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No commits in common. "3b96a58dabaeb8d6eeffb98ae8a1437bcc536dc9" and "68dd73fb956fd3f3a498edb5623806d83568014c" have entirely different histories.
3b96a58dab
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68dd73fb95
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@ -4,6 +4,6 @@
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[resource]
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shader = ExtResource( 1 )
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shader_param/lowColor = Color( 0, 0, 0, 0 )
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shader_param/highColor = Color( 0, 0.976471, 1, 1 )
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shader_param/lowColor = Color( 1, 0.960784, 0, 1 )
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shader_param/highColor = Color( 0.921569, 0, 1, 1 )
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shader_param/t = null
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@ -1,33 +1,24 @@
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[gd_scene load_steps=9 format=2]
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[gd_scene load_steps=7 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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[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/interaction_modes/interaction_mode.tscn" type="PackedScene" id=5]
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[ext_resource path="res://nodes/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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[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="Clock" parent="." instance=ExtResource( 4 )]
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_autoTick = true
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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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_pulseShape = SubResource( 1 )
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[node name="Clock" parent="." instance=ExtResource( 4 )]
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_autoTick = true
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[node name="Interaction Mode" parent="." instance=ExtResource( 5 )]
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_buildModePath = NodePath("../Build Mode")
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[node name="Build Mode" parent="." instance=ExtResource( 7 )]
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_key = 66
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[node name="UI" type="Control" parent="."]
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anchor_right = 1.0
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@ -36,13 +27,10 @@ anchor_bottom = 1.0
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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("../../Build Mode")
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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="UI/Debug" method="_on_Clock_OnTick"]
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[connection signal="OnInteractionModeChanged" from="Interaction Mode" to="Cursor" method="_on_Interaction_Mode_OnInteractionModeChanged"]
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[connection signal="OnInteractionModeChanged" from="Interaction Mode" to="UI/Debug" method="_on_Interaction_Mode_OnInteractionModeChanged"]
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[connection signal="OnModeEntered" from="Build Mode" to="Interaction Mode" method="_on_Build_Mode_OnModeEntered"]
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[connection signal="OnModeExited" from="Build Mode" to="Interaction Mode" method="_on_Build_Mode_OnModeExited"]
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[connection signal="OnInteractionModeChanged" from="Interaction Mode" to="UI/Build Mode" method="_on_Interaction_Mode_OnInteractionModeChanged"]
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[connection signal="OnExit" from="UI/Build Mode" to="Interaction Mode" method="Reset"]
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@ -1,6 +1,7 @@
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://scripts/interaction_modes/InteractionMode.cs" type="Script" id=1]
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[ext_resource path="res://scripts/InteractionMode.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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_buildMode = 66
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@ -1,6 +0,0 @@
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://scripts/interaction_modes/BuildMode.cs" type="Script" id=1]
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[node name="Build Mode" type="Node"]
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script = ExtResource( 1 )
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@ -8,17 +8,6 @@ public class GridCursor : Sprite
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private WorldGrid _grid;
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private ShaderMaterial _material;
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#region Animation
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[Export]
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private Curve _pulseShape;
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[Export]
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private float _pulseRate = 1.0f;
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private float PulsePeriod => 1.0f / _pulseRate;
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#endregion
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private float _elapsed = 0.0f;
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private bool _pulsing = false;
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private const string T = "t";
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public override void _Ready()
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@ -59,32 +48,4 @@ public class GridCursor : Sprite
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}
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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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_elapsed += delta * _pulseRate;
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if (!_pulsing)
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{
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_material.SetShaderParam(T, 1f);
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return;
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}
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var a = _pulseShape.Interpolate(_elapsed % 1.0f);
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_material.SetShaderParam(T, a);
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}
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public void _on_Interaction_Mode_OnInteractionModeChanged(InteractionMode.Mode oldMode, InteractionMode.Mode newMode)
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{
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switch (newMode)
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{
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case InteractionMode.Mode.SELECT:
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_pulsing = false;
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break;
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case InteractionMode.Mode.BUILD:
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_pulsing = true;
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break;
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}
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}
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}
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@ -0,0 +1,63 @@
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using Godot;
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using System;
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public class InteractionMode : Node
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{
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[Export]
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private KeyList _buildMode;
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[Signal]
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delegate void OnInteractionModeChanged(Mode oldMode, Mode newMode);
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public enum Mode
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{
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SELECT = 0,
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BUILD = 1
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}
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public void Reset()
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{
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Current = Mode.SELECT;
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}
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public Mode Current
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{
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get => _current;
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set
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{
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if (_current == value)
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return;
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var old = _current;
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_current = value;
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EmitSignal(nameof(OnInteractionModeChanged), old, _current);
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}
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}
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private Mode _current = Mode.SELECT;
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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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var key = (KeyList)keyEvent.Scancode;
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// TODO: this should be developed into a UI stack
