This commit is contained in:
soul-walker 2024-05-09 20:05:24 +08:00
commit 0a2a81d366
7 changed files with 151 additions and 79 deletions

View File

@ -4,6 +4,8 @@ extends Node3D
class_name ScreenDoor
@onready var left_animation_player: AnimationPlayer = $LeftAnimationPlayer
@onready var right_animation_player: AnimationPlayer = $RightAnimationPlayer
@export var mtd_material: ShaderMaterial
@export var mtd_fault_material: ShaderMaterial
##是否设置隔离带
@onready var isSetIsolationStrip:bool = false :
@ -45,19 +47,24 @@ func openScreenDoor (isUseLCBKey=false)-> void:
if screenDoorState == ScreenDoor_State.close and (screenDoorFaultState != ScreenDoor_Fault_State.openFault or isUseLCBKey):
screenDoorState=ScreenDoor_State.opening
$Timer.connect('timeout', _on_timer_timeout)
$Timer.start(0.5)
$Timer.start(0.3)
##关闭屏蔽门
func closeScreenDoor (isUseLCBKey=false)-> void:
if screenDoorState == ScreenDoor_State.open and (screenDoorFaultState != ScreenDoor_Fault_State.closeFault or isUseLCBKey):
screenDoorState=ScreenDoor_State.closeing
$Timer.connect('timeout', _on_timer_timeout)
$Timer.start(0.3)
func _on_left_animation_player_animation_finished(anim_name: StringName) -> void:
if anim_name == 'leftOpen':
screenDoorState = ScreenDoor_State.open
$Timer.stop()
is_dark = false
_set_mtd(is_dark)
elif anim_name == 'leftClose':
screenDoorState = ScreenDoor_State.close
$Timer.stop()
@ -86,10 +93,16 @@ func setScreenDoorFault (faultType:ScreenDoor_Fault_State)-> void:
if faultType == ScreenDoor_Fault_State.glassBreakage :
$leftDoor_broken.visible = true
$leftDoor_broken/AudioStreamPlayer.play()
elif faultType == ScreenDoor_Fault_State.openFault :
$MTD.material_override = mtd_fault_material
elif faultType == ScreenDoor_Fault_State.closeFault :
$MTD.material_override = mtd_fault_material
mtd_fault_material.set_shader_parameter('is_dark', false)
##恢复故障
func removeScreenDoorFault ()-> void:
screenDoorFaultState = ScreenDoor_Fault_State.noFault
$MTD.material_override = mtd_material
##以下是lcb相关
class LcbKeyWindow :
@ -116,12 +129,13 @@ func _on_timer_timeout():
func _set_mtd(dark):
if is_dark:
$MTD.set_instance_shader_parameter("color_dark", 0.5)
mtd_material.set_shader_parameter('is_dark', true)
$SpotLight3D.hide()
else:
$MTD.set_instance_shader_parameter("color_dark", 1.5)
mtd_material.set_shader_parameter('is_dark', false)
$SpotLight3D.show()
func _ready():
$MTD.material_override = mtd_material
_set_mtd(is_dark)
$SpotLight3D.hide()

