feat: Implement nausea symptom system and related features
- Added SymptomManager autoload for managing symptom intensities. - Introduced nausea tilt effect for camera roll based on nausea intensity. - Created color desaturation shader and overlay for visual feedback. - Developed TreatmentManager to handle nausea ramping during IV treatment. - Added hospital room scene with first-person controller and interactions. - Implemented sit-down interaction for the treatment chair. - Created IV insertion sequence with animations and completion signal. - Added player controller with movement and interaction capabilities. - Integrated nausea effects into the player experience with smooth transitions.
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[gd_scene load_steps=8 format=3 uid="uid://div1nsert0001a"]
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[ext_resource type="Script" path="res://scripts/character/iv_insertion.gd" id="1_iv"]
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[sub_resource type="StandardMaterial3D" id="Mat_Skin"]
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albedo_color = Color(0.82, 0.64, 0.55, 1)
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roughness = 0.7
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[sub_resource type="StandardMaterial3D" id="Mat_Needle"]
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albedo_color = Color(0.85, 0.86, 0.9, 1)
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metallic = 0.8
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roughness = 0.2
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[sub_resource type="StandardMaterial3D" id="Mat_Tape"]
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albedo_color = Color(0.95, 0.93, 0.85, 1)
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roughness = 0.9
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[sub_resource type="BoxMesh" id="Mesh_Forearm"]
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size = Vector3(0.4, 0.08, 0.1)
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[sub_resource type="CylinderMesh" id="Mesh_Needle"]
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top_radius = 0.004
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bottom_radius = 0.004
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height = 0.12
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[sub_resource type="BoxMesh" id="Mesh_Tape"]
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size = Vector3(0.08, 0.005, 0.06)
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[node name="IVInsertion" type="Node3D" node_paths=PackedStringArray()]
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script = ExtResource("1_iv")
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[node name="Arm" type="Node3D" parent="."]
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[node name="Forearm" type="MeshInstance3D" parent="Arm"]
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mesh = SubResource("Mesh_Forearm")
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surface_material_override/0 = SubResource("Mat_Skin")
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[node name="Needle" type="MeshInstance3D" parent="Arm"]
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transform = Transform3D(1, 0, 0, 0, 0, -1, 0, 1, 0, 0.05, 0.12, 0)
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mesh = SubResource("Mesh_Needle")
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surface_material_override/0 = SubResource("Mat_Needle")
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[node name="Tape" type="MeshInstance3D" parent="Arm"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.05, 0.045, 0)
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mesh = SubResource("Mesh_Tape")
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surface_material_override/0 = SubResource("Mat_Tape")
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