parent
4650a5b7f3
commit
47c2c189b8
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gdd.md
41
gdd.md
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@ -8,13 +8,10 @@
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* Education
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* Education
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* Supply chains
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* Supply chains
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## Critical Path
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## Grid
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### Grid
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Add a 10x10 grid.
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Add a 10x10 grid.
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Tiles are highlighted a different colour when the player hovers over them with the cursor.
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Tiles are highlighted a different colour when the player hovers over them with the cursor.
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Tiles can be interacted with, which turns them another colour.
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### Diffusion
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### Diffusion
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@ -49,7 +46,19 @@ private float TransferHeat(float t0, float alpha, float nx, float ny, float px,
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}
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}
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```
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```
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### Tile Types
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## Build Mode
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Build mode can be entered by pressing the `b` key.
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Build the cursor will start flashing when entering build mode.
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Once in build mode, a tile type must be selected to build anything.
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Tiles cab be selected with the buttons along the bottom of the screen or by keyboard shortcuts.
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The keyboard shortcut to select a tile type is indicated on the button.
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To deselect a tile type, press `esc`.
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Press `esc` again to exit build mode.
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## Tile Types
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Tiles start as wild tiles.
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Tiles start as wild tiles.
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The player can use a UI element or a keyboard shortcut to enable build mode.
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The player can use a UI element or a keyboard shortcut to enable build mode.
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@ -58,14 +67,14 @@ In build mode, the player can click on a wile tile to turn it into a developed t
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* Wild tiles are green
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* Wild tiles are green
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* Developed tiles are grey
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* Developed tiles are grey
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### Heat
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## Heat
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Developed tiles produce heat while wild tiles absorb it.
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Developed tiles produce heat while wild tiles absorb it.
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Every tile has a floating-point heat value which diffuses to its neighbours.
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Every tile has a floating-point heat value which diffuses to its neighbours.
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Add a heat map view which can be toggled or cycled to.
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Add a heat map view which can be toggled or cycled to.
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It is possible to cycle the view using a UI element.
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It is possible to cycle the view using a UI element.
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### Tile Health
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## Tile Health
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Add another value to wild tiles: health.
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Add another value to wild tiles: health.
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A wild tile can accept a certain amount of heat each tick from surrounding tiles.
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A wild tile can accept a certain amount of heat each tick from surrounding tiles.
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@ -83,13 +92,13 @@ Its effectiveness at absorbing heat scales with its remaining health.
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Diffusion still occurs to move heat away from depleted wild tiles.
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Diffusion still occurs to move heat away from depleted wild tiles.
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### Rewilding
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## Rewilding
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Add a rewilding mode option to the UI.
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Add a rewilding mode option to the UI.
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In rewilding mode, the player can click on a developed tile to turn in into a wild tile.
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In rewilding mode, the player can click on a developed tile to turn in into a wild tile.
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The wild tile starts with 0 health.
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The wild tile starts with 0 health.
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### Wild Recovery
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## Wild Recovery
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Depleted wile tiles can recover health each tick.
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Depleted wile tiles can recover health each tick.
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The recovery rate is based on the difference between the damage threshold and the actual amount they received.
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The recovery rate is based on the difference between the damage threshold and the actual amount they received.
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@ -98,7 +107,7 @@ The recovery rate is increased if the tile has wild neighbours.
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neighbour multiplier = lerp(1, max, number of neighbours / 4)
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neighbour multiplier = lerp(1, max, number of neighbours / 4)
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health restored = max((damage threshold - heat received), 0) * neighbour multiplier.
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health restored = max((damage threshold - heat received), 0) * neighbour multiplier.
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### Developed tile types
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## Developed tile types
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Split developed tiles into 3 types:
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Split developed tiles into 3 types:
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@ -111,19 +120,19 @@ These types generate different amounts of heat:
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industrial > commercial > residential
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industrial > commercial > residential
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### Journeys
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## Journeys
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Developed tiles have a chance to generate journeys between them.
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Developed tiles have a chance to generate journeys between them.
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A journey instances a vehicle which traverses the map at a constant speed from its origin to its destination tile.
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A journey instances a vehicle which traverses the map at a constant speed from its origin to its destination tile.
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A vehicle adds a constant amount of heat to every tile it traverses.
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A vehicle adds a constant amount of heat to every tile it traverses.
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### Moving In
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## Moving In
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Residential tiles have two new integer resources, current residents and maximum residents.
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Residential tiles have two new integer resources, current residents and maximum residents.
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Every tick there is a chance for residents to move in to a residential tile if the current number is less than the maximum number of residents.
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Every tick there is a chance for residents to move in to a residential tile if the current number is less than the maximum number of residents.
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The initial number of maximm residents per residential tile is 4.
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The initial number of maximm residents per residential tile is 4.
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### Jobs
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## Jobs
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Industrial and commercial tiles have two new integer resources, available jobs and occupied jobs.
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Industrial and commercial tiles have two new integer resources, available jobs and occupied jobs.
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The chance for residents to move in depends on there being being fewer occupied than available jobs.
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The chance for residents to move in depends on there being being fewer occupied than available jobs.
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@ -132,12 +141,12 @@ Their chance of generating a journey is proportional to
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occupied jobs / available jobs .
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occupied jobs / available jobs .
