Networked client on the existing Godot 4.7 + libgr2 renderer:
- net: m2dev wire protocol (libsodium KX + XChaCha20), auth/select/game
phases, EntityStore world model, ~all GC/CG headers. char create/delete,
private shop / mall / cube, SHOP_GC_START_EX, guild, party (+ CG_PARTY_SET_STATE),
quests, dragon soul, refine, safebox, exchange.
- UI: in-game windows migrated 1:1 from the reference uiscript/root .py —
char status (/stat), inventory+equipment, select-item ([SELECT_ITEM] quest
token), system-option + game-option + ESC system menu, private-shop 39-grid,
party info board, shop tabs, atlas, minimap, quickbar, chat, …
- EterGrnLib polish: GR2 material blend/two-sided, LOD crossfade, motion-event
dispatch, contact shadow, ray-AABB picking, weapon grip pre-transform.
Portable asset IO (A1) — all extension/libgr2/formats/mtproto reads routed
through godot::FileAccess (res:// PCK works on iOS/Android); standalone-lib
*_path() kept for the non-Godot CTests. AssetResolver + PropertyRegistry
switched to a baked index (bake_asset_index.gd) instead of std::filesystem.
Mobile builds: build-{android,ios}.sh, export-android.sh, pack-assets.sh,
gen-debug-keystore.sh. Assets ship as a zip mounted at runtime by
project/asset_pack.gd (adb push now; HTTP download is a drop-in later).
ctest 10/10, 34 GDScript suites, macOS/iOS/Android all build.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_013EJxkHiNKS4kybHS3XKyAJ
84 lines
2.3 KiB
GDScript
84 lines
2.3 KiB
GDScript
# Weather (P9) —— 雪 / 雨 环境粒子。跟随相机,在其上方一片区域内下落。
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#
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# var w := preload("res://fx/weather.gd").new()
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# add_child(w)
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# w.setup(camera) # camera: Camera3D / Node3D
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# w.set_weather("snow") # "snow" | "rain" | "none"
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#
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# 用 GPUParticles3D + ParticleProcessMaterial 的盒子发射体,粒子朝下。
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# 由地图属性或调试驱动;没有专门封包。
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extends Node3D
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var _cam: Node3D
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var _p: GPUParticles3D
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var _kind := "none"
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func setup(camera: Node3D) -> void:
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_cam = camera
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_p = GPUParticles3D.new()
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_p.amount = 800
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_p.lifetime = 3.0
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_p.visibility_aabb = AABB(Vector3(-30, -30, -30), Vector3(60, 60, 60))
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_p.local_coords = false
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_p.emitting = false
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add_child(_p)
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_build_material()
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set_weather("none")
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func kind() -> String:
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return _kind
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func set_weather(k: String) -> void:
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_kind = k
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if _p == null:
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return
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if k == "none":
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_p.emitting = false
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return
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_p.emitting = true
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var m: ParticleProcessMaterial = _p.process_material
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if k == "snow":
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_p.amount = 700
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_p.lifetime = 6.0
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m.gravity = Vector3(0, -2.0, 0)
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m.initial_velocity_min = 0.5
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m.initial_velocity_max = 1.5
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m.scale_min = 0.03
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m.scale_max = 0.08
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m.color = Color(1, 1, 1, 0.9)
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m.turbulence_enabled = true
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m.turbulence_noise_strength = 0.6
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elif k == "rain":
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_p.amount = 1200
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_p.lifetime = 1.2
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m.gravity = Vector3(0, -30.0, 0)
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m.initial_velocity_min = 12.0
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m.initial_velocity_max = 18.0
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m.scale_min = 0.015
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m.scale_max = 0.03
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m.color = Color(0.7, 0.8, 0.95, 0.5)
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m.turbulence_enabled = false
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func _build_material() -> void:
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var m := ParticleProcessMaterial.new()
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m.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_BOX
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m.emission_box_extents = Vector3(25, 1, 25)
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m.direction = Vector3(0, -1, 0)
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m.spread = 8.0
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m.gravity = Vector3(0, -2.0, 0)
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_p.process_material = m
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var mesh := QuadMesh.new()
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mesh.size = Vector2(0.1, 0.1)
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var mat := StandardMaterial3D.new()
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mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
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mat.billboard_mode = BaseMaterial3D.BILLBOARD_ENABLED
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mat.albedo_color = Color(1, 1, 1, 0.85)
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mesh.material = mat
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_p.draw_pass_1 = mesh
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func _process(_dt: float) -> void:
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if _cam and _p:
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# 发射体盒子锚在相机上方 20m
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_p.global_position = _cam.global_position + Vector3(0, 20, 0)
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