voxelgame/block_node.gd

54 lines
1.3 KiB
GDScript

extends MeshInstance
var voxel_map = null
var _normal_material = null
var _spawn_material = null
var _normal_pos = Vector3(0,0,0)
var _anim_time = 0
func _ready():
pass
func spawn():
# _spawn_material = FixedMaterial.new()
# _spawn_material.set_texture(FixedMaterial.PARAM_DIFFUSE, voxel_map.material.get_texture(FixedMaterial.PARAM_DIFFUSE))
# _spawn_material.set_parameter(FixedMaterial.PARAM_DIFFUSE, Color(1,1,1,0.5))
# _spawn_material.set_flag(FixedMaterial.FLAG_USE_ALPHA, true)
#_spawn_material.set_blend_mode(Material.BLEND_MODE_MIX)
#set_material_override(_spawn_material)
#set_material_override(voxel_map.material)
_normal_pos = get_translation()
set_process(true)
func _process(delta):
_anim_time += delta
var k = _anim_time
if k < 1.0:
var pos = _normal_pos
pos.y -= (1-k)*(1-k) * 64.0
set_translation(pos)
else:
set_translation(_normal_pos)
set_process(false)
# var color = _spawn_material.get_parameter(FixedMaterial.PARAM_DIFFUSE)
# if color.a < 1.0:
# color.a += (0.1*delta)
# if color.a >= 1.0:
# set_material_override(voxel_map.material)
# set_process(false)
# _spawn_material = null
# else:
# color.r = color.a
# color.g = color.a
# color.b = color.a
# _spawn_material.set_parameter(FixedMaterial.PARAM_DIFFUSE, color)