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### Commutes
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## Commutes
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A resident moves in to a residential tile and gets a job at an industrial or commercial 'job' tile.
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A resident moves in to a residential tile and gets a job at an industrial or commercial 'job' tile.
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The residential tile regularly generates journeys to the job tile, and the job tile regularly generates journeys in the other direction.
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The residential tile regularly generates journeys to the job tile, and the job tile regularly generates journeys in the other direction.
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### Comfortable Living Temperatures
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## Comfortable Living Temperatures
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If a residential tile is too hot, people will not want to live there.
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If a residential tile is too hot, people will not want to live there.
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Residential tiles have a critical temperature at which the chance of someone moving into a tile becomes negative, becoming a chance that someone moves out.
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Residential tiles have a critical temperature at which the chance of someone moving into a tile becomes negative, becoming a chance that someone moves out.
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@ -148,7 +157,7 @@ When someone moves out, one of the jobs associated with that residential tile is
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# Not critical
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# Not critical
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### Wealth
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## Wealth
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Journeys generate a new integer tile resource, wealth.
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Journeys generate a new integer tile resource, wealth.
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When a journey is completed, the destination tile accrues 1 wealth.
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When a journey is completed, the destination tile accrues 1 wealth.
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@ -4,6 +4,6 @@
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[resource]
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[resource]
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shader = ExtResource( 1 )
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shader = ExtResource( 1 )
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shader_param/lowColor = Color( 1, 0.960784, 0, 1 )
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shader_param/lowColor = Color( 0, 0, 0, 0 )
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shader_param/highColor = Color( 0.921569, 0, 1, 1 )
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shader_param/highColor = Color( 0, 0.976471, 1, 1 )
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shader_param/t = null
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shader_param/t = null
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@ -1,36 +0,0 @@
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://scripts/DebugUI.cs" type="Script" id=1]
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[node name="Debug UI" type="Control"]
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anchor_right = 1.0
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anchor_bottom = 1.0
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script = ExtResource( 1 )
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TicksLabelPath = NodePath("Ticks")
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PauseLabelPath = NodePath("Paused")
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[node name="Ticks" type="Label" parent="."]
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anchor_left = 1.0
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anchor_top = 1.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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margin_right = -10.0
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margin_bottom = -30.0
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grow_horizontal = 0
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grow_vertical = 0
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text = "ticks: 0"
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align = 2
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valign = 2
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[node name="Paused" type="Label" parent="."]
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anchor_left = 1.0
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anchor_top = 1.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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margin_right = -10.0
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margin_bottom = -10.0
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grow_horizontal = 0
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grow_vertical = 0
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text = "pause: false"
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align = 2
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valign = 2
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@ -1,23 +1,59 @@
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[gd_scene load_steps=5 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.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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[ext_resource path="res://nodes/grid_cursor.tscn" type="PackedScene" id=2]
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[ext_resource path="res://nodes/debug_ui.tscn" type="PackedScene" id=3]
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[ext_resource path="res://nodes/ui/debug_ui.tscn" type="PackedScene" id=3]
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[ext_resource path="res://nodes/clock.tscn" type="PackedScene" id=4]
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[ext_resource path="res://nodes/clock.tscn" type="PackedScene" id=4]
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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/tile_types/wild.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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[sub_resource type="Curve" id=1]
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_data = [ Vector2( 0, 0 ), 0.0, 5.0, 0, 0, Vector2( 0.5, 1 ), 0.0, 0.0, 0, 0, Vector2( 1, 0 ), -4.0, 0.0, 0, 0 ]
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[node name="Root" type="Node"]
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[node name="Root" type="Node"]
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[node name="Grid" parent="." instance=ExtResource( 1 )]
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DiffusionCoefficient = 0.1
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[node name="Cursor" parent="." instance=ExtResource( 2 )]
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Grid = NodePath("../Grid")
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[node name="Debug UI" parent="." instance=ExtResource( 3 )]
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[node name="Clock" parent="." instance=ExtResource( 4 )]
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[node name="Clock" parent="." instance=ExtResource( 4 )]
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_autoTick = true
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_autoTick = true
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[connection signal="OnPauseChanged" from="Clock" to="Debug UI" method="_on_Clock_OnPauseChanged"]
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[node name="Grid" parent="." instance=ExtResource( 1 )]
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DiffusionCoefficient = 0.1
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_startTileTypeResource = ExtResource( 8 )
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[node name="Cursor" parent="." instance=ExtResource( 2 )]
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Grid = NodePath("../Grid")
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_pulseShape = SubResource( 1 )
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[node name="Interaction Modes" parent="." instance=ExtResource( 5 )]
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_buildModePath = NodePath("Build Mode")
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[node name="Build Mode" parent="Interaction Modes" instance=ExtResource( 7 )]
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_gridPath = NodePath("../../Grid")
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_cursorPath = NodePath("../../Cursor")
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[node name="UI" type="Control" parent="."]
