Added effects manager and two effects to test attached to the player
scene.
This commit is contained in:
parent
1200ac7e32
commit
b4c4a66ce8
19 changed files with 322 additions and 40 deletions
8
resources/effects/flash_weapon_change.tres
Normal file
8
resources/effects/flash_weapon_change.tres
Normal file
|
|
@ -0,0 +1,8 @@
|
|||
[gd_resource type="Resource" script_class="FlashEffect" format=3 uid="uid://c86rdr6gtto66"]
|
||||
|
||||
[ext_resource type="Shader" uid="uid://dp4svqyxg1dum" path="res://shaders/flash.gdshader" id="1_37i75"]
|
||||
[ext_resource type="Script" uid="uid://deak7vcr7ss5l" path="res://scripts/effects/flash_effect.gd" id="2_y51sa"]
|
||||
|
||||
[resource]
|
||||
script = ExtResource("2_y51sa")
|
||||
metadata/_custom_type_script = "uid://deak7vcr7ss5l"
|
||||
13
resources/effects/invincibility_blink.tres
Normal file
13
resources/effects/invincibility_blink.tres
Normal file
|
|
@ -0,0 +1,13 @@
|
|||
[gd_resource type="Resource" script_class="BlinkerEffect" format=3 uid="uid://bld2k7san214b"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://cj4grtaun2h5a" path="res://scripts/effects/blinker_effect.gd" id="1_blink"]
|
||||
|
||||
[resource]
|
||||
script = ExtResource("1_blink")
|
||||
blink_frequency = 12.0
|
||||
blink_length = 0.2
|
||||
min_alpha = 0.1
|
||||
start_ease = 0.1
|
||||
start_ease_mode = 0
|
||||
end_ease_mode = 0
|
||||
duration = 0.75
|
||||
|
|
@ -1,6 +1,6 @@
|
|||
[gd_scene format=3 uid="uid://bq3xhbfgkt22l"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://65d3hbrpm21x" path="res://scripts/effects_component.gd" id="1_ee0kt"]
|
||||
[ext_resource type="Script" uid="uid://65d3hbrpm21x" path="res://scripts/effects/effects_component.gd" id="1_ee0kt"]
|
||||
|
||||
[node name="EffectsComponent" type="Node2D" unique_id=1393438576]
|
||||
[node name="EffectsComponent" type="Node" unique_id=1393438576]
|
||||
script = ExtResource("1_ee0kt")
|
||||
|
|
|
|||
|
|
@ -1,27 +0,0 @@
|
|||
class_name FlashEffect
|
||||
extends BaseEffect
|
||||
|
||||
@export var flash_color: Color = Color.WHITE
|
||||
@export var flash_speed: float = 10.0
|
||||
|
||||
var _timer: float = 0.0
|
||||
var _original_material: Material
|
||||
|
||||
func start(target: Node) -> void:
|
||||
_timer = 0.0
|
||||
if target is CanvasItem:
|
||||
_original_material = target.material
|
||||
# Apply a ShaderMaterial that handles the flash
|
||||
var flash_material = ShaderMaterial.new()
|
||||
flash_material.shader = preload("res://shaders/flash.gdshader")
|
||||
target.material = flash_material
|
||||
|
||||
func process(delta: float, target: Node) -> void:
|
||||
_timer += delta
|
||||
if target.material is ShaderMaterial:
|
||||
var intensity = (sin(_timer * flash_speed) + 1.0) / 2.0
|
||||
target.material.set_shader_parameter("flash_intensity", intensity)
|
||||
|
||||
func stop(target: Node) -> void:
|
||||
if target is CanvasItem:
|
||||
target.material = _original_material
|
||||
|
|
@ -19,6 +19,10 @@ var previous_position: Vector2
|
|||
var ship_displacement: float
|
||||
var travel: float = 0
|
||||
|
||||
# Effects Testing
|
||||
var flash_effect = preload("res://resources/effects/flash_weapon_change.tres")
|
||||
var blink_effect = preload("res://resources/effects/invincibility_blink.tres")
