {"master": "a08917370cdef0884042bdb49fb80ece0b2e76ec"}, "entity_spell_system": {"master": "3e10779dbc5258d1e1b08eab287189f9c1ccec64"}, "ui_extensions": {"master": "38acc650db260a831dc26ca96fe9d9a087230bdc"}, "voxelman": {"master": "59291a9417db2e1ba3a5fc5dc6ae2e8cdda1b09a"}, "texture_packer": {"master": "b17c174906f84de93d84aa60d010ffe603efaa28"}, "fastnoise": {"master": "41b7ea05a1f7aa2b8ecddaa1fd739e64d6970f7e"}, "mesh_data_resource": {"master": "4bda19b12be2c2a79a6121de6d22e48f3934e726"}, "procedural_animations": {"master": "ba464ef04500aa01b2638cf1f890f3f6582ead84"}, "ess_data": {"master": "3bd637fdd3304b64a18287a49a6b7387acf2f5de"}}
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@ -51,6 +51,8 @@ var sleep : bool = false
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var dead : bool = false
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var dead : bool = false
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var death_timer : float = 0
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var death_timer : float = 0
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var _world : VoxelWorld = null
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func _ready() -> void:
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func _ready() -> void:
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animation_tree = get_character_skeleton().get_animation_tree()
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animation_tree = get_character_skeleton().get_animation_tree()
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@ -60,27 +62,13 @@ func _ready() -> void:
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animation_tree["parameters/run-loop/blend_position"] = Vector2(0, -1)
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animation_tree["parameters/run-loop/blend_position"] = Vector2(0, -1)
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ai_state = EntityEnums.AI_STATE_PATROL
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ai_state = EntityEnums.AI_STATE_PATROL
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set_process(true)
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set_physics_process(true)
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func _enter_tree():
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func _enter_tree():
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var world : VoxelWorld = get_node("..") as VoxelWorld
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_world = get_node("..") as VoxelWorld
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if world != null:
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if not world.is_position_walkable(get_body().transform.origin):
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world.connect("chunk_mesh_generation_finished", self, "chunk_mesh_generation_finished", [], CONNECT_DEFERRED)
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set_process(false)
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set_physics_process(false)
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func chunk_mesh_generation_finished(chunk):
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var world : VoxelWorld = get_node("..") as VoxelWorld
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if world.is_position_walkable(get_body().transform.origin):
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world.disconnect("chunk_mesh_generation_finished", self, "chunk_mesh_generation_finished")
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set_process(true)
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set_physics_process(true)
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set_process(true)
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set_physics_process(true)
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func _process(delta : float) -> void:
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func _process(delta : float) -> void:
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if dead:
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if dead:
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@ -90,6 +78,7 @@ func _process(delta : float) -> void:
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queue_free()
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queue_free()
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return
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return
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var camera : Camera = get_tree().get_root().get_camera() as Camera
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var camera : Camera = get_tree().get_root().get_camera() as Camera
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@ -118,7 +107,11 @@ func _physics_process(delta : float) -> void:
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if dead:
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if dead:
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return
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return
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if _world != null:
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if not _world.is_position_walkable(get_body().transform.origin):
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return
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process_movement(delta)
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process_movement(delta)
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func process_movement(delta : float) -> void:
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func process_movement(delta : float) -> void:
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@ -96,9 +96,9 @@ func generate_terrarin(chunk : VoxelChunk, spawn_mobs: bool) -> void:
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# chunk.build()
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# chunk.build()
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if not Engine.editor_hint and chunk.position_y == 0 and spawn_mobs:
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if not Engine.editor_hint and chunk.position_y == 0 and spawn_mobs:
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Entities.spawn_mob(1, randi() % 3, Vector3(chunk.position_x * chunk.size_x * chunk.voxel_scale - chunk.size_x / 2,\
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Entities.spawn_mob(1, randi() % 3, Vector3(chunk.position_x * chunk.size_x * chunk.voxel_scale + chunk.size_x / 2,\
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(chunk.position_y + 1) * chunk.size_y * chunk.voxel_scale, \
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(chunk.position_y + 1) * chunk.size_y * chunk.voxel_scale, \
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chunk.position_z * chunk.size_z * chunk.voxel_scale - chunk.size_z / 2))
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chunk.position_z * chunk.size_z * chunk.voxel_scale + chunk.size_z / 2))
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func box_blur(chunk : VoxelChunk):
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func box_blur(chunk : VoxelChunk):
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for x in range(0, chunk.size_x):
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for x in range(0, chunk.size_x):
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