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anchor_right = 1.0
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anchor_bottom = 1.0
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mouse_filter = 2
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[node name="Debug" parent="UI" instance=ExtResource( 3 )]
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[node name="Build Mode" parent="UI" instance=ExtResource( 6 )]
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_buildModePath = NodePath("../../Interaction Modes/Build Mode")
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[node name="Mode Selection" parent="UI" instance=ExtResource( 9 )]
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[connection signal="OnPauseChanged" from="Clock" to="UI/Debug" method="_on_Clock_OnPauseChanged"]
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[connection signal="OnTick" from="Clock" to="Grid" method="_on_Clock_OnTick"]
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[connection signal="OnTick" from="Clock" to="Grid" method="_on_Clock_OnTick"]
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[connection signal="OnTick" from="Clock" to="Debug UI" method="_on_Clock_OnTick"]
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[connection signal="OnTick" from="Clock" to="UI/Debug" method="_on_Clock_OnTick"]
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[connection signal="OnInteractionModeChanged" from="Interaction Modes" to="Cursor" method="_on_Interaction_Mode_OnInteractionModeChanged"]
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[connection signal="OnInteractionModeChanged" from="Interaction Modes" to="UI/Debug" method="_on_Interaction_Mode_OnInteractionModeChanged"]
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[connection signal="OnModeEntered" from="Interaction Modes/Build Mode" to="Interaction Modes" method="_on_Build_Mode_OnModeEntered"]
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[connection signal="OnModeEntered" from="Interaction Modes/Build Mode" to="UI/Mode Selection" method="EnableBuildMode"]
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[connection signal="OnModeExited" from="Interaction Modes/Build Mode" to="Interaction Modes" method="_on_Build_Mode_OnModeExited"]
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[connection signal="SelectedTileTypeChanged" from="Interaction Modes/Build Mode" to="UI/Build Mode" method="UpdateButtonToggleState"]
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[connection signal="OnExit" from="UI/Build Mode" to="Interaction Modes" method="Reset"]
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[connection signal="OnExit" from="UI/Build Mode" to="UI/Mode Selection" method="Enable"]
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[connection signal="BuildModeEnabled" from="UI/Mode Selection" to="Interaction Modes/Build Mode" method="Enable"]
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@ -0,0 +1,9 @@
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://scripts/interaction_modes/BuildMode.cs" type="Script" id=1]
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[ext_resource path="res://resources/tile_types/tile_type_collections/buildable_tiles.tres" type="Resource" id=2]
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[node name="Build Mode" type="Node"]
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script = ExtResource( 1 )
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_key = 66
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_buildableTilesResource = ExtResource( 2 )
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@ -0,0 +1,6 @@
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://scripts/interaction_modes/InteractionModes.cs" type="Script" id=1]
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[node name="Interaction Mode" type="Node"]
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script = ExtResource( 1 )
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@ -0,0 +1,3 @@
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[gd_scene format=2]
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[node name="Selection Mode" type="Node"]
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@ -0,0 +1,18 @@
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://scripts/ui/BuildModeUI.cs" type="Script" id=1]
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||||||
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||||||
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[node name="Build Mode" type="Control"]
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anchor_right = 1.0
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anchor_bottom = 1.0
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||||||
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script = ExtResource( 1 )
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[node name="Exit" type="Button" parent="."]
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anchor_top = 1.0
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||||||
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anchor_bottom = 1.0
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||||||
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margin_top = -40.0
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margin_right = 40.0
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grow_vertical = 0
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text = "Exit"
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[connection signal="pressed" from="Exit" to="." method="Exit"]
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@ -0,0 +1,48 @@
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://scripts/ui/DebugUI.cs" type="Script" id=1]
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||||||
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||||||
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[node name="Debug UI" type="Control"]
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||||||
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anchor_left = 1.0
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anchor_right = 1.0
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mouse_filter = 2
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script = ExtResource( 1 )
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||||||
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TicksLabelPath = NodePath("Ticks")
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||||||
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PauseLabelPath = NodePath("Paused")
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||||||
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InteractionModeLabelPath = NodePath("Interaction Mode")
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[node name="Interaction Mode" type="Label" parent="."]
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anchor_left = 1.0
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anchor_right = 1.0
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margin_left = -102.0
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margin_top = 15.0
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margin_right = -14.0
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margin_bottom = 29.0
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grow_horizontal = 0
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||||||
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grow_vertical = 0
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text = "mode: Selection"
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align = 2
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[node name="Ticks" type="Label" parent="."]
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anchor_left = 1.0
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anchor_right = 1.0
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margin_left = -60.0
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margin_top = 35.0
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||||||
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margin_right = -14.0
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margin_bottom = 49.0
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grow_horizontal = 0
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grow_vertical = 0
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||||||
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text = "ticks: 0"
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||||||
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align = 2
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||||||
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[node name="Paused" type="Label" parent="."]
