feat(integration): wire Sprint 1 effects (water surface, godrays, caustics, bio particles, block burst) + rebuild v0.2

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
Floppyrj45
2026-04-19 18:18:28 +02:00
parent d8e19932cc
commit e78daa2a22
6 changed files with 31 additions and 3 deletions

View File

@@ -203,8 +203,9 @@ func _unhandled_input(event: InputEvent) -> void:
func _on_block_break(hit_position: Vector3, _normal: Vector3) -> void:
var broken_id: int = 0
if NetworkManager.is_solo():
var broken_id: int = world.break_block(hit_position)
broken_id = world.break_block(hit_position)
if broken_id > 0:
inventory.add_item(broken_id, 1)
AudioManager.play_bubble_sfx(hit_position)
@@ -212,6 +213,16 @@ func _on_block_break(hit_position: Vector3, _normal: Vector3) -> void:
_world_sync.server_break_block(hit_position)
AudioManager.play_bubble_sfx(hit_position)
# Block break particle burst
var bbp_script := load("res://scripts/dolphin/BlockBreakParticles.gd")
var burst := GPUParticles3D.new()
burst.set_script(bbp_script)
add_child(burst)
var broken_color: Color = Color(0.8, 0.6, 0.3) # default sand
if broken_id > 0:
broken_color = BlockDatabase.get_color(broken_id)
burst.emit_burst(hit_position, broken_color)
func _on_block_place(hit_position: Vector3, normal: Vector3) -> void:
var selected: Variant = inventory.get_selected_item()