|
||||
|
||||
func _ready() -> void:
|
||||
|
||||
## Set initial start position
|
||||
|
|
@ -50,3 +54,4 @@ func _process(delta) -> void:
|
|||
# Cycle weapon (testing key)
|
||||
if input_component.cycle_weapon:
|
||||
weapon_component.cycle_weapon()
|
||||
$EffectsComponent.apply_effect(flash_effect)
|
||||
|
|
|
|||
|
|
@ -12,6 +12,7 @@
|
|||
[ext_resource type="Resource" uid="uid://bhc6aja38vyr" path="res://resources/player_weapon_resources/vanguard.tres" id="9_ur7pv"]
|
||||
[ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://scripts/weapon_shot.gd" id="10_d2wvv"]
|
||||
[ext_resource type="Resource" uid="uid://cck3gmnhu5agc" path="res://resources/player_weapon_resources/tri.tres" id="11_3v2ag"]
|
||||
[ext_resource type="Script" uid="uid://65d3hbrpm21x" path="res://scripts/effects/effects_component.gd" id="12_effcomp"]
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_tuyoq"]
|
||||
atlas = ExtResource("5_qlg0r")
|
||||
|
|
@ -92,6 +93,8 @@ size = Vector2(24, 30)
|
|||
[sub_resource type="RectangleShape2D" id="RectangleShape2D_dqkch"]
|
||||
size = Vector2(6, 5.75)
|
||||
|
||||
[sub_resource type="Resource" id="Resource_jej6c"]
|
||||
|
||||
[node name="Player" type="Area2D" unique_id=652131079]
|
||||
script = ExtResource("1_ur7pv")
|
||||
|
||||
|
|
@ -155,6 +158,13 @@ unique_name_in_owner = true
|
|||
script = ExtResource("7_d2wvv")
|
||||
weapon_data = ExtResource("8_stock")
|
||||
available_weapons = Array[ExtResource("10_d2wvv")]([ExtResource("8_stock"), ExtResource("11_3v2ag"), ExtResource("9_ur7pv")])
|
||||
weapon_change_flash = SubResource("Resource_jej6c")
|
||||
metadata/_custom_type_script = "uid://ylmao2ndp22y"
|
||||
|
||||
[node name="EffectsComponent" type="Node" parent="." unique_id=1393438576 node_paths=PackedStringArray("target_node")]
|
||||
unique_name_in_owner = true
|
||||
script = ExtResource("12_effcomp")
|
||||
target_node = NodePath("../Ship")
|
||||
metadata/_custom_type_script = "uid://65d3hbrpm21x"
|
||||
|
||||
[connection signal="timeout" from="WeaponCooldown" to="." method="_on_weapon_cooldown_timeout"]
|
||||
|
|
|
|||
|
|
@ -14,6 +14,11 @@
|
|||
script = ExtResource("2_k0juu")
|
||||
notification_scene = ExtResource("3_71j4m")
|
||||
|
||||
[node name="FPS" type="Label" parent="UI" unique_id=1606313100]
|
||||
layout_mode = 0
|
||||
offset_right = 40.0
|
||||
offset_bottom = 23.0
|
||||
|
||||
[node name="Level" type="Node2D" parent="." unique_id=934289771]
|
||||
|
||||
[node name="Background" type="Node2D" parent="Level" unique_id=485120278]
|
||||
|
|
|
|||
|
|
@ -3,14 +3,20 @@ extends Resource
|
|||
|
||||
@export var duration: float = 0.5
|
||||
|
||||
var _elapsed: float = 0.0
|
||||
|
||||
# Called when the effect is applied
|
||||
func start(target: Node) -> void:
|
||||
pass
|
||||
_elapsed = 0.0
|
||||
|
||||
# Called every frame (if needed)
|
||||
func process(delta: float) -> void:
|
||||
pass
|
||||
func process(delta: float, target: Node) -> void:
|
||||
_elapsed += delta
|
||||
|
||||
# Clean up any changes to the target
|
||||
func stop(target: Node) -> void:
|
||||
pass
|
||||
|
||||
# Returns true when the effect has run its course
|
||||
func is_finished() -> bool:
|
||||
return _elapsed >= duration
|
||||
90
scripts/effects/blinker_effect.gd
Normal file
90
scripts/effects/blinker_effect.gd
Normal file
|
|
@ -0,0 +1,90 @@
|
|||
class_name BlinkerEffect
|
||||
extends BaseEffect
|
||||
|
||||
## How many blink cycles per second.
|
||||
@export_range(0.0, 60.0) var blink_frequency: float = 8.0
|
||||
|
||||
## Fraction of each cycle the sprite is visible (0.0–1.0).
|
||||
@export_range(0.0, 1.0) var blink_length: float = 0.5
|
||||
|
||||
## Minimum alpha when "off" (0.0 = fully invisible, 1.0 = fully visible).
|
||||
@export_range(0.0, 1.0) var min_alpha: float = 0.0
|
||||
|
||||
## Maximum alpha when "on" (0.0–1.0).
|
||||
@export_range(0.0, 1.0) var max_alpha: float = 1.0
|
||||
|
||||
## Duration of the fade-in at the start of the effect (seconds).
|
||||
@export_range(0.0, 5.0) var start_ease: float = 0.0
|
||||
|
||||
## Easing curve for the fade-in.
|
||||
@export_enum("Linear", "Smooth", "Ease-In", "Ease-Out", "Ease-In-Out") var start_ease_mode: int = 1
|
||||
|
||||
## Duration of the fade-out at the end of the effect (seconds).
|
||||
@export_range(0.0, 5.0) var end_ease: float = 0.0
|
||||
|
||||
## Easing curve for the fade-out.
|
||||
@export_enum("Linear", "Smooth", "Ease-In", "Ease-Out", "Ease-In-Out") var end_ease_mode: int = 1
|
||||
|
||||
var _original_modulate: Color
|
||||
|
||||
|
||||
func start(target: Node) -> void:
|
||||
super.start(target)
|
||||
if target is CanvasItem:
|
||||
_original_modulate = target.modulate
|
||||
|
||||
|
||||
func process(delta: float, target: Node) -> void:
|
||||
super.process(delta, target)
|
||||
if target is CanvasItem:
|
||||
var alpha: float = _compute_alpha(_elapsed)
|
||||
target.modulate = Color(_original_modulate.r, _original_modulate.g, _original_modulate.b, alpha)
|
||||
|
||||
|
||||
func stop(target: Node) -> void:
|
||||
if target is CanvasItem:
|
||||
target.modulate = _original_modulate
|
||||
|
||||
|
||||
## Compute the combined eased alpha for a given elapsed time.
|
||||
func _compute_alpha(elapsed: float) -> float:
|
||||
if duration <= 0.0:
|
||||
return 1.0
|
||||
|
||||
var t: float = min(elapsed, duration)
|
||||
|
||||
# Blink pulse: on/off cycling at the given frequency and duty cycle
|
||||
var period := 1.0 / blink_frequency if blink_frequency > 0.0 else 1.0
|
||||
var phase := fmod(t, period) / period
|
||||
|
||||
var pulse: float = min_alpha
|
||||
if phase < blink_length:
|
||||
var pulse_progress = phase / blink_length if blink_length > 0.0 else 1.0
|
||||
if pulse_progress < 0.5:
|
||||
pulse = min_alpha + (max_alpha - min_alpha) * _ease_value(pulse_progress * 2.0, 2)
|
||||
else:
|
||||
pulse = min_alpha + (max_alpha - min_alpha) * _ease_value((1.0 - pulse_progress) * 2.0, 3)
|
||||
|
||||
# Start ease: fade from fully visible into the blink pattern
|
||||
if t < start_ease and start_ease > 0.0:
|
||||
var fade_in = _ease_value(t / start_ease, start_ease_mode)
|
||||
return lerp(max_alpha, pulse, fade_in)
|
||||
|
||||
# End ease: fade from blink pattern back to fully visible
|
||||
if t > duration - end_ease and end_ease > 0.0:
|
||||
var fade_progress = (t - (duration - end_ease)) / end_ease
|
||||
var fade_out = _ease_value(fade_progress, end_ease_mode)
|
||||
return lerp(pulse, max_alpha, fade_out)