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||||||
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anchor_left = 1.0
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anchor_right = 1.0
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||||||
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margin_left = -90.0
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margin_top = 55.0
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margin_right = -14.0
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margin_bottom = 69.0
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||||||
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grow_horizontal = 0
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||||||
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grow_vertical = 0
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||||||
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text = "pause: false"
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||||||
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align = 2
|
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@ -0,0 +1,19 @@
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||||||
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[gd_scene load_steps=2 format=2]
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||||||
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||||||
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[ext_resource path="res://scripts/ui/ModeSelectionUI.cs" type="Script" id=1]
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||||||
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||||||
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[node name="Mode Selection UI" type="Control"]
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anchor_top = 1.0
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||||||
|
anchor_bottom = 1.0
|
||||||
|
margin_top = -600.0
|
||||||
|
margin_bottom = -600.0
|
||||||
|
script = ExtResource( 1 )
|
||||||
|
|
||||||
|
[node name="Build Mode" type="Button" parent="."]
|
||||||
|
margin_left = 2.0
|
||||||
|
margin_top = 562.0
|
||||||
|
margin_right = 38.0
|
||||||
|
margin_bottom = 598.0
|
||||||
|
text = "Build Mode"
|
||||||
|
|
||||||
|
[connection signal="pressed" from="Build Mode" to="." method="EnableBuildMode"]
|
|
@ -0,0 +1,10 @@
|
||||||
|
[gd_resource type="Resource" load_steps=2 format=2]
|
||||||
|
|
||||||
|
[ext_resource path="res://scripts/TileType.cs" type="Script" id=1]
|
||||||
|
|
||||||
|
[resource]
|
||||||
|
script = ExtResource( 1 )
|
||||||
|
Name = "Developed"
|
||||||
|
BuildLabel = "[D]eveloped"
|
||||||
|
Key = 68
|
||||||
|
Color = Color( 0.372549, 0.372549, 0.372549, 1 )
|
|
@ -0,0 +1,8 @@
|
||||||
|
[gd_resource type="Resource" load_steps=3 format=2]
|
||||||
|
|
||||||
|
[ext_resource path="res://scripts/TileTypeCollection.cs" type="Script" id=1]
|
||||||
|
[ext_resource path="res://resources/tile_types/developed.tres" type="Resource" id=2]
|
||||||
|
|
||||||
|
[resource]
|
||||||
|
script = ExtResource( 1 )
|
||||||
|
_tileTypeResources = [ ExtResource( 2 ) ]
|
|
@ -0,0 +1,10 @@
|
||||||
|
[gd_resource type="Resource" load_steps=2 format=2]
|
||||||
|
|
||||||
|
[ext_resource path="res://scripts/TileType.cs" type="Script" id=1]
|
||||||
|
|
||||||
|
[resource]
|
||||||
|
script = ExtResource( 1 )
|
||||||
|
Name = "Wild"
|
||||||
|
BuildLabel = "[W]ild"
|
||||||
|
Key = 87
|
||||||
|
Color = Color( 0, 0.545098, 0.0196078, 1 )
|
|
@ -1,37 +0,0 @@
|
||||||
using Godot;
|
|
||||||
using System;
|
|
||||||
|
|
||||||
public class DebugUI : Control
|
|
||||||
{
|
|
||||||
[Export]
|
|
||||||
public NodePath TicksLabelPath { private get; set; }
|
|
||||||
private Label _ticksLabel;
|
|
||||||
|
|
||||||
[Export]
|
|
||||||
public NodePath PauseLabelPath { private get; set; }
|
|
||||||
private Label _pauseLabel;
|
|
||||||
|
|
||||||
public override void _Ready()
|
|
||||||
{
|
|
||||||
_ticksLabel = GetNode<Label>(TicksLabelPath);
|
|
||||||
_pauseLabel = GetNode<Label>(PauseLabelPath);
|
|
||||||
|
|
||||||
SetTicksText(0);
|
|
||||||
SetPauseText(false);
|
|
||||||
}
|
|
||||||
|
|
||||||
#region Signals
|
|
||||||
public void _on_Clock_OnPauseChanged(bool paused) => SetPauseText(paused);
|
|
||||||
public void _on_Clock_OnTick(int ticks) => SetTicksText(ticks);
|
|
||||||
#endregion
|
|
||||||
|
|
||||||
private void SetTicksText(int ticks)
|
|
||||||
{
|
|
||||||
_ticksLabel.Text = $"ticks: {ticks}";
|
|
||||||
}
|
|
||||||
|
|
||||||
private void SetPauseText(bool paused)
|
|
||||||
{
|
|
||||||
_pauseLabel.Text = $"pause: {paused}";
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -8,8 +8,22 @@ public class GridCursor : Sprite
|
||||||
private WorldGrid _grid;
|
private WorldGrid _grid;
|
||||||
private ShaderMaterial _material;
|
private ShaderMaterial _material;
|
||||||
|
|
||||||
|
#region Animation
|
||||||
|
[Export]
|
||||||
|
private Curve _pulseShape;
|
||||||
|
[Export]
|
||||||
|
