Доработка. Мигание при обновлении отметок целей
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@@ -194,3 +194,10 @@ renderer/rendering_method.mobile="gl_compatibility"
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shader_compiler/shader_cache/strip_debug=true
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anti_aliasing/quality/msaa_2d=1
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quality/driver/fallback_to_gles2=true
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[shader_globals]
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ticks_msec={
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"type": "int",
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"value": 0
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}
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@@ -1,9 +1,16 @@
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[gd_scene load_steps=12 format=3 uid="uid://nl1vklubr5kr"]
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[gd_scene load_steps=14 format=3 uid="uid://nl1vklubr5kr"]
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[ext_resource type="Script" uid="uid://y4l1v8eqayr0" path="res://scenes/bip/bip.gd" id="1_h7l70"]
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[ext_resource type="Texture2D" uid="uid://cp4bv6lh8w83k" path="res://data/bip.png" id="2_yjvg0"]
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[ext_resource type="Shader" uid="uid://n6xe6w76iw3v" path="res://shaders/bip.gdshader" id="2_ybnsn"]
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[ext_resource type="Shader" uid="uid://da53rd1r7al8l" path="res://shaders/tracked.gdshader" id="3_2a1qb"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_qq6yq"]
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shader = ExtResource("2_ybnsn")
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shader_parameter/tick_update = 0
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shader_parameter/time_delta = 200
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[sub_resource type="PlaceholderTexture2D" id="PlaceholderTexture2D_xbpqf"]
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[sub_resource type="Shader" id="Shader_60ho7"]
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code = "shader_type canvas_item;
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@@ -217,19 +224,11 @@ layout_mode = 3
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anchors_preset = 0
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script = ExtResource("1_h7l70")
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[node name="bip" type="TextureButton" parent="."]
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layout_direction = 1
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layout_mode = 0
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offset_left = 10.0
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offset_top = 10.0
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offset_right = 10.0
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offset_bottom = 10.0
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scale = Vector2(0.4, 0.4)
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action_mode = 0
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button_mask = 3
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texture_normal = ExtResource("2_yjvg0")
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ignore_texture_size = true
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stretch_mode = 3
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[node name="bip" type="Sprite2D" parent="."]
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material = SubResource("ShaderMaterial_qq6yq")
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position = Vector2(10, 10)
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scale = Vector2(20, 20)
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texture = SubResource("PlaceholderTexture2D_xbpqf")
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[node name="selector" type="Sprite2D" parent="."]
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material = SubResource("ShaderMaterial_fkqwb")
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@@ -256,5 +255,3 @@ material = SubResource("ShaderMaterial_lkrha")
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position = Vector2(10, 10)
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scale = Vector2(26, 26)
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texture = SubResource("PlaceholderTexture2D_svd33")
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[connection signal="gui_input" from="bip" to="." method="_on_bip_gui_input"]
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@@ -250,6 +250,7 @@ func get_tcp_data(sock: SocketTCP, peer, len_rx):
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func _process(_delta: float) -> void:
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tick = Time.get_ticks_msec()
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RenderingServer.global_shader_parameter_set('ticks_msec', tick)
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for addr in units_udp:
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var unit = units[addr]
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match unit.process(tick):
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@@ -3,20 +3,21 @@ shader_type canvas_item;
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#include "res://shaders/tools.gdshaderinc"
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/* Закрашенная окружность */
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uniform float tick_update = 0.0; /* Время последнего обновления, мс */
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const float time_delta = 0.5; /* Время вспышки при обновлении, c */
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uniform int tick_update = 0; /* Время последнего обновления, мс */
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uniform int time_delta = 200; /* Время вспышки при обновлении, мc */
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const float ds = 0.01; /* Относительное расстояние на котором выполняется сглаживание краёв */
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const vec2 center = vec2(0.125, 0.125); /* Центр должен быть в (0.5, 0.5), но это не так */
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const float radius = 0.075 - ds * 2.0; /* Радиус должен быть 0.5, но это не так */
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const float alpha_offset = 0.5; /* Изменние скорости альфа канала */
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const float alpha_main = 1.0;
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global uniform int ticks_msec;
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void fragment()
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{
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float alpha = 0.0;
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if ((TIME - tick_update) < time_delta)
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float alpha = alpha_offset;
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if ((ticks_msec - tick_update) < time_delta)
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{
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alpha = time_delta - (TIME - tick_update) * alpha_offset;
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alpha = alpha_main;
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}
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COLOR = texture(TEXTURE, UV);
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COLOR.a = (alpha_main - alpha) * smooth_px(length(UV - center), radius, ds);
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