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@ -1,9 +1,12 @@
[gd_scene load_steps=45 format=3 uid="uid://bc2dnsyx16kk6"]
[gd_scene load_steps=48 format=3 uid="uid://bc2dnsyx16kk6"]
[ext_resource type="Script" path="res://sceen/platform/screenDoor.gd" id="1_nse1y"]
[ext_resource type="Shader" path="res://shaders/mtd.gdshader" id="2_04fd1"]
[ext_resource type="Texture2D" uid="uid://57t8x7rlqk7y" path="res://Model/textures/GD_SDFSDF_an.jpg" id="2_rf1ed"]
[ext_resource type="Texture2D" uid="uid://dipiewtuqhdd0" path="res://Model/textures/GD_SDFSDF_liang.jpg" id="2_runrf"]
[ext_resource type="Texture2D" uid="uid://jrx8rifckwtb" path="res://Model/textures/haerbin_jz_menkuangyanse87.png" id="3_0l1gg"]
[ext_resource type="Texture2D" uid="uid://dpue4vjyr04iv" path="res://Assets/GD_SDFSDF_liang.jpg" id="3_7tk5i"]
[ext_resource type="Shader" path="res://shaders/mtd_fault.gdshader" id="3_mot0p"]
[ext_resource type="Texture2D" uid="uid://bl5okq27c107u" path="res://Assets/GD_SDFSDF_an.jpg" id="3_wxjgd"]
[ext_resource type="PackedScene" uid="uid://0ys58lvdq51b" path="res://sceen/platform/lcb.tscn" id="4_t5qy2"]
[ext_resource type="Script" path="res://sceen/platform/screenDoorArea3D.gd" id="5_8p3um"]
[ext_resource type="Texture2D" uid="uid://bywpyj1w7nk86" path="res://Model/textures/haerbin_jz_menkuangyanse_BL.png" id="6_8lvxg"]
@ -12,64 +15,39 @@
[ext_resource type="Texture2D" uid="uid://co0ggcy26r38g" path="res://Model/textures/2cengtietu_zst.png" id="9_da8bg"]
[ext_resource type="AudioStream" uid="uid://k0e2shfdjyrq" path="res://Assets/music/glass-breaking.mp3" id="9_kpf37"]
[sub_resource type="Shader" id="Shader_qbwwy"]
code = "// NOTE: Shader automatically converted from Godot Engine 4.2.2.stable's StandardMaterial3D.
shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx;
uniform vec4 albedo : source_color;
uniform sampler2D texture_albedo : source_color,filter_linear_mipmap,repeat_enable;
uniform float point_size : hint_range(0,128);
uniform float roughness : hint_range(0,1);
uniform sampler2D texture_metallic : hint_default_white,filter_linear_mipmap,repeat_enable;
uniform vec4 metallic_texture_channel;
uniform sampler2D texture_roughness : hint_roughness_r,filter_linear_mipmap,repeat_enable;
uniform float specular;
uniform float metallic;
uniform vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
uniform float color_dark = 0.5;
void vertex() {
UV=UV*uv1_scale.xy+uv1_offset.xy;
}
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv);
ALBEDO = albedo.rgb * albedo_tex.rgb * color_dark;
float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);
METALLIC = metallic_tex * metallic;
vec4 roughness_texture_channel = vec4(1.0,0.0,0.0,0.0);
float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);
ROUGHNESS = roughness_tex * roughness;
SPECULAR = specular;
}
"
[sub_resource type="ShaderMaterial" id="ShaderMaterial_7cioj"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_4f4ck"]
render_priority = 0
shader = SubResource("Shader_qbwwy")
shader = ExtResource("2_04fd1")
shader_parameter/albedo = Color(1, 1, 1, 1)
shader_parameter/point_size = 1.0
shader_parameter/roughness = 1.0
shader_parameter/metallic_texture_channel = null
shader_parameter/specular = 0.5
shader_parameter/metallic = 0.0
shader_parameter/metallic = null
shader_parameter/uv1_scale = Vector3(1, 1, 1)
shader_parameter/uv1_offset = Vector3(0, 0, 0)
shader_parameter/uv1_offset = null
shader_parameter/uv2_scale = Vector3(1, 1, 1)
shader_parameter/uv2_offset = Vector3(0, 0, 0)
shader_parameter/color_dark = 1.0
shader_parameter/texture_albedo = ExtResource("2_runrf")
shader_parameter/uv2_offset = null
shader_parameter/is_dark = true
shader_parameter/texture_light = ExtResource("3_7tk5i")
shader_parameter/texture_dark = ExtResource("3_wxjgd")
[sub_resource type="ShaderMaterial" id="ShaderMaterial_ic8qb"]
render_priority = 0
shader = ExtResource("3_mot0p")
shader_parameter/albedo = Color(1, 1, 1, 1)
shader_parameter/point_size = 1.0
shader_parameter/roughness = 1.0
shader_parameter/metallic_texture_channel = null
shader_parameter/specular = 0.5
shader_parameter/metallic = null
shader_parameter/uv1_scale = Vector3(1, 1, 1)
shader_parameter/uv1_offset = null
shader_parameter/uv2_scale = Vector3(1, 1, 1)
shader_parameter/uv2_offset = null
shader_parameter/is_dark = true
shader_parameter/texture_light = ExtResource("3_7tk5i")
shader_parameter/texture_dark = ExtResource("3_wxjgd")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_c3ofc"]
resource_name = "Material #2137405273"
@ -494,10 +472,11 @@ shadow_mesh = SubResource("ArrayMesh_xyf5j")
[node name="screenDoor" type="Node3D"]
script = ExtResource("1_nse1y")
mtd_material = SubResource("ShaderMaterial_4f4ck")
mtd_fault_material = SubResource("ShaderMaterial_ic8qb")
[node name="MTD" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -6.57784, 2.99429, 1.84928)
material_override = SubResource("ShaderMaterial_7cioj")
mesh = SubResource("ArrayMesh_28g0p")
skeleton = NodePath("")
@ -509,9 +488,9 @@ light_indirect_energy = 2.194
light_volumetric_fog_energy = 0.642
light_specular = 0.0
spot_range = 0.111
spot_attenuation = 1.8025
spot_attenuation = 1.03526
spot_angle = 0.0
spot_angle_attenuation = 2.0
spot_angle_attenuation = 5.09824
[node name="Timer" type="Timer" parent="."]