private float _pulseRate = 1.0f;
|
||||||
|
private float PulsePeriod => 1.0f / _pulseRate;
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
private float _elapsed = 0.0f;
|
||||||
|
private bool _pulsing = false;
|
||||||
|
|
||||||
private const string T = "t";
|
private const string T = "t";
|
||||||
|
|
||||||
|
public int X { get; private set; }
|
||||||
|
public int Y { get; private set; }
|
||||||
|
|
||||||
public override void _Ready()
|
public override void _Ready()
|
||||||
{
|
{
|
||||||
_grid = GetNode<WorldGrid>(Grid);
|
_grid = GetNode<WorldGrid>(Grid);
|
||||||
|
@ -24,28 +38,32 @@ public class GridCursor : Sprite
|
||||||
{
|
{
|
||||||
var pos = mouseMoveEvent.Position;
|
var pos = mouseMoveEvent.Position;
|
||||||
_grid.GetGridPos(pos, out var x, out var y);
|
_grid.GetGridPos(pos, out var x, out var y);
|
||||||
this.Visible = _grid.IsInBounds(x, y);
|
X = x;
|
||||||
var position = new Vector2(x + .5f, y + .5f) * _grid.CellSize;
|
Y = y;
|
||||||
|
|
||||||
|
this.Visible = _grid.IsInBounds(X, Y);
|
||||||
|
var position = new Vector2(X + .5f, Y + .5f) * _grid.CellSize;
|
||||||
this.Position = position;
|
this.Position = position;
|
||||||
|
return;
|
||||||
}
|
}
|
||||||
else if (@event is InputEventMouseButton mouseButtonEvent)
|
}
|
||||||
|
|
||||||
|
public override void _Process(float delta)
|
||||||
{
|
{
|
||||||
switch ((ButtonList)mouseButtonEvent.ButtonIndex)
|
_elapsed += delta * _pulseRate;
|
||||||
|
|
||||||
|
if (!_pulsing)
|
||||||
{
|
{
|
||||||
case ButtonList.Left:
|
|
||||||
if (mouseButtonEvent.Pressed)
|
|
||||||
{
|
|
||||||
var pos = mouseButtonEvent.Position;
|
|
||||||
_grid.GetGridPos(pos, out var x, out var y);
|
|
||||||
_grid.SetTileValue(x, y, 1.0f);
|
|
||||||
_material.SetShaderParam(T, 1f);
|
_material.SetShaderParam(T, 1f);
|
||||||
|
return;
|
||||||
}
|
}
|
||||||
else
|
|
||||||
|
var a = _pulseShape.Interpolate(_elapsed % 1.0f);
|
||||||
|
_material.SetShaderParam(T, a);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void _on_Interaction_Mode_OnInteractionModeChanged(Mode oldMode, Mode newMode)
|
||||||
{
|
{
|
||||||
_material.SetShaderParam(T, 0f);
|
_pulsing = newMode is BuildMode;
|
||||||
}
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -5,4 +5,5 @@ public struct Tile
|
||||||
public bool isHighlighted;
|
public bool isHighlighted;
|
||||||
public float value;
|
public float value;
|
||||||
public ShaderMaterial material;
|
public ShaderMaterial material;
|
||||||
|
public TileType type;
|
||||||
}
|
}
|
|
@ -0,0 +1,21 @@
|
||||||
|
using Godot;
|
||||||
|
|
||||||
|
public class TileType : Resource
|
||||||
|
{
|
||||||
|
[Export]
|
||||||
|
public string Name { get; private set; }
|
||||||
|
|
||||||
|
[Export]
|
||||||
|
public string BuildLabel { get; private set; }
|
||||||
|
|
||||||
|
[Export]
|
||||||
|
public KeyList Key { get; private set; }
|
||||||
|
|
||||||
|
[Export]
|
||||||
|
public Color Color { get; private set; }
|
||||||
|
|
||||||
|
public override string ToString()
|
||||||
|
{
|
||||||
|
return Name;
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,46 @@
|
||||||
|
using Godot;
|
||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
|
||||||
|
public class TileTypeCollection : Resource, IReadOnlyList<TileType>
|
||||||
|
{
|
||||||
|
[Export]
|
||||||
|
private List<Resource> _tileTypeResources = new List<Resource>();
|
||||||
|
|
||||||
|
private List<TileType> TileTypes
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
if (_tileTypes != null)
|
||||||
|
return _tileTypes;
|
||||||
|
|
||||||
|
_tileTypes = new List<TileType>();
|
||||||
|
|
||||||
|
foreach (var resource in _tileTypeResources)
|
||||||
|
{
|
||||||
|
if (!(resource is TileType))
|
||||||
|
throw new InvalidCastException($"{resource} must be a {typeof(TileType)}");
|
||||||
|
|
||||||
|
_tileTypes.Add((TileType)resource);
|
||||||
|
}
|
||||||
|
|
||||||
|
return _tileTypes;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private List<TileType> _tileTypes = null;
|
||||||
|
|
||||||
|
public TileType this[int index] => TileTypes[index];
|
||||||
|
|
||||||
|
public int Count => TileTypes.Count;
|
||||||
|
|
||||||
|
public IEnumerator<TileType> GetEnumerator()
|
||||||
|
{
|
||||||
|
return TileTypes.GetEnumerator();
|
||||||
|
}
|
||||||
|
|
||||||
|
IEnumerator IEnumerable.GetEnumerator()
|
||||||
|
{
|
||||||
|
return TileTypes.GetEnumerator();
|
||||||
|
}
|
||||||
|
}
|
|
@ -6,6 +6,10 @@ public class WorldGrid : Node2D
|
||||||
[Export]
|
[Export]
|
||||||
private PackedScene TileScene { get; set; }
|
private PackedScene TileScene { get; set; }
|
||||||
|
|
||||||
|
[Export]
|
||||||
|
private Resource _startTileTypeResource;
|
||||||
|
private TileType _startTileType;
|
||||||
|
|
||||||
[Export]
|
[Export]
|
||||||
public int Size { get; set; }
|
public int Size { get; set; }
|
||||||
|
|
||||||
|
@ -21,6 +25,8 @@ public class WorldGrid : Node2D
|
||||||
// Called when the node enters the scene tree for the first time.
