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No commits in common. "17db704a81dc831cef329ecda2d8940f14ed8f35" and "65cbb9356a83f59662d2218bbacf33c625773e31" have entirely different histories.
17db704a81
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65cbb9356a
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@ -1,6 +0,0 @@
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<Project Sdk="Godot.NET.Sdk/3.3.0">
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<PropertyGroup>
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<TargetFramework>net472</TargetFramework>
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<RootNamespace>Halfearth</RootNamespace>
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</PropertyGroup>
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</Project>
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@ -1,19 +0,0 @@
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio 2012
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Half-earth", "Half-earth.csproj", "{C894A75C-991B-4000-9BD9-9B0B186304C4}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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ExportDebug|Any CPU = ExportDebug|Any CPU
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ExportRelease|Any CPU = ExportRelease|Any CPU
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{C894A75C-991B-4000-9BD9-9B0B186304C4}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{C894A75C-991B-4000-9BD9-9B0B186304C4}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{C894A75C-991B-4000-9BD9-9B0B186304C4}.ExportDebug|Any CPU.ActiveCfg = ExportDebug|Any CPU
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{C894A75C-991B-4000-9BD9-9B0B186304C4}.ExportDebug|Any CPU.Build.0 = ExportDebug|Any CPU
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{C894A75C-991B-4000-9BD9-9B0B186304C4}.ExportRelease|Any CPU.ActiveCfg = ExportRelease|Any CPU
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{C894A75C-991B-4000-9BD9-9B0B186304C4}.ExportRelease|Any CPU.Build.0 = ExportRelease|Any CPU
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EndGlobalSection
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EndGlobal
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Before Width: | Height: | Size: 3.2 KiB After Width: | Height: | Size: 3.2 KiB |
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@ -2,15 +2,15 @@
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importer="texture"
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importer="texture"
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type="StreamTexture"
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type="StreamTexture"
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path="res://.import/icon.png-f931f6b997c470ed41f337ac62349254.stex"
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path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
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metadata={
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metadata={
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"vram_texture": false
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"vram_texture": false
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}
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}
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[deps]
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[deps]
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source_file="res://textures/icon.png"
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source_file="res://icon.png"
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dest_files=[ "res://.import/icon.png-f931f6b997c470ed41f337ac62349254.stex" ]
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dest_files=[ "res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex" ]
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[params]
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[params]
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@ -1,8 +0,0 @@
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[gd_resource type="ShaderMaterial" load_steps=2 format=2]
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[ext_resource path="res://shaders/tile_shader.gdshader" type="Shader" id=1]
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[resource]
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resource_local_to_scene = true
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shader = ExtResource( 1 )
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shader_param/c = null
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@ -1,11 +0,0 @@
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[gd_scene load_steps=3 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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[node name="Root" type="Node2D"]
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[node name="Grid" parent="." instance=ExtResource( 1 )]
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[node name="Cursor" parent="." instance=ExtResource( 2 )]
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Grid = NodePath("../Grid")
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@ -1,10 +0,0 @@
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[gd_scene load_steps=3 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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[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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@ -1,9 +0,0 @@
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://textures/icon.png" type="Texture" id=1]
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[ext_resource path="res://scripts/GridCursor.cs" type="Script" id=2]
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[node name="Grid Cursor" type="Sprite"]
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modulate = Color( 0, 1, 1, 0.533333 )
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texture = ExtResource( 1 )
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script = ExtResource( 2 )
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@ -1,8 +0,0 @@
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://materials/tile.tres" type="Material" id=1]
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[ext_resource path="res://textures/icon.png" type="Texture" id=2]
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[node name="Tile" type="Sprite"]
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material = ExtResource( 1 )
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texture = ExtResource( 2 )
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@ -11,8 +11,7 @@ config_version=4
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[application]
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[application]
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config/name="Half-earth"
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config/name="Half-earth"
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run/main_scene="res://nodes/game.tscn"
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config/icon="res://icon.png"
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config/icon="res://textures/icon.png"
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[gui]
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[gui]
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@ -28,5 +27,4 @@ common/enable_pause_aware_picking=true
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[rendering]
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[rendering]
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gles3/shaders/shader_compilation_mode=1
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environment/default_environment="res://default_env.tres"
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environment/default_environment="res://resources/default_env.tres"
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@ -1,33 +0,0 @@
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using Godot;
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using System;
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public class GridCursor : Sprite
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{
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[Export]
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public NodePath Grid { get; set; }
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private WorldGrid _grid;
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public override void _Ready()
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{
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_grid = GetNode<WorldGrid>(Grid);
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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 InputEventMouseMotion mouseMoveEvent)
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{
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var pos = mouseMoveEvent.Position;
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_grid.GetGridPos(pos, out var x, out var y);
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var position = new Vector2(x + .5f, y + .5f) * _grid.CellSize;
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this.Position = position;
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}
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else if (@event is InputEventMouseButton mouseButtonEvent)
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{
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var pos = mouseButtonEvent.Position;
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_grid.GetGridPos(pos, out var x, out var y);
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GD.Print($"({x}, {y})");
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}
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}
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}
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@ -1,93 +0,0 @@
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using Godot;
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using System;
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public class WorldGrid : Node2D
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{
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[Export]
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private PackedScene TileScene { get; set; }
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[Export]
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public int Size { get; set; }
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[Export]
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public int CellSize { get; set; }
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private struct Tile
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{
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public float data;
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public ShaderMaterial material;
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}
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private Tile[,] _tiles;
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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GenerateGrid(Size);
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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 x = 0; x < Size; x++)
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{
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for (int y = 0; y < Size; y++)
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{
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var tile = _tiles[x, y];
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var material = tile.material;
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material.SetShaderParam("c", tile.data);
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}
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}
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}
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public void GetGridPos(Vector2 position, out int x, out int y)
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{
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int GetCoord(float f) =>
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Mathf.Clamp(Mathf.FloorToInt(f / CellSize), 0, CellSize -1);
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x = GetCoord(position.x);
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y = GetCoord(position.y);
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}
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private void Clear()
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{
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_tiles = null;
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int children = this.GetChildCount();
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GD.Print(children);
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for (int i = 0; i < children; i++)
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{
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var child = this.GetChild(i);
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child.QueueFree();
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}
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}
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private void GenerateGrid(int size)
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{
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this.Clear();
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_tiles = new Tile[size, size];
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for (int x = 0; x < size; x++)
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{
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for (int y = 0; y < size; y++)
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{
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var tile = new Tile();
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tile.data = (float)(y * size + x) / 100f;
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var node = TileScene.Instance<Node2D>();
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this.AddChild(node);
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var position = new Vector2
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{
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x = (x + .5f) * CellSize,
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y = (y + .5f) * CellSize
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};
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node.Position = position;
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var canvasItem = (CanvasItem)node;
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tile.material = (ShaderMaterial)canvasItem.Material;
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_tiles[x, y] = tile;
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}
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}
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}
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}
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@ -1,7 +0,0 @@
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shader_type canvas_item;
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uniform float c;
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void fragment() {
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COLOR = vec4(c, 0.0, 0.0, 1.0);
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}
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