View File

@ -2,29 +2,25 @@ extends Node3D
class_name TotalScene
##开始实训,主动来和开屏蔽门
func beginTraining ()-> void:
##车来和开屏蔽门和车
func trainComeAndOpenScreenDoor ()-> void:
$train.trainCome()
$BeginTimer.start()
func _on_beginTimer_timeout() -> void:
$Timer.start()
$train.openLeftTrainDoorALL()
$platform.openScreenDoorALL()
func _on_timer_timeout() -> void:
##关屏蔽门和车门
func closeScreenDoor() -> void:
$train.closeLeftTrainDoorALL()
$platform.closeScreenDoorALL()
$EndTimer.start()
func _on_end_timer_timeout() -> void:
##车走
func trainLeave() -> void:
$train.trainLeave()
##关屏蔽门
func closeAllScreenDoor() -> void:
pass
## 屏蔽门名字的枚举
enum ScreenDoor_name{
screenDoor1=1,

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@ -88,14 +88,5 @@ libraries = {
wait_time = 3.0
one_shot = true
[node name="Timer" type="Timer" parent="."]
wait_time = 15.0
one_shot = true
[node name="EndTimer" type="Timer" parent="."]
wait_time = 4.0
[connection signal="animation_finished" from="trainAnimationPlayer" to="train" method="_on_train_animation_player_animation_finished"]
[connection signal="timeout" from="BeginTimer" to="." method="_on_beginTimer_timeout"]
[connection signal="timeout" from="Timer" to="." method="_on_timer_timeout"]
[connection signal="timeout" from="EndTimer" to="." method="_on_end_timer_timeout"]

46
shaders/mtd.gdshader Normal file
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@ -0,0 +1,46 @@
// NOTE: Shader automatically converted from Godot Engine 4.2.2.stable's StandardMaterial3D.
shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx;
uniform vec4 albedo : source_color;
uniform sampler2D texture_light : source_color,filter_linear_mipmap,repeat_enable;
uniform sampler2D texture_dark : source_color,filter_linear_mipmap,repeat_enable;
uniform float point_size : hint_range(0,128);
uniform float roughness : hint_range(0,1);
uniform sampler2D texture_metallic : hint_default_white,filter_linear_mipmap,repeat_enable;
uniform vec4 metallic_texture_channel;
uniform sampler2D texture_roughness : hint_roughness_r,filter_linear_mipmap,repeat_enable;
uniform float specular;
uniform float metallic;
uniform vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
uniform bool is_dark;
void vertex() {
UV=UV*uv1_scale.xy+uv1_offset.xy;
}
void fragment() {
vec2 base_uv = UV;
if(is_dark) {
vec4 albedo_tex = texture(texture_dark,base_uv);
ALBEDO = albedo.rgb * albedo_tex.rgb * 0.8;
} else {
vec4 albedo_tex = texture(texture_light,base_uv);
ALBEDO = albedo.rgb * albedo_tex.rgb * 1.5;
}
float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);
METALLIC = metallic_tex * metallic;
vec4 roughness_texture_channel = vec4(1.0,0.0,0.0,0.0);
float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);
ROUGHNESS = roughness_tex * roughness;
SPECULAR = specular;
}

View File

@ -0,0 +1,46 @@
// NOTE: Shader automatically converted from Godot Engine 4.2.2.stable's StandardMaterial3D.
shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx;
uniform vec4 albedo : source_color;
uniform sampler2D texture_light : source_color,filter_linear_mipmap,repeat_enable;
uniform sampler2D texture_dark : source_color,filter_linear_mipmap,repeat_enable;
uniform float point_size : hint_range(0,128);
uniform float roughness : hint_range(0,1);
uniform sampler2D texture_metallic : hint_default_white,filter_linear_mipmap,repeat_enable;
uniform vec4 metallic_texture_channel;
uniform sampler2D texture_roughness : hint_roughness_r,filter_linear_mipmap,repeat_enable;
uniform float specular;
uniform float metallic;
uniform vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
uniform bool is_dark;
void vertex() {
UV=UV*uv1_scale.xy+uv1_offset.xy;
}
void fragment() {
vec2 base_uv = UV;
if(is_dark) {
vec4 albedo_tex = texture(texture_dark,base_uv);
ALBEDO = albedo.rgb * albedo_tex.rgb * 0.8;
} else {
vec4 albedo_tex = texture(texture_light,base_uv);
ALBEDO = albedo.rgb * albedo_tex.rgb * 1.5;
}
float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);
METALLIC = metallic_tex * metallic;
vec4 roughness_texture_channel = vec4(1.0,0.0,0.0,0.0);
float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);
ROUGHNESS = roughness_tex * roughness;
SPECULAR = specular;
}

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@ -11,5 +11,5 @@ func _ready():
func _on_training_desc_dialog_start_training():
$total.beginTraining()
$total.trainComeAndOpenScreenDoor()
$total.setAssignScreenDoorsOpenFault([TotalScene.ScreenDoor_name.screenDoor2])