|
||||
|
||||
return pulse
|
||||
|
||||
|
||||
## Apply easing to a 0.0–1.0 normalized value based on the selected mode.
|
||||
func _ease_value(value: float, mode: int) -> float:
|
||||
match mode:
|
||||
0: return value # Linear
|
||||
1: return smoothstep(0.0, 1.0, value) # Smooth
|
||||
2: return ease(value, -2.0) # Ease-In (accelerating)
|
||||
3: return ease(value, 2.0) # Ease-Out (decelerating)
|
||||
4: return ease(value, 3.0) # Ease-In-Out (S-curve)
|
||||
return value
|
||||
1
scripts/effects/blinker_effect.gd.uid
Normal file
1
scripts/effects/blinker_effect.gd.uid
Normal file
|
|
@ -0,0 +1 @@
|
|||
uid://cj4grtaun2h5a
|
||||
|
|
@ -1,24 +1,33 @@
|
|||
class_name EffectComponent
|
||||
extends Node2D
|
||||
extends Node
|
||||
|
||||
@export var target_node: Node
|
||||
## The node this component applies effects to.
|
||||
## If left null, defaults to the first parent CanvasItem.
|
||||
@export var target_node: Node = null
|
||||
|
||||
var active_effects: Array[BaseEffect] = []
|
||||
|
||||
func _ready() -> void:
|
||||
if target_node == null:
|
||||
# Auto-resolve to the parent if nothing is set
|
||||
target_node = get_parent()
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
if target_node == null:
|
||||
return
|
||||
|
||||
# Process all active effects backwards so we can safely remove finished ones
|
||||
for i in range(active_effects.size() - 1, -1, -1):
|
||||
var effect = active_effects[i]
|
||||
effect.process(delta, target_node)
|
||||
|
||||
# Example: simple time-based expiration
|
||||
effect.duration -= delta
|
||||
if effect.duration <= 0.0:
|
||||
|
||||
if effect.is_finished():
|
||||
remove_effect(effect)
|
||||
|
||||
func apply_effect(effect: BaseEffect) -> void:
|
||||
effect.start(target_node)
|
||||
active_effects.append(effect)
|
||||
var instance = effect.duplicate()
|
||||
instance.start(target_node)
|
||||
active_effects.append(instance)
|
||||
|
||||
func remove_effect(effect: BaseEffect) -> void:
|
||||
effect.stop(target_node)
|
||||
105
scripts/effects/flash_effect.gd
Normal file
105
scripts/effects/flash_effect.gd
Normal file
|
|
@ -0,0 +1,105 @@
|
|||
class_name FlashEffect
|
||||
extends BaseEffect
|
||||
|
||||
## Shader applied to the target sprite during the flash.
|
||||
@export var flash_shader: Shader = preload("res://shaders/flash.gdshader")
|
||||
|
||||
## Color of the flash overlay.
|
||||
@export var flash_color: Color = Color.WHITE
|
||||
|
||||
## How many flash cycles per second.
|
||||
@export_range(0.0, 60.0) var flash_frequency: float = 10.0
|
||||
|
||||
## Fraction of each cycle the flash is visible (0.0–1.0, i.e. duty cycle).
|
||||
@export_range(0.0, 1.0) var flash_length: float = 0.5
|
||||
|
||||
## How the flash blends with the original sprite.
|
||||
@export_enum("Mix", "Additive", "Screen") var blend_mode: int = 0
|
||||
|
||||
## Additional brightness added to the flash color (0.0 = none, 1.0 = double).
|
||||
@export_range(0.0, 1.0) var brightness_boost: float = 0.0
|
||||
|
||||
## Duration of the fade-in at the start of the effect (seconds).
|
||||
@export_range(0.0, 5.0) var start_ease: float = 0.0
|
||||
|
||||
## Easing curve for the fade-in.
|
||||
@export_enum("Linear", "Smooth", "Ease-In", "Ease-Out", "Ease-In-Out") var start_ease_mode: int = 1
