feat(art): add storybook meadow and woodland villagers

This commit is contained in:
Rijad Zuzo
2026-09-05 18:56:44 +02:00
parent 6aae41d36f
commit da3bed67a0
60 changed files with 1222 additions and 373 deletions
+5 -19
View File
@@ -4,9 +4,9 @@ signal arrived_at_target(sim_id: int)
signal navigation_failed(sim_id: int)
signal position_changed(sim_id: int, active_position: Vector3)
const TRUST_REACTION_BASE_POSITION := Vector3(0.0, 2.72, 0.0)
const TRUST_REACTION_BASE_POSITION := Vector3(0.0, 3.25, 0.0)
const TRUST_REACTION_START_SCALE := Vector3(0.24, 0.24, 0.24)
const CONCERN_BASE_POSITION := Vector3(-0.4, 2.72, 0.0)
const CONCERN_BASE_POSITION := Vector3(-0.4, 3.25, 0.0)
@export var debug_logs := false
@@ -76,7 +76,7 @@ func _process(delta: float) -> void:
return
glyph_phase = fmod(glyph_phase + delta * 2.2, TAU)
if task_glyph_root.visible:
task_glyph_root.position.y = 2.35 + sin(glyph_phase) * 0.045
task_glyph_root.position.y = 2.9 + sin(glyph_phase) * 0.045
task_glyph_root.rotation.y = glyph_phase * 0.35
if opportunity_concern_root.visible:
concern_phase = fmod(concern_phase + delta * 1.65, TAU)
@@ -123,16 +123,7 @@ func setup_from_sim(npc: SimNPC) -> void:
func _apply_personal_details() -> void:
var hair_colors := [
Color(0.16, 0.09, 0.055, 1.0),
Color(0.29, 0.16, 0.075, 1.0),
Color(0.09, 0.065, 0.05, 1.0),
Color(0.42, 0.27, 0.12, 1.0),
]
var hair_material := StandardMaterial3D.new()
hair_material.albedo_color = hair_colors[maxi(sim_id, 0) % hair_colors.size()]
hair_material.roughness = 0.9
hair_mesh.material_override = hair_material
AnimalAppearance.apply_to(self, sim_id, true)
func _apply_profession_presentation() -> void:
@@ -142,12 +133,7 @@ func _apply_profession_presentation() -> void:
profession_prop.visible = false
return
var body_material := StandardMaterial3D.new()
body_material.albedo_color = definition.visual_color
body_material.roughness = 0.82
body_mesh.material_override = body_material
left_arm.material_override = body_material
right_arm.material_override = body_material
AnimalAppearance.set_profession_color(self, definition.visual_color)
var prop_material := StandardMaterial3D.new()
prop_material.albedo_color = definition.prop_color