Avatar customization: skin colour = swatches + shade slider
checkpoint / checkpoint (push) Successful in 1m45s

The single tone slider could never get back to the default yellow. Replaced
it with a row of preset colour swatches (yellow first, then skin tones and
a few fun colours) plus a "Shade" slider that darkens/lightens the picked
swatch (0.5 = as-is). Picking yellow at mid shade reproduces the baked
default exactly.

Verified: avatar smoke 14/14, fresh-clone, and drove the swatches + shade
in rendered screenshots (green skin, back to yellow, dark tan).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
This commit is contained in:
2026-09-06 16:17:07 +00:00
parent 43a3b888da
commit 6809018ef1
+70 -12
View File
@@ -76,6 +76,23 @@ var _preview_root: Node3D = null
## Currently selected slot id.
var _selected_slot: String = ""
## Skin: a base colour picked from a swatch, plus a shade multiplier from the
## slider (0.5 = the swatch as-is, lower = darker, higher = lighter). The
## first swatch is the placeholder default yellow.
const SKIN_SWATCHES: Array[Color] = [
Color(0.96, 0.80, 0.19), # yellow (default)
Color(0.95, 0.78, 0.66), # pale
Color(0.83, 0.62, 0.46), # tan
Color(0.55, 0.38, 0.27), # brown
Color(0.33, 0.21, 0.15), # deep brown
Color(0.62, 0.62, 0.64), # grey
Color(0.78, 0.24, 0.24), # red
Color(0.30, 0.62, 0.34), # green
Color(0.26, 0.46, 0.76), # blue
Color(0.62, 0.36, 0.72), # purple
]
var _skin_base: Color = SKIN_SWATCHES[0]
## Turntable: the preview avatar's Y rotation (radians), whether the player is
## currently dragging it, and how long since they last touched it (drives the
## slow idle auto-spin). Starts facing the camera.
@@ -289,14 +306,28 @@ func _build_ui() -> void:
_item_list.add_theme_constant_override("separation", 4)
item_scroll.add_child(_item_list)
# Skin tone control.
# Skin colour: a row of preset swatches + a shade slider that darkens or
# lightens the picked colour. The first swatch is the default yellow.
var skin_header := Label.new()
skin_header.text = "Skin Tone"
skin_header.text = "Skin Colour"
skin_header.add_theme_font_size_override("font_size", 16)
controls_vbox.add_child(skin_header)
var swatch_grid := GridContainer.new()
swatch_grid.columns = 5
swatch_grid.add_theme_constant_override("h_separation", 4)
swatch_grid.add_theme_constant_override("v_separation", 4)
controls_vbox.add_child(swatch_grid)
for c in SKIN_SWATCHES:
swatch_grid.add_child(_make_swatch(c))
var shade_label := Label.new()
shade_label.text = "Shade"
shade_label.add_theme_font_size_override("font_size", 13)
controls_vbox.add_child(shade_label)
_skin_tone_slider = HSlider.new()
_skin_tone_slider.name = "SkinToneSlider"
_skin_tone_slider.name = "ShadeSlider"
_skin_tone_slider.min_value = 0.0
_skin_tone_slider.max_value = 1.0
_skin_tone_slider.step = 0.01
@@ -486,17 +517,44 @@ func _refresh_preview() -> void:
# Skin tone
# ---------------------------------------------------------------------------
func _on_skin_tone_changed(value: float) -> void:
## Build one clickable colour swatch.
func _make_swatch(color: Color) -> Button:
var b := Button.new()
b.custom_minimum_size = Vector2(40, 30)
b.tooltip_text = "#" + color.to_html(false)
for state in ["normal", "hover", "pressed", "focus", "disabled"]:
var sb := StyleBoxFlat.new()
sb.bg_color = color
sb.set_corner_radius_all(3)
if state == "hover" or state == "pressed" or state == "focus":
sb.set_border_width_all(2)
sb.border_color = Color.WHITE
b.add_theme_stylebox_override(state, sb)
b.pressed.connect(_on_skin_swatch_pressed.bind(color))
return b
func _on_skin_swatch_pressed(color: Color) -> void:
_skin_base = color
_apply_skin_colour()
func _on_skin_tone_changed(_value: float) -> void:
_apply_skin_colour()
## Combine the picked swatch with the shade slider and push it to the loadout.
func _apply_skin_colour() -> void:
if loadout == null:
return
# Map slider 0..1 across a deep-to-pale skin range.
var t := value
loadout.skin_tone = Color(
0.35 + 0.60 * t, # R
0.22 + 0.55 * t, # G
0.16 + 0.50 * t, # B
1.0,
)
var shade: float = _skin_tone_slider.value if _skin_tone_slider != null else 0.5
var col := _skin_base
if shade < 0.5:
col = _skin_base.lerp(Color.BLACK, (0.5 - shade) * 1.7)
elif shade > 0.5:
col = _skin_base.lerp(Color.WHITE, (shade - 0.5) * 1.3)
col.a = 1.0
loadout.skin_tone = col
_refresh_preview()
loadout_changed.emit(loadout)