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Now the default surface's id is customizable in the ocean base world.
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@ -1,6 +1,7 @@
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tool
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extends "res://addons/world_generator/resources/world_gen_world.gd"
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export(int) var normal_surface_id : int = 2
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export(int) var base_iso_level : int = 0
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export(int) var water_iso_level : int = 100
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export(int) var water_surface_id : int = 5
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@ -9,6 +10,7 @@ export(FastnoiseNoiseParams) var base_noise : FastnoiseNoiseParams = null
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func setup_property_inspector(inspector) -> void:
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.setup_property_inspector(inspector)
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inspector.add_slot_int("get_normal_surface_id", "set_normal_surface_id", "Normal Surface ID")
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inspector.add_slot_int("get_base_iso_level", "set_base_iso_level", "Base Isolevel")
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inspector.add_slot_int("get_water_iso_level", "set_water_iso_level", "Water Isolevel")
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inspector.add_slot_int("get_water_surface_id", "set_water_surface_id", "Water Surface ID")
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@ -32,7 +34,7 @@ func _generate_terra_chunk(chunk: TerrainChunk, pseed : int, spawn_mobs: bool, r
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_generate_terra_chunk_fallback(chunk, pseed, spawn_mobs)
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func _generate_terra_chunk_fallback(chunk: TerrainChunk, pseed : int, spawn_mobs: bool) -> void:
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chunk.channel_ensure_allocated(TerrainChunkDefault.DEFAULT_CHANNEL_TYPE, 1)
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chunk.channel_ensure_allocated(TerrainChunkDefault.DEFAULT_CHANNEL_TYPE, normal_surface_id)
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chunk.channel_ensure_allocated(TerrainChunkDefault.DEFAULT_CHANNEL_ISOLEVEL, base_iso_level)
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#chunk.set_voxel(1, 0, 0, TerrainChunkDefault.DEFAULT_CHANNEL_ISOLEVEL)
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@ -59,6 +61,13 @@ func _generate_terra_chunk_ocean(chunk: TerrainChunk, pseed : int, spawn_mobs: b
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chunk.set_voxel(water_surface_id, x, z, TerrainChunkDefault.DEFAULT_CHANNEL_LIQUID_TYPE)
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chunk.set_voxel(water_iso_level, x, z, TerrainChunkDefault.DEFAULT_CHANNEL_LIQUID_ISOLEVEL)
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func get_normal_surface_id() -> int:
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return normal_surface_id
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func set_normal_surface_id(ed : int) -> void:
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normal_surface_id = ed
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emit_changed()
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func get_base_iso_level() -> int:
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return base_iso_level
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