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
+38
View File
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class_name AnimalAppearance
extends RefCounted
## Disposable woodland identities, rebuilt from stable NPC IDs. No simulation RNG.
const CEL_SHADER := preload("res://world/presentation/materials/storybook_cel.gdshader")
const SPECIES: Array[StringName] = [&"fox", &"rabbit", &"badger", &"otter"]
const MODELS: Array[PackedScene] = [
preload("res://assets/storybook/fox.glb"),
preload("res://assets/storybook/rabbit.glb"),
preload("res://assets/storybook/badger.glb"),
preload("res://assets/storybook/otter.glb"),
]
const PARTS: Array[StringName] = [
&"Body", &"Head", &"Hair", &"ArmLeft", &"ArmRight", &"LegLeft", &"LegRight", &"Tail"
]
static func apply_to(root: Node3D, identity: int, npc_body := false) -> void:
var index := posmod(identity, MODELS.size())
var source := MODELS[index].instantiate()
var material := ShaderMaterial.new()
material.shader = CEL_SHADER
root.set_meta("animal_species", SPECIES[index])
for part in PARTS:
var source_mesh := source.find_child(String(part), true, false) as MeshInstance3D
var target_name := "MeshInstance3D" if npc_body and part == &"Body" else String(part)
var target := root.get_node(target_name) as MeshInstance3D
assert(source_mesh != null, "Missing Blender animation part: " + String(part))
target.mesh = source_mesh.mesh
target.material_override = material
source.free()
static func set_profession_color(root: Node3D, color: Color) -> void:
var body := root.get_node("MeshInstance3D") as MeshInstance3D
var material := body.material_override as ShaderMaterial
material.set_shader_parameter("coat_color", color)
material.set_shader_parameter("profession_tint", 0.28)