Make boss encounter more dynamic

This commit is contained in:
Loïc Wisniewski 2026-09-03 22:31:32 +02:00
commit cb6b0b69c6
6 changed files with 60 additions and 9 deletions

View file

@ -13,6 +13,7 @@ editor_visible = false
show_capture_status = false
background_shader = ExtResource("2")
background_field_texture = ExtResource("4")
background_cell_size = 90.0
base_color = Color(0.055, 0.008, 0.05, 1)
crater_color = Color(0.16, 0.018, 0.10, 1)
highlight_color = Color(0.16, 0.66, 0.72, 1)

View file

@ -21,6 +21,9 @@ extends Resource
# terrain still bakes once; authored surfaces can avoid both that load spike
# and all per-frame procedural fragment work by shipping their tile directly.
@export var background_field_texture: Texture2D = null
# World-space size of one background field cell. Smaller values reveal more
# of the authored field at once without changing the gameplay camera zoom.
@export_range(40.0, 440.0, 1.0) var background_cell_size: float = 220.0
@export var base_color: Color = Color(0.75, 0.75, 0.76, 1.0)
@export var crater_color: Color = Color(0.44, 0.44, 0.45, 1.0)
@export var highlight_color: Color = Color(0.89, 0.89, 0.9, 1.0)

View file

@ -70,6 +70,7 @@ func apply_profile(profile: Resource) -> void:
if profile.background_shader != null:
material.shader = profile.background_shader
_provided_field_texture = profile.background_field_texture
material.set_shader_parameter("cell_size", profile.background_cell_size)
material.set_shader_parameter("base_color", base_color)
material.set_shader_parameter("crater_color", crater_color)
material.set_shader_parameter("highlight_color", highlight_color)