关卡调整 基本完成

master
chendian 8 months ago
parent 8a3c2ca712
commit de80afdc81

@ -14,10 +14,12 @@ ambient_light_source = 2
ambient_light_color = Color(1, 1, 1, 1)
ambient_light_energy = 0.15
tonemap_white = 2.39
ssao_intensity = 1.0
ssil_enabled = true
ssil_intensity = 0.4
sdfgi_read_sky_light = false
glow_enabled = true
glow_hdr_threshold = 0.8
fog_height = 3.0
fog_height_density = 0.5
adjustment_enabled = true
adjustment_contrast = 1.2
adjustment_contrast = 1.25

@ -1,5 +1,4 @@
shader_type spatial;
render_mode cull_disabled;
uniform bool is_target = false;
uniform bool is_focus = false;
uniform vec3 target_position = vec3(0, 1.28, 1);

File diff suppressed because one or more lines are too long

@ -48,7 +48,7 @@ func get_level_float_pos(pos: Vector3i) -> Vector3:
func get_level_float_pos2(pos: Vector3i) -> Vector3:
var grid_size: float = Setting.pixel_size* Setting.grid_pixel_size * 2
return Vector3(pos.x*grid_size, pos.y*grid_size, pos.z*grid_size)
return Vector3(pos.x*grid_size, pos.y*grid_size, pos.z*grid_size)
func get_level_id(pos: Vector3) -> Vector3i:

@ -134,7 +134,7 @@ func set_focus() -> void:
var level_range: CSGBox3D = $LevelRange as CSGBox3D
var level_size: Vector3 = level_range.size
var focus_min: Vector3 = get_global_position()
var focus_max: Vector3 = get_global_position() + level_size
var focus_max: Vector3 = get_global_position() + level_size + Vector3(0, Setting.pixel_size * Setting.grid_pixel_size, Setting.pixel_size * Setting.grid_pixel_size)
grid_block_material.set_shader_parameter("focus_min", focus_min)
grid_block_material.set_shader_parameter("focus_max", focus_max)
@ -200,27 +200,32 @@ func init_level_main() -> void:
# 需要延申空气墙的黑块
var air_wall_mark_black_list: Array[Vector3i] = []
# 正前面黑块
for x in range(id_min.x + 1, id_max.x):
for x in range(id_min.x, id_max.x + 1):
var pos: Vector3i = Vector3i(x, id_min.y, id_max.z)
var has_link = false
var mark_black_list_check: Array[Vector3i] = []
for y in range(id_min.y, id_max.y):
var pos_check: Vector3i = Vector3i(x, y, id_max.z)
for y in range(id_min.y, id_max.y - 1):
var pos_check: Vector3i = Vector3i(x, y + 1, id_max.z)
if not check_grid(level_main, pos_check):
has_link = true
break
mark_black_list_check.append(pos_check)
var pos_forward: Vector3i = Vector3i(x, y + 1, id_max.z + 1)
var float_pos_check: Vector3 = Util.get_level_float_pos2(pos_forward)
if Global.level_mgr.get_level_by_pos(float_pos_check):
if y + 1 < id_max.y:
air_wall_mark_black_list.append(pos_check + Vector3i(0, 1, 0))
has_link = true
break
mark_black_list_check.append(Vector3i(x, y, id_max.z))
if has_link:
for pos_check in mark_black_list_check:
mark_black_list.append(pos_check)
air_wall_mark_black_list.append(pos_check)
pass
# for pos_check in mark_black_list_check:
# mark_black_list.append(pos_check)
else:
mark_black_list.append(pos)
air_wall_mark_black_list.append(pos)
mark_black_list.append(pos)
# 左面黑块
var black_y_max_left: int = id_max.y - 1
for z in range(id_min.z + 1, id_max.z + 1):
for z in range(id_min.z + 1, id_max.z):
var has_link = false
var mark_black_list_check: Array[Vector3i] = []
for y in range(id_min.y - 1, black_y_max_left):
@ -240,7 +245,7 @@ func init_level_main() -> void:
# 右边面黑块
var black_y_max_right: int = id_max.y - 1
for z in range(id_min.z + 1, id_max.z + 1):
for z in range(id_min.z + 1, id_max.z):
var has_link = false
var mark_black_list_check: Array[Vector3i] = []
for y in range(id_min.y - 1, black_y_max_right):
@ -277,7 +282,7 @@ func init_level_main() -> void:
var pos_down: Vector3i = Vector3i(x, id_max.y - 1, z)
var is_link = not check_grid(level_main, pos) and not check_grid(level_main, pos_up) and not check_grid(level_main, pos_down)
if is_link and not pos_down in mark_white_list:
var float_pos_check: Vector3 = Util.get_level_float_pos2(pos_up) + Vector3(0.64, 0, 0.64)
var float_pos_check: Vector3 = Util.get_level_float_pos2(pos_up)
if Global.level_mgr.get_level_by_pos(float_pos_check):
continue
add_grid_main_cache_cell(level_main, pos)

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