|
||||
|
||||
## Duration of the fade-out at the end of the effect (seconds).
|
||||
@export_range(0.0, 5.0) var end_ease: float = 0.0
|
||||
|
||||
## Easing curve for the fade-out.
|
||||
@export_enum("Linear", "Smooth", "Ease-In", "Ease-Out", "Ease-In-Out") var end_ease_mode: int = 1
|
||||
|
||||
var _original_material: Material
|
||||
|
||||
|
||||
func start(target: Node) -> void:
|
||||
super.start(target)
|
||||
if target is CanvasItem:
|
||||
_original_material = target.material
|
||||
var flash_material := ShaderMaterial.new()
|
||||
flash_material.shader = flash_shader
|
||||
flash_material.set_shader_parameter("flash_color", flash_color)
|
||||
flash_material.set_shader_parameter("flash_intensity", 0.0)
|
||||
flash_material.set_shader_parameter("blend_mode", blend_mode)
|
||||
flash_material.set_shader_parameter("brightness_boost", brightness_boost)
|
||||
target.material = flash_material
|
||||
|
||||
|
||||
func process(delta: float, target: Node) -> void:
|
||||
super.process(delta, target)
|
||||
if target.material is ShaderMaterial:
|
||||
var intensity := _compute_intensity(_elapsed)
|
||||
target.material.set_shader_parameter("flash_intensity", intensity)
|
||||
|
||||
|
||||
func stop(target: Node) -> void:
|
||||
if target is CanvasItem:
|
||||
target.material = _original_material
|
||||
|
||||
|
||||
## Compute the combined eased flash intensity for a given elapsed time.
|
||||
## Returns a value 0.0–1.0 where 1.0 means full flash visibility.
|
||||
func _compute_intensity(elapsed: float) -> float:
|
||||
if duration <= 0.0:
|
||||
return 0.0
|
||||
|
||||
# Clamp elapsed to duration to avoid overshoot on the final frame
|
||||
var t: float = min(elapsed, duration)
|
||||
|
||||
# Overall envelope: fade in during start_ease, hold, fade out during end_ease
|
||||
var envelope: float = 1.0
|
||||
if t < start_ease and start_ease > 0.0:
|
||||
envelope = _ease_value(t / start_ease, start_ease_mode)
|
||||
elif t > duration - end_ease and end_ease > 0.0:
|
||||
var fade_progress = (t - (duration - end_ease)) / end_ease
|
||||
envelope = 1.0 - _ease_value(fade_progress, end_ease_mode)
|
||||
|
||||
# Flash pattern: on/off cycling at the given frequency and duty cycle
|
||||
# Each flash pulse also eases in and out for a smoother look
|
||||
var period := 1.0 / flash_frequency if flash_frequency > 0.0 else 1.0
|
||||
var phase := fmod(t, period) / period # 0.0–1.0 position within the current cycle
|
||||
|
||||
var pulse: float = 0.0
|
||||
if phase < flash_length:
|
||||
# Inside the "on" portion of this cycle — ease within the pulse itself
|
||||
var pulse_progress = phase / flash_length if flash_length > 0.0 else 1.0
|
||||
# Ease in for the first half of the pulse (build up), ease out for the second (fade down)
|
||||
if pulse_progress < 0.5:
|
||||
pulse = _ease_value(pulse_progress * 2.0, 2) # Ease-In (build up)
|
||||
else:
|
||||
pulse = _ease_value((1.0 - pulse_progress) * 2.0, 3) # Ease-Out (fade down)
|
||||
|
||||
return envelope * pulse
|
||||
|
||||
|
||||
## Apply easing to a 0.0–1.0 normalized value based on the selected mode.
|
||||
func _ease_value(value: float, mode: int) -> float:
|
||||
match mode:
|
||||
0: return value # Linear
|
||||
1: return smoothstep(0.0, 1.0, value) # Smooth
|
||||
2: return ease(value, -2.0) # Ease-In (accelerating)
|
||||
3: return ease(value, 2.0) # Ease-Out (decelerating)
|
||||
4: return ease(value, 3.0) # Ease-In-Out (S-curve)
|
||||
return value
|
||||
|
|
@ -30,11 +30,13 @@ func tick(delta: float):
|
|||
%Ship.frame = 2
|
||||
%Ship/Thrusters.flip_h = true
|
||||
%Ship/Thrusters.animation = "banked"
|
||||
%Ship/Thrusters.position.x = %Ship.position.x+1
|
||||
elif input.x < 0:
|
||||