|
// Called when the node enters the scene tree for the first time.
|
||||||
public override void _Ready()
|
public override void _Ready()
|
||||||
{
|
{
|
||||||
|
_startTileType = (TileType)_startTileTypeResource;
|
||||||
|
|
||||||
GenerateGrid(Size);
|
GenerateGrid(Size);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -52,9 +58,14 @@ public class WorldGrid : Node2D
|
||||||
_tiles[x, y].isHighlighted ^= true;
|
_tiles[x, y].isHighlighted ^= true;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetTileValue(int x, int y, float value)
|
public void SetTileType(int x, int y, TileType tileType)
|
||||||
{
|
{
|
||||||
_tiles[x, y].value = value;
|
if (!IsInBounds(x, y))
|
||||||
|
return;
|
||||||
|
|
||||||
|
GD.Print($"set ({x}, {y}) to {tileType}");
|
||||||
|
_tiles[x, y].type = tileType;
|
||||||
|
_tiles[x, y].material.SetShaderParam("lowColor", tileType.Color);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void GetGridPos(Vector2 position, out int x, out int y)
|
public void GetGridPos(Vector2 position, out int x, out int y)
|
||||||
|
@ -90,6 +101,7 @@ public class WorldGrid : Node2D
|
||||||
var tile = new Tile();
|
var tile = new Tile();
|
||||||
tile.isHighlighted = false;
|
tile.isHighlighted = false;
|
||||||
tile.value = 0.0f;
|
tile.value = 0.0f;
|
||||||
|
tile.type = _startTileType;
|
||||||
|
|
||||||
var node = TileScene.Instance<Node2D>();
|
var node = TileScene.Instance<Node2D>();
|
||||||
this.AddChild(node);
|
this.AddChild(node);
|
||||||
|
@ -101,6 +113,7 @@ public class WorldGrid : Node2D
|
||||||
node.Position = position;
|
node.Position = position;
|
||||||
var canvasItem = (CanvasItem)node;
|
var canvasItem = (CanvasItem)node;
|
||||||
tile.material = (ShaderMaterial)canvasItem.Material;
|
tile.material = (ShaderMaterial)canvasItem.Material;
|
||||||
|
tile.material.SetShaderParam("lowColor", _startTileType.Color);
|
||||||
|
|
||||||
_tiles[x, y] = tile;
|
_tiles[x, y] = tile;
|
||||||
}
|
}
|
||||||
|
|
|
@ -0,0 +1,132 @@
|
||||||
|
using Godot;
|
||||||
|
using System;
|
||||||
|
|
||||||
|
public class BuildMode : Mode
|
||||||
|
{
|
||||||
|
[Signal]
|
||||||
|
delegate void SelectedTileTypeChanged();
|
||||||
|
|
||||||
|
[Export]
|
||||||
|
private NodePath _gridPath;
|
||||||
|
private WorldGrid _grid;
|
||||||
|
|
||||||
|
[Export]
|
||||||
|
private NodePath _cursorPath;
|
||||||
|
private GridCursor _cursor;
|
||||||
|
|
||||||
|
[Export]
|
||||||
|
private Resource _buildableTilesResource;
|
||||||
|
public TileTypeCollection BuildableTiles { get; private set; }
|
||||||
|
|
||||||
|
public TileType SelectedTileType
|
||||||
|
{
|
||||||
|
get => _selectedTileType;
|
||||||
|
set
|
||||||
|
{
|
||||||
|
if (_selectedTileType == value)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (value != null)
|
||||||
|
{
|
||||||
|
GD.Print($"{GetType()}: selected {value} tile type");
|
||||||
|
}
|
||||||
|
else if (_selectedTileType != null)
|
||||||
|
{
|
||||||
|
GD.Print($"{GetType()}: cleared tile selection");
|
||||||
|
}
|
||||||
|
|
||||||
|
_selectedTileType = value;
|
||||||
|
EmitSignal(nameof(SelectedTileTypeChanged), _selectedTileType);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private TileType _selectedTileType = null;
|
||||||
|
|
||||||
|
public override void _Ready()
|
||||||
|
{
|
||||||
|
base._Ready();
|
||||||
|
|
||||||
|
BuildableTiles = (TileTypeCollection)_buildableTilesResource;
|
||||||
|
|
||||||
|
foreach (var tt in BuildableTiles)
|
||||||
|
{
|
||||||
|
GD.Print(tt.Name);
|
||||||
|
}
|
||||||
|
|
||||||
|
_grid = GetNode<WorldGrid>(_gridPath);
|
||||||
|
_cursor = GetNode<GridCursor>(_cursorPath);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HandleKeyInput(InputEventKey keyEvent)
|
||||||
|
{
|
||||||
|
if (!(keyEvent.Pressed))
|
||||||
|
return;
|
||||||
|
|
||||||
|
var key = (KeyList)keyEvent.Scancode;
|
||||||
|
|
||||||
|
if (key == KeyList.Escape)
|
||||||
|
{
|
||||||
|
if (SelectedTileType != null)
|
||||||
|
{
|
||||||
|
SelectedTileType = null;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
Disable();
|
||||||
|
}
|
||||||
|
|
||||||
|
foreach (var tt in BuildableTiles)
|
||||||
|
{
|
||||||
|
if (key != tt.Key)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
SelectedTileType = tt;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HandleMouseInput(InputEventMouse mouseEvent)
|
||||||
|
{
|
||||||
|
if (!(mouseEvent is InputEventMouseButton buttonEvent))
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (!buttonEvent.Pressed)
|
||||||
|
return;
|
||||||
|
|
||||||
|
var button = (ButtonList)buttonEvent.ButtonIndex;
