Implement playable Mac client and rendering validation

This commit is contained in:
shen
2026-09-11 14:58:22 +08:00
parent 1ab68bd06e
commit 374d4165d8
233 changed files with 6546 additions and 284 deletions
+23
View File
@@ -97,3 +97,26 @@ func spawn_at(name: String, world_parent: Node3D, global_pos: Vector3, one_shot
if fx:
fx.global_position = global_pos
return fx
func spawn_motion(event: Dictionary, view: Node3D, world_parent: Node3D) -> Node3D:
var effect := spawn(String(event.get("effect", "")), world_parent, true)
if effect == null:
return null
var anchor := preload("res://fx/motion_effect_anchor.gd").new()
effect.add_child(anchor)
if not anchor.configure(view, event):
effect.free()
return null
return effect
func spawn_target(event: Dictionary, target: Node3D, world_parent: Node3D) -> Node3D:
if not is_instance_valid(target) or bool(event.get("fishing_effect", false)):
return null # Fishing requires its separate water landing position.
var effect := spawn(String(event.get("effect", "")), world_parent, true)
if effect == null: return null
var anchor := preload("res://fx/target_effect_anchor.gd").new()
effect.add_child(anchor)
if not anchor.configure(target, event.get("pos", Vector3.ZERO), bool(event.get("following", false))):
effect.free()
return null
return effect