player.position.x = player.position.x-1
|
||||
%Ship.frame = 1
|
||||
%Ship/Thrusters.flip_h = false
|
||||
%Ship/Thrusters.animation = "banked"
|
||||
%Ship/Thrusters.position.x = %Ship.position.x-1
|
||||
else:
|
||||
%Ship.frame = 0
|
||||
player.position.x = player.position.x
|
||||
|
|
|
|||
|
|
@ -2,9 +2,12 @@ class_name WeaponComponent extends Node
|
|||
|
||||
@export var weapon_data: WeaponShot = null
|
||||
@export var available_weapons: Array[WeaponShot] = []
|
||||
@export var weapon_change_flash: BaseEffect = null
|
||||
|
||||
var _current_weapon_index: int = 0
|
||||
|
||||
@onready var effects_component: EffectComponent = %EffectsComponent
|
||||
|
||||
func _ready() -> void:
|
||||
|
||||
# Set the default weapon to be stock, i.e. index 1
|
||||
|
|
@ -36,10 +39,16 @@ func select_weapon_by_name(name: String) -> bool:
|
|||
print("Switched to: ", name)
|
||||
|
||||
_emit_weapon_changed()
|
||||
_trigger_change_flash()
|
||||
return true
|
||||
return false
|
||||
|
||||
|
||||
func _trigger_change_flash() -> void:
|
||||
if weapon_change_flash and effects_component:
|
||||
effects_component.apply_effect(weapon_change_flash)
|
||||
|
||||
|
||||
|
||||
func cycle_weapon() -> void: # Used for testing weapon cycling
|
||||
if available_weapons.is_empty():
|
||||
|
|
@ -50,3 +59,4 @@ func cycle_weapon() -> void: # Used for testing weapon cycling
|
|||
print("Switched to: ", weapon_data.shot_name)
|
||||
|
||||
_emit_weapon_changed()
|
||||
_trigger_change_flash()
|
||||
|
|
|
|||
44
shaders/flash.gdshader
Normal file
44
shaders/flash.gdshader
Normal file
|
|
@ -0,0 +1,44 @@
|
|||
shader_type canvas_item;
|
||||
|
||||
// Color of the flash overlay
|
||||
uniform vec4 flash_color : source_color = vec4(1.0, 1.0, 1.0, 1.0);
|
||||
|
||||
// Overall intensity of the flash (0.0 = none, 1.0 = full)
|
||||
// Set dynamically by FlashEffect.gd each frame
|
||||
uniform float flash_intensity : hint_range(0.0, 1.0) = 0.0;
|
||||
|
||||
// How the flash blends with the original sprite
|
||||
uniform int blend_mode : hint_enum("Mix", "Additive", "Screen") = 0;
|
||||
|
||||
// Additional brightness added to the flash color (0.0 = none, 1.0 = double)
|
||||
uniform float brightness_boost : hint_range(0.0, 1.0) = 0.0;
|
||||
|
||||
void fragment() {
|
||||
vec4 original = texture(TEXTURE, UV);
|
||||
|
||||
vec3 flash_rgb = flash_color.rgb * (1.0 + brightness_boost);
|
||||
|
||||
vec3 result;
|
||||
float alpha = original.a;
|
||||
|
||||
if (original.a == 0.0) {
|
||||
// Skip processing for fully transparent pixels
|
||||
COLOR = original;
|
||||
} else if (blend_mode == 0) {
|
||||
// Mix: Linear interpolation between original and flash color
|
||||
result = mix(original.rgb, flash_rgb, flash_intensity);
|
||||
// Modulate alpha by flash intensity for a flickering transparency effect
|
||||
alpha = mix(original.a, flash_color.a, flash_intensity);
|
||||
} else if (blend_mode == 1) {
|
||||
// Additive: Flash adds light to the original, clamped to avoid HDR blowout
|
||||
result = clamp(original.rgb + flash_rgb * flash_intensity, 0.0, 1.0);
|
||||
// Additive naturally brightens, so boost alpha when flashing
|
||||
alpha = clamp(original.a + flash_color.a * flash_intensity, 0.0, 1.0);
|
||||
} else {
|
||||
// Screen: Brightens without washing out highlights
|
||||
result = original.rgb + (1.0 - original.rgb) * flash_rgb * flash_intensity;
|
||||
alpha = clamp(original.a + (1.0 - original.a) * flash_color.a * flash_intensity, 0.0, 1.0);
|
||||
}
|
||||
|
||||
COLOR = vec4(result, alpha);
|
||||
}
|
||||
1
shaders/flash.gdshader.uid
Normal file
1
shaders/flash.gdshader.uid
Normal file
|
|
@ -0,0 +1 @@
|
|||
uid://dp4svqyxg1dum
|
||||
Loading…
Add table
Add a link
Reference in a new issue