|
||||||
|
if (button != ButtonList.Left)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (SelectedTileType == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
_grid.SetTileType(_cursor.X, _cursor.Y, SelectedTileType);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void _Input(InputEvent @event)
|
||||||
|
{
|
||||||
|
base._Input(@event);
|
||||||
|
|
||||||
|
if (!Active)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (@event is InputEventKey keyEvent)
|
||||||
|
{
|
||||||
|
HandleKeyInput(keyEvent);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (@event is InputEventMouse mouseEvent)
|
||||||
|
{
|
||||||
|
HandleMouseInput(mouseEvent);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void OnEnabled()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void OnDisabled()
|
||||||
|
{
|
||||||
|
SelectedTileType = null;
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,57 @@
|
||||||
|
using Godot;
|
||||||
|
using System;
|
||||||
|
|
||||||
|
public class InteractionModes : Node
|
||||||
|
{
|
||||||
|
[Export]
|
||||||
|
private NodePath _buildModePath;
|
||||||
|
private BuildMode _buildMode;
|
||||||
|
|
||||||
|
[Signal]
|
||||||
|
delegate void OnInteractionModeChanged(Mode oldMode, Mode newMode);
|
||||||
|
|
||||||
|
private Mode Mode
|
||||||
|
{
|
||||||
|
get => _current;
|
||||||
|
set
|
||||||
|
{
|
||||||
|
if (_current == value)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (value != null)
|
||||||
|
{
|
||||||
|
GD.Print($"set interaction mode: {value}");
|
||||||
|
}
|
||||||
|
else if (_current != null)
|
||||||
|
{
|
||||||
|
GD.Print($"clear interaction mode");
|
||||||
|
}
|
||||||
|
|
||||||
|
var old = _current;
|
||||||
|
_current = value;
|
||||||
|
EmitSignal(nameof(OnInteractionModeChanged), old, _current);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private Mode _current = null;
|
||||||
|
|
||||||
|
public override void _Ready()
|
||||||
|
{
|
||||||
|
base._Ready();
|
||||||
|
|
||||||
|
_buildMode = GetNode<BuildMode>(_buildModePath);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void _on_Build_Mode_OnModeEntered()
|
||||||
|
{
|
||||||
|
Mode = _buildMode;
|
||||||
|
}
|
||||||
|
public void _on_Build_Mode_OnModeExited()
|
||||||
|
{
|
||||||
|
Mode = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Reset()
|
||||||
|
{
|
||||||
|
_buildMode.Disable();
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,68 @@
|
||||||
|
using Godot;
|
||||||
|
using System;
|
||||||
|
|
||||||
|
public abstract class Mode : Node
|
||||||
|
{
|
||||||
|
[Signal]
|
||||||
|
delegate void OnModeEntered();
|
||||||
|
[Signal]
|
||||||
|
delegate void OnModeExited();
|
||||||
|
|
||||||
|
[Export]
|
||||||
|
private KeyList _key;
|
||||||
|
|
||||||
|
public bool Active
|
||||||
|
{
|
||||||
|
get => _active;
|
||||||
|
private set
|
||||||
|
{
|
||||||
|
if (value == _active)
|
||||||
|
return;
|
||||||
|
|
||||||
|
_active = value;
|
||||||
|
|
||||||
|
var signal = _active
|
||||||
|
? nameof(OnModeEntered)
|
||||||
|
: nameof(OnModeExited);
|
||||||
|
EmitSignal(signal);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private bool _active;
|
||||||
|
|
||||||
|
public override void _Input(InputEvent @event)
|
||||||
|
{
|
||||||
|
base._Input(@event);
|
||||||
|
|
||||||
|
if (!(@event is InputEventKey keyEvent))
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (!keyEvent.Pressed)
|
||||||
|
return;
|
||||||
|
|
||||||
|
var key = (KeyList)keyEvent.Scancode;
|
||||||
|
|
||||||
|
if (key == _key)
|
||||||
|
{
|
||||||
|
Active = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Enable()
|
||||||
|
{
|
||||||
|
Active = true;
|
||||||
|
OnEnabled();
|
||||||
|
}
|
||||||
|
protected abstract void OnEnabled();
|
||||||
|
|
||||||
|
public void Disable()
|
||||||
|
{
|
||||||
|
Active = false;
|
||||||
|
OnDisabled();
|
||||||
|
}
|
||||||
|
protected abstract void OnDisabled();
|
||||||
|
|
||||||
|
public override string ToString()
|
||||||
|
{
|
||||||
|
return GetType().ToString();
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,81 @@
|
||||||
|
using Godot;
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
|
||||||
|
public class BuildModeUI : Control
|
||||||
|
{
|
||||||
|
[Signal]
|
||||||
|
delegate void OnExit();
|
||||||
|
|
||||||
|
[Export]
|
||||||
|
private NodePath _buildModePath;
|
||||||
|
private BuildMode _buildMode;
|
||||||
|
|
||||||
|
private readonly Dictionary<TileType, Button> _typeButtons
|
||||||
|
= new Dictionary<TileType, Button>();
|
||||||
|
|
||||||
|
// Called when the node enters the scene tree for the first time.
