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Added Coin Sparkle Effects (#350)
* Just the Coin Sparkle stuff FYI, if a property in the json is formatted like `exa.exb` then it reads `exa` as another object and `exb` as a property in `exa` assuming the root `property_node` contains this object. Also primarily for Resource Packs to change how the particles work and should explain how I got there with my personal SMAS skin. * Added Coin Sparkle Texture to Scene Of course I broke it in some form.
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42
Scenes/Parts/Particles/CoinSparkle.tscn
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42
Scenes/Parts/Particles/CoinSparkle.tscn
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[gd_scene load_steps=6 format=3 uid="uid://b1ytbn4cu7msu"]
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[ext_resource type="Texture2D" uid="uid://dkebo0uw0dkkw" path="res://Assets/Sprites/Particles/CoinSparkle.png" id="1_0guw6"]
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[ext_resource type="Script" uid="uid://cbal8ms2oe1ik" path="res://Scripts/Classes/Components/ResourceSetterNew.gd" id="2_wdqt2"]
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[ext_resource type="JSON" path="res://Assets/Sprites/Particles/CoinSparkle.json" id="3_wdqt2"]
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[sub_resource type="CanvasItemMaterial" id="CanvasItemMaterial_0guw6"]
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particles_animation = true
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particles_anim_h_frames = 8
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particles_anim_v_frames = 1
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particles_anim_loop = false
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[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_wdqt2"]
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particle_flag_disable_z = true
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emission_shape = 1
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emission_sphere_radius = 16.0
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gravity = Vector3(0, 0, 0)
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anim_speed_min = 2.0
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anim_speed_max = 2.0
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[node name="CoinSparkle" type="GPUParticles2D"]
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material = SubResource("CanvasItemMaterial_0guw6")
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emitting = false
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amount = 3
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texture = ExtResource("1_0guw6")
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lifetime = 0.5
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one_shot = true
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explosiveness = 0.7
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interpolate = false
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fract_delta = false
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process_material = SubResource("ParticleProcessMaterial_wdqt2")
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[node name="ResourceSetterNew" type="Node" parent="." node_paths=PackedStringArray("node_to_affect", "property_node")]
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script = ExtResource("2_wdqt2")
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node_to_affect = NodePath("..")
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property_node = NodePath("..")
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property_name = "texture"
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mode = 1
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resource_json = ExtResource("3_wdqt2")
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metadata/_custom_type_script = "uid://cbal8ms2oe1ik"
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[connection signal="ready" from="." to="." method="set_emitting" binds= [true]]
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