Snap-Castle Mesh Library
by Malcolm Nixon
Malcolm-Snap-Castle
Godot addon for easily constructing castle and fort assets.
GridMap Settings
When using the Snap Castle mesh-library; the GridMap should be set to:
- Cell-size of 1,4,1
- No centering in X/Y/Z
Object Control and Interaction
The following objects support control and interaction.
Castle Door
Castle doors can be detected using physics collision, RayCast
, or
intersect_ray
and reside on layer 2. These forms of detection will actually
find the CastleDoorBody
KinematicBody node which exposes a door
variable
to access to the CastleDoor
controller.
The CastleDoor
controller has the following capabilities:
door_opened
signal when the door opensdoor_closed
signal when the door closesopened
property that can open or close the doorenabled
property that can enable or disable (hide) the dooruser_data
dictionary for any custom game data such as locked state or required keys
Castle Chest
Castle chests can be detected using physics collision, RayCast
, or
intersect_ray
and reside on layer 2. These forms of detection will actually
find the CastleChestLid
KinematicBody node which exposes a chest
variable
to access the CastleChest
controller.
The CastleChest
controller has the following capabilities:
chest_opened
signal when the chest is openedchest_closed
signal when the chest is closedopened
property that can open or close the dooruser_data
dictionary for any custom game data such as locked state or required keys
Castle Sconce
The CastleSconce
controller has the following capabilities:
lit
property that can light or extinquish the sconcelight_source
property that controls whether a lit sconce turns on anOmniLight
source
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Support
If you need help or have questions about this plugin, please contact the author.
Contact Author