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if (key == KeyList.Escape)
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{
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Current = Mode.SELECT;
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return;
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}
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if (key == _buildMode)
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{
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Current = Mode.BUILD;
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}
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}
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}
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@ -1,66 +0,0 @@
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using Godot;
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using System;
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public class BuildMode : Node
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{
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[Signal]
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delegate void OnModeEntered();
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[Signal]
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delegate void OnModeExited();
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[Export]
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private KeyList _key;
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public bool Active
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{
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get => _active;
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private set
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{
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if (value == _active)
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return;
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_active = value;
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var signal = _active
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? nameof(OnModeEntered)
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: nameof(OnModeExited);
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EmitSignal(signal);
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}
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}
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private bool _active;
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private const int NO_TILE_TYPE_SELECTED = -1;
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public int SelectedTileType { get; set; } = NO_TILE_TYPE_SELECTED;
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public override void _Ready()
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{
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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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var key = (KeyList)keyEvent.Scancode;
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// TODO: this should be developed into a UI stack
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if (key == KeyList.Escape)
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{
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Active = false;
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return;
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}
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if (key == _key)
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{
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Active = true;
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return;
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}
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}
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}
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@ -1,54 +0,0 @@
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using Godot;
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using System;
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public class InteractionMode : Node
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{
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[Export]
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private NodePath _buildModePath;
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private BuildMode _buildMode;
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[Signal]
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delegate void OnInteractionModeChanged(Mode oldMode, Mode newMode);
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public enum Mode
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{
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SELECT = 0,
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BUILD = 1
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}
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public Mode Current { get; private set; }
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public void _on_Build_Mode_OnModeEntered()
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{
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ChangeMode(Mode.BUILD);
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}
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public void _on_Build_Mode_OnModeExited()
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{
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ChangeMode(Mode.SELECT);
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}
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private void ChangeMode(Mode mode)
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{
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if (Current == mode)
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return;
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var old = Current;
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Current = mode;
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EmitSignal(nameof(OnInteractionModeChanged), old, mode);
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}
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public override void _Ready()
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{
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base._Ready();
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_buildMode = GetNode<BuildMode>(_buildModePath);
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Reset();
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}
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public void Reset()
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{
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Current = Mode.SELECT;
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}
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}
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@ -6,14 +6,13 @@ public class BuildModeUI : Control
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[Signal]
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delegate void OnExit();
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[Export]
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private NodePath _buildModePath;
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private BuildMode _buildMode;
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// Declare member variables here. Examples:
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// private int a = 2;
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// private string b = "text";
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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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_buildMode = GetNode<BuildMode>(_buildModePath);
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Visible = false;
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}
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@ -22,15 +21,39 @@ public class BuildModeUI : Control
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Exit();
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}
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public void _on_Interaction_Mode_OnInteractionModeChanged(InteractionMode.Mode oldMode, InteractionMode.Mode newMode)
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{
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if (oldMode == InteractionMode.Mode.BUILD)
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{
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Visible = false;
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return;
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}
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if (newMode == InteractionMode.Mode.BUILD)
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{
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Visible = true;
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return;
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}
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}
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private void Exit()
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{
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EmitSignal(nameof(OnExit));
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}
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public override void _Process(float delta)
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public override void _Input(InputEvent @event)
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{
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base._Process(delta);
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if (!Visible)
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return;
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Visible = _buildMode.Active;
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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 == KeyList.Escape)
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{
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Exit();
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}
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}
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}
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