add cycleable heat overlay #6
This commit is contained in:
parent
cf03021c2a
commit
95e201888a
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@ -1,4 +1,4 @@
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[gd_scene load_steps=11 format=2]
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[gd_scene load_steps=12 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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@ -9,6 +9,7 @@
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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://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://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/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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[sub_resource type="Curve" id=1]
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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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_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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@ -18,21 +19,24 @@ _data = [ Vector2( 0, 0 ), 0.0, 5.0, 0, 0, Vector2( 0.5, 1 ), 0.0, 0.0, 0, 0, Ve
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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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[node name="Grid" parent="." instance=ExtResource( 1 )]
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[node name="World Grid" parent="." instance=ExtResource( 1 )]
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DiffusionCoefficient = 0.1
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DiffusionCoefficient = 0.1
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_tileGridResource = ExtResource( 8 )
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_tileGridResource = ExtResource( 8 )
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[node name="Cursor" parent="." instance=ExtResource( 2 )]
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[node name="Cursor" parent="." instance=ExtResource( 2 )]
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Grid = NodePath("../Grid")
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Grid = NodePath("../World Grid")
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_pulseShape = SubResource( 1 )
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_pulseShape = SubResource( 1 )
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[node name="Interaction Modes" parent="." instance=ExtResource( 5 )]
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[node name="Interaction Modes" parent="." instance=ExtResource( 5 )]
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_buildModePath = NodePath("Build Mode")
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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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[node name="Build Mode" parent="Interaction Modes" instance=ExtResource( 7 )]
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_gridPath = NodePath("../../Grid")
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_gridPath = NodePath("../../World Grid")
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_cursorPath = NodePath("../../Cursor")
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_cursorPath = NodePath("../../Cursor")
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[node name="Overlays" parent="." instance=ExtResource( 10 )]
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_worldGridPath = NodePath("../World Grid")
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[node name="UI" type="Control" parent="."]
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[node name="UI" type="Control" parent="."]
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anchor_right = 1.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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anchor_bottom = 1.0
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@ -46,7 +50,7 @@ _buildModePath = NodePath("../../Interaction Modes/Build Mode")
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[node name="Mode Selection" parent="UI" instance=ExtResource( 9 )]
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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="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="World Grid" 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="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="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="OnInteractionModeChanged" from="Interaction Modes" to="UI/Debug" method="_on_Interaction_Mode_OnInteractionModeChanged"]
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@ -0,0 +1,12 @@
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[gd_scene load_steps=5 format=2]
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[ext_resource path="res://scripts/overlays/Overlays.cs" type="Script" id=1]
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[ext_resource path="res://resources/overlays/heat_overlay.tres" type="Resource" id=2]
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[ext_resource path="res://resources/overlays/no_overlay.tres" type="Resource" id=3]
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[ext_resource path="res://resources/tiles/tiles.tres" type="Resource" id=4]
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[node name="Overlays" type="Node"]
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script = ExtResource( 1 )
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_cycleOverlayKey = 16777218
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_overlayResources = [ ExtResource( 3 ), ExtResource( 2 ) ]
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_tileGridResource = ExtResource( 4 )
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@ -0,0 +1,8 @@
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[gd_resource type="Resource" load_steps=2 format=2]
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[ext_resource path="res://scripts/overlays/HeatOverlay.cs" type="Script" id=1]
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[resource]
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script = ExtResource( 1 )
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_coldColor = Color( 0, 0, 0, 1 )
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_hotColor = Color( 1, 0.654902, 0, 1 )
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@ -0,0 +1,6 @@
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[gd_resource type="Resource" load_steps=2 format=2]
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[ext_resource path="res://scripts/overlays/NoOverlay.cs" type="Script" id=1]
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[resource]
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script = ExtResource( 1 )
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@ -8,4 +8,4 @@ Name = "Developed"
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BuildLabel = "[D]eveloped"
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BuildLabel = "[D]eveloped"
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Key = 68
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Key = 68
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Color = Color( 0.372549, 0.372549, 0.372549, 1 )
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Color = Color( 0.372549, 0.372549, 0.372549, 1 )
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HeatGeneration = 0.5
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HeatGeneration = 0.1
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@ -18,7 +18,7 @@ public class WorldGrid : Node2D
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private float[] _nextValues = null;
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private float[] _nextValues = null;
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private struct TileView
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public struct TileView
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{
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{
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public ShaderMaterial material;
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public ShaderMaterial material;
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}
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}
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@ -32,21 +32,6 @@ public class WorldGrid : Node2D
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GenerateCanvasItems(_tileGrid);
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GenerateCanvasItems(_tileGrid);
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}
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}
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public override void _Process(float delta)
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{
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base._Process(delta);
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// TODO: this is a rendering concern that should be performed
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// by the heat overlay
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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 view = _tileViews[i];
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view.material.SetShaderParam("t", tile.temperature);
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}
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}
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#region Positioning
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#region Positioning
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public void GetGridPos(Vector2 position, out int x, out int y)
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public void GetGridPos(Vector2 position, out int x, out int y)
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{
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{
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@ -116,13 +101,15 @@ public class WorldGrid : Node2D
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}
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}
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}
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}
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public ShaderMaterial GetTileMaterial(int idx) => _tileViews[idx].material;
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#region Simulation
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public void _on_Clock_OnTick(int ticks)
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public void _on_Clock_OnTick(int ticks)
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{
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{
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GenerateHeat();
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GenerateHeat();
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Diffuse();
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Diffuse();
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}
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}
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#region Simulation
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private float TransferHeat(float t0, float alpha, float nx, float ny, float px, float py)
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private float TransferHeat(float t0, float alpha, float nx, float ny, float px, float py)
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{
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{
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float d2tdx2 = nx - 2 * t0 + px;
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float d2tdx2 = nx - 2 * t0 + px;
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@ -0,0 +1,22 @@
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using Godot;
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using System;
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public class HeatOverlay : Overlay
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{
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[Export]
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private Color _coldColor;
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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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{
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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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@ -0,0 +1,17 @@
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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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{
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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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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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}
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@ -0,0 +1,76 @@
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using Godot;
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using System;
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public class Overlays : Node
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{
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[Export]
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private KeyList _cycleOverlayKey;
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[Export]
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private Resource[] _overlayResources;
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private Overlay[] _overlays;
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private int _overlayIdx = 0;
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private Overlay Current => _overlays[_overlayIdx];
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[Export]
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private Resource _tileGridResource;
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private TileGrid _tileGrid;
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[Export]
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private NodePath _worldGridPath;
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private WorldGrid _worldGrid;
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public override void _Ready()
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{
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_tileGrid = (TileGrid)_tileGridResource;
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_overlays = new Overlay[_overlayResources.Length];
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for (int i = 0; i < _overlayResources.Length; i++)
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{
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_overlays[i] = (Overlay)_overlayResources[i];
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}
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_worldGrid = GetNode<WorldGrid>(_worldGridPath);
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}
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public override void _Input(InputEvent @event)
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{
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base._Input(@event);
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if (!(@event is InputEventKey keyEvent))
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return;
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if (!(keyEvent.Pressed))
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return;
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if ((KeyList)keyEvent.Scancode != _cycleOverlayKey)
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return;
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CycleOverlay();
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}
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public override void _Process(float delta)
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{
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base._Process(delta);
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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.Process(tile, material);
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}
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}
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private void CycleOverlay()
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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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