update overlays every frame #5
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parent
1864623535
commit
4261d7762e
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@ -1,4 +1,4 @@
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[gd_scene load_steps=12 format=2]
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[gd_scene load_steps=11 format=2]
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[ext_resource path="res://nodes/grid.tscn" type="PackedScene" id=1]
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[ext_resource path="res://nodes/grid_cursor.tscn" type="PackedScene" id=2]
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@ -7,7 +7,6 @@
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[ext_resource path="res://nodes/interaction_modes/interaction_mode.tscn" type="PackedScene" id=5]
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[ext_resource path="res://nodes/ui/build_mode_ui.tscn" type="PackedScene" id=6]
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[ext_resource path="res://nodes/interaction_modes/build_mode.tscn" type="PackedScene" id=7]
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[ext_resource path="res://resources/tiles/tiles.tres" type="Resource" id=8]
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[ext_resource path="res://nodes/ui/mode_selection_ui.tscn" type="PackedScene" id=9]
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[ext_resource path="res://nodes/overlays.tscn" type="PackedScene" id=10]
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@ -21,7 +20,6 @@ _autoTick = true
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[node name="World Grid" parent="." instance=ExtResource( 1 )]
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DiffusionCoefficient = 0.1
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_tileGridResource = ExtResource( 8 )
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[node name="Cursor" parent="." instance=ExtResource( 2 )]
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Grid = NodePath("../World Grid")
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@ -1,10 +1,11 @@
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[gd_scene load_steps=3 format=2]
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[gd_scene load_steps=4 format=2]
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[ext_resource path="res://scripts/WorldGrid.cs" type="Script" id=1]
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[ext_resource path="res://nodes/tile.tscn" type="PackedScene" id=2]
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[ext_resource path="res://resources/tiles/tiles.tres" type="Resource" id=3]
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[node name="Grid" type="Node2D"]
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script = ExtResource( 1 )
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TileScene = ExtResource( 2 )
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Size = 10
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CellSize = 64
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_tileGridResource = ExtResource( 3 )
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@ -8,4 +8,4 @@ Name = "Developed"
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BuildLabel = "[D]eveloped"
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Key = 68
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Color = Color( 0.372549, 0.372549, 0.372549, 1 )
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HeatGeneration = 0.1
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HeatGeneration = 0.4
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@ -8,4 +8,4 @@ Name = "Wild"
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BuildLabel = "[W]ild"
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Key = 87
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Color = Color( 0, 0.545098, 0.0196078, 1 )
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HeatGeneration = -0.025
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HeatGeneration = -0.2
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@ -9,14 +9,10 @@ public class HeatOverlay : Overlay
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[Export]
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private Color _hotColor;
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public override void Initialise(Tile tile, ShaderMaterial material)
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public override void Apply(Tile tile, ShaderMaterial material)
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{
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material.SetShaderParam("lowColor", _coldColor);
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material.SetShaderParam("highColor", _hotColor);
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}
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public override void Process(Tile tile, ShaderMaterial material)
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{
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material.SetShaderParam("t", tile.temperature);
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}
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}
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@ -3,15 +3,10 @@ using Godot;
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public class NoOverlay : Overlay
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{
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// in this view we want to draw tiles with their normal colour
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public override void Initialise(Tile tile, ShaderMaterial material)
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public override void Apply(Tile tile, ShaderMaterial material)
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{
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var type = tile.type;
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material.SetShaderParam("lowColor", type.Color);
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material.SetShaderParam("t", 0);
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}
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public override void Process(Tile tile, ShaderMaterial material)
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{
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}
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}
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@ -2,6 +2,5 @@ using Godot;
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public abstract class Overlay : Resource
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{
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public abstract void Initialise(Tile tile, ShaderMaterial material);
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public abstract void Process(Tile tile, ShaderMaterial material);
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public abstract void Apply(Tile tile, ShaderMaterial material);
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}
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@ -56,7 +56,7 @@ public class Overlays : Node
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var tile = _tileGrid[i];
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var material = _worldGrid.GetTileMaterial(i);
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Current.Process(tile, material);
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Current.Apply(tile, material);
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}
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}
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@ -64,13 +64,5 @@ public class Overlays : Node
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{
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_overlayIdx++;
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_overlayIdx %= _overlays.Length;
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for (int i = 0; i < _tileGrid.Count; i++)
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{
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var tile = _tileGrid[i];
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var material = _worldGrid.GetTileMaterial(i);
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Current.Initialise(tile, material);
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}
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}
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}
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