|
||||||
|
public override void _Ready()
|
||||||
|
{
|
||||||
|
_buildMode = GetNode<BuildMode>(_buildModePath);
|
||||||
|
|
||||||
|
var buttonHeight = 40;
|
||||||
|
var tileType = _buildMode.BuildableTiles[0];
|
||||||
|
int x = 50;
|
||||||
|
|
||||||
|
SpawnButton(tileType, buttonHeight, ref x);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateButtonToggleState(TileType tileType)
|
||||||
|
{
|
||||||
|
foreach (var kvp in _typeButtons)
|
||||||
|
{
|
||||||
|
var button = _typeButtons[kvp.Key];
|
||||||
|
button.SetPressedNoSignal(kvp.Key == tileType);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SpawnButton(TileType tileType, int buttonHeight, ref int x)
|
||||||
|
{
|
||||||
|
const int MARGIN = 5;
|
||||||
|
|
||||||
|
var button = new Button();
|
||||||
|
this.AddChild(button);
|
||||||
|
|
||||||
|
button.Text = tileType.BuildLabel;
|
||||||
|
var parameters = new Godot.Collections.Array(button, tileType);
|
||||||
|
button.Connect("pressed", this, nameof(SelectTileType), parameters);
|
||||||
|
|
||||||
|
button.SetAnchorsPreset(LayoutPreset.BottomLeft);
|
||||||
|
button.MarginBottom = 0;
|
||||||
|
|
||||||
|
var size = button.RectSize;
|
||||||
|
button.RectSize = new Vector2(size.x, buttonHeight);
|
||||||
|
|
||||||
|
button.ToggleMode = true;
|
||||||
|
|
||||||
|
button.SetPosition(new Vector2(x, -buttonHeight));
|
||||||
|
x += Mathf.RoundToInt(size.x) + MARGIN;
|
||||||
|
|
||||||
|
_typeButtons[tileType] = button;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SelectTileType(Button button, TileType tileType)
|
||||||
|
{
|
||||||
|
_buildMode.SelectedTileType = button.Pressed
|
||||||
|
? tileType
|
||||||
|
: null;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Exit()
|
||||||
|
{
|
||||||
|
EmitSignal(nameof(OnExit));
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void _Process(float delta)
|
||||||
|
{
|
||||||
|
base._Process(delta);
|
||||||
|
|
||||||
|
Visible = _buildMode.Active;
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,41 @@
|
||||||
|
using Godot;
|
||||||
|
using System;
|
||||||
|
|
||||||
|
public class DebugUI : Control
|
||||||
|
{
|
||||||
|
[Export]
|
||||||
|
public NodePath TicksLabelPath { private get; set; }
|
||||||
|
private Label _ticksLabel;
|
||||||
|
|
||||||
|
[Export]
|
||||||
|
public NodePath PauseLabelPath { private get; set; }
|
||||||
|
private Label _pauseLabel;
|
||||||
|
|
||||||
|
[Export]
|
||||||
|
public NodePath InteractionModeLabelPath { private get; set; }
|
||||||
|
private Label _interactionModeLabel;
|
||||||
|
public override void _Ready()
|
||||||
|
{
|
||||||
|
_ticksLabel = GetNode<Label>(TicksLabelPath);
|
||||||
|
_pauseLabel = GetNode<Label>(PauseLabelPath);
|
||||||
|
_interactionModeLabel = GetNode<Label>(InteractionModeLabelPath);
|
||||||
|
}
|
||||||
|
|
||||||
|
#region Signals
|
||||||
|
public void _on_Clock_OnPauseChanged(bool paused) =>
|
||||||
|
SetLabelText(_pauseLabel, "pause", paused);
|
||||||
|
|
||||||
|
public void _on_Clock_OnTick(int ticks) =>
|
||||||
|
SetLabelText(_ticksLabel, "ticks", ticks);
|
||||||
|
|
||||||
|
public void _on_Interaction_Mode_OnInteractionModeChanged(Mode oldMode, Mode newMode)
|
||||||
|
{
|
||||||
|
SetLabelText(_interactionModeLabel, "mode", newMode);
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
private void SetLabelText(Label label, string key, object value)
|
||||||
|
{
|
||||||
|
label.Text = $"{key}: {value}";
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,24 @@
|
||||||
|
using Godot;
|
||||||
|
using System;
|
||||||
|
|
||||||
|
public class ModeSelectionUI : Control
|
||||||
|
{
|
||||||
|
[Signal]
|
||||||
|
delegate void BuildModeEnabled();
|
||||||
|
|
||||||
|
public override void _Process(float delta)
|
||||||
|
{
|
||||||
|
base._Process(delta);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void EnableBuildMode()
|
||||||
|
{
|
||||||
|
EmitSignal(nameof(BuildModeEnabled));
|
||||||
|
Visible = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Enable()
|
||||||
|
{
|
||||||
|
Visible = true;
|
||||||
|
}
|
||||||
|
}
|
Loading…
Reference in New Issue