Доработка. Цвет отдельно для каждого экземпляра отметки

This commit is contained in:
sasha80
2025-02-24 08:55:21 +03:00
parent 50bc6e937f
commit 3419c6632f
8 changed files with 121 additions and 25 deletions

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@@ -10,11 +10,15 @@ func set_track_visible(value: bool): $track.visible = value
func set_ecm_visible(value: bool): $ecm_done.visible = value
func update(): $bip.material.set('shader_parameter/tick_update', float(Time.get_ticks_msec()/1000))
func update(tick_ms: int = 0): pass
## Задаёт цвет для всех экземпляров
func set_color(color: Color): $bip.material.set('shader_parameter/color', Vector3(color.r, color.g, color.b))
## Задаёт цвет
func set_color(color: Color): $bip.self_modulate = color
## Возвращает цвет
func get_color(): return $bip.self_modulate
## Функция присваивает заданое значение видимости селектору.

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@@ -1,16 +1,9 @@
[gd_scene load_steps=14 format=3 uid="uid://nl1vklubr5kr"]
[gd_scene load_steps=12 format=3 uid="uid://nl1vklubr5kr"]
[ext_resource type="Script" path="res://scenes/bip/bip.gd" id="1_h7l70"]
[ext_resource type="Shader" path="res://shaders/bip.gdshader" id="2_rt0la"]
[ext_resource type="Texture2D" uid="uid://cp4bv6lh8w83k" path="res://data/bip.png" id="2_yjvg0"]
[ext_resource type="Shader" path="res://shaders/tracked.gdshader" id="3_2a1qb"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_2dulj"]
shader = ExtResource("2_rt0la")
shader_parameter/tick_update = 0.0
shader_parameter/color = Color(0.972549, 0.12549, 0.411765, 1)
[sub_resource type="PlaceholderTexture2D" id="PlaceholderTexture2D_w5pye"]
[sub_resource type="Shader" id="Shader_60ho7"]
code = "shader_type canvas_item;
@@ -223,38 +216,36 @@ shader_parameter/speed = 71.0
[node name="threat" type="Control"]
layout_mode = 3
anchors_preset = 0
offset_right = 20.0
offset_bottom = 20.0
script = ExtResource("1_h7l70")
[node name="bip" type="TextureButton" parent="."]
material = SubResource("ShaderMaterial_2dulj")
layout_direction = 1
layout_mode = 0
offset_right = 1.0
offset_bottom = 1.0
scale = Vector2(20, 20)
offset_left = 10.0
offset_top = 10.0
offset_right = 10.0
offset_bottom = 10.0
scale = Vector2(0.4, 0.4)
action_mode = 0
button_mask = 3
texture_normal = SubResource("PlaceholderTexture2D_w5pye")
texture_normal = ExtResource("2_yjvg0")
ignore_texture_size = true
stretch_mode = 3
[node name="selector" type="Sprite2D" parent="."]
visible = false
material = SubResource("ShaderMaterial_fkqwb")
scale = Vector2(20, 20)
texture = SubResource("PlaceholderTexture2D_hqs6j")
centered = false
[node name="recomendation" type="Sprite2D" parent="."]
visible = false
material = SubResource("ShaderMaterial_lpmq6")
scale = Vector2(20, 20)
texture = SubResource("PlaceholderTexture2D_hqs6j")
centered = false
metadata/_edit_lock_ = true
[node name="ecm_done" type="Sprite2D" parent="."]
visible = false
material = SubResource("ShaderMaterial_h3oo7")
position = Vector2(-5, -5)
scale = Vector2(30, 30)
@@ -262,7 +253,6 @@ texture = SubResource("PlaceholderTexture2D_hqs6j")
centered = false
[node name="track" type="Sprite2D" parent="."]
visible = false
material = SubResource("ShaderMaterial_lkrha")
position = Vector2(10, 10)
scale = Vector2(26, 26)

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@@ -4,7 +4,6 @@ shader_type canvas_item;
/* Закрашенная окружность */
uniform float tick_update = 0.0; /* Время последнего обновления, мс */
uniform vec3 color : source_color = vec3(1.0, 1.0, 1.0);
const float time_delta = 0.5; /* Время вспышки при обновлении, c */
const float ds = 0.01; /* Относительное расстояние на котором выполняется сглаживание краёв */
const vec2 center = vec2(0.125, 0.125); /* Центр должен быть в (0.5, 0.5), но это не так */
@@ -19,5 +18,6 @@ void fragment()
{
alpha = time_delta - (TIME - tick_update) * alpha_offset;
}
COLOR = vec4(color, alpha_main - alpha) * smooth_px(length(UV - center), radius, ds);
COLOR = texture(TEXTURE, UV);
COLOR.a = (alpha_main - alpha) * smooth_px(length(UV - center), radius, ds);
}