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Author | SHA1 | Date |
---|---|---|
Cat Flynn | 2bc92d9580 | |
Cat Flynn | 989cd8f3c9 | |
Cat Flynn | 573eed58ab | |
Cat Flynn | 511ed61eda | |
Cat Flynn | e988d9b38e | |
ktyl | 4650a5b7f3 |
34
gdd.md
34
gdd.md
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@ -8,6 +8,19 @@
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* Education
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* Supply chains
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## Interaction Modes
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Interaction modes can be changed via keyboard shortcut.
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### Selection Mode
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This is the default interaction mode.
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It can be accessed at any time by pressing the `esc` key.
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### Build Mode
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Build mode can be entered by pressing the `b` key.
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## Critical Path
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### Grid
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@ -28,6 +41,27 @@ Add a tick counter as a UI element.
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Diffusing should use 'pull' operations; tiles should pull values from surrounding tiles.
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This is an attempt to think forwards to parallelising computation of diffusiong - ideally using the GPU.
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#### Diffusion Algorithm
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Diffusion is modelled as two-dimensional steady-state heat conduction.
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This means that the amount of a value does not change between the start and end of the computation of the diffusion step.
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The value at one 2D location is calculated based on the values of itself and its neighbours in the previous step.
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A diffusion coefficient controls the rate of diffusion.
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[Video explanation](https://www.youtube.com/watch?v=RGbV7T_iWT8)
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[Derivation](https://www.tec-science.com/thermodynamics/heat/heat-equation-diffusion-equation/)
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Implementation:
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```cs
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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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float d2tdx2 = nx - 2 * t0 + px;
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float d2tdy2 = ny - 2 * t0 + py;
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return t0 + alpha * (d2tdx2 + d2tdy2);
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}
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```
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### Tile Types
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Tiles start as wild tiles.
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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/baseColor = Color( 0.992157, 1, 0, 1 )
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shader_param/highlightColor = Color( 1, 0, 0.984314, 1 )
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shader_param/isHighlighted = 0
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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/t = null
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|
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@ -5,6 +5,6 @@
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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/baseColor = Color( 0.0823529, 0, 1, 1 )
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shader_param/highlightColor = Color( 1, 0, 0, 1 )
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shader_param/isHighlighted = null
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shader_param/lowColor = Color( 0, 0, 0, 1 )
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shader_param/highColor = Color( 1, 0.560784, 0, 1 )
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shader_param/t = null
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|
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@ -0,0 +1,7 @@
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://scripts/Clock.cs" type="Script" id=1]
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[node name="Clock" type="Node"]
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script = ExtResource( 1 )
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_tickRate = 10.0
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@ -1,11 +1,61 @@
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[gd_scene load_steps=3 format=2]
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[gd_scene load_steps=11 format=2]
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[ext_resource path="res://nodes/grid.tscn" type="PackedScene" id=1]
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[ext_resource path="res://nodes/grid_cursor.tscn" type="PackedScene" id=2]
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[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/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://nodes/interaction_modes/selection_mode.tscn" type="PackedScene" id=8]
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[ext_resource path="res://nodes/ui/selection_mode_ui.tscn" type="PackedScene" id=9]
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[node name="Root" type="Node2D"]
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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="Interaction Mode" parent="." instance=ExtResource( 5 )]
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_buildModePath = NodePath("../Build Mode")
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_selectionModePath = NodePath("../Selection 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="Selection Mode" parent="." instance=ExtResource( 8 )]
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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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visible = false
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_buildModePath = NodePath("../../Build Mode")
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[node name="Selection Mode" parent="UI" instance=ExtResource( 9 )]
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_selectionModePath = NodePath("../../Selection 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="OnModeEntered" from="Selection Mode" to="Interaction Mode" method="_on_Selection_Mode_OnModeEntered"]
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[connection signal="OnModeExited" from="Selection Mode" to="Interaction Mode" method="_on_Selection_Mode_OnModeExited"]
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[connection signal="OnExit" from="UI/Build Mode" to="Interaction Mode" method="Reset"]
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[connection signal="EnableBuildMode" from="UI/Selection Mode" to="Build Mode" method="Enable"]
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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/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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@ -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 +1,7 @@
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://scripts/interaction_modes/SelectionMode.cs" type="Script" id=1]
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[node name="Selection Mode" type="Node"]
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script = ExtResource( 1 )
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_key = 16777217
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@ -0,0 +1,26 @@
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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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[node name="Build Mode" type="Control"]
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anchor_top = 1.0
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anchor_bottom = 1.0
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margin_top = -600.0
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margin_bottom = -600.0
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script = ExtResource( 1 )
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[node name="Exit" type="Button" parent="."]
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margin_left = 2.0
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margin_top = 562.0
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margin_right = 38.0
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margin_bottom = 598.0
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text = "Exit"
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[node name="Developed" type="Button" parent="."]
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margin_left = 54.0
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margin_top = 562.0
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margin_right = 90.0
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margin_bottom = 598.0
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text = "Developed"
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[connection signal="pressed" from="Exit" to="." method="_on_Exit_pressed"]
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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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[node name="Debug UI" type="Control"]
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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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TicksLabelPath = NodePath("Ticks")
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PauseLabelPath = NodePath("Paused")
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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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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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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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text = "ticks: 0"
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align = 2
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[node name="Paused" 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 = -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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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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@ -0,0 +1,19 @@
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://scripts/ui/SelectionModeUI.cs" type="Script" id=1]
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[node name="Selection Mode UI" type="Control"]
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anchor_top = 1.0
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anchor_bottom = 1.0
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margin_top = -600.0
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margin_bottom = -600.0
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script = ExtResource( 1 )
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[node name="Build Mode" type="Button" parent="."]
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margin_left = 2.0
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margin_top = 562.0
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margin_right = 38.0
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margin_bottom = 598.0
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text = "Build Mode"
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[connection signal="pressed" from="Build Mode" to="." method="_on_Build_Mode_pressed"]
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@ -0,0 +1,67 @@
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using Godot;
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using System;
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public class Clock : Node
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{
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[Signal]
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delegate void OnTick(int ticks);
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[Signal]
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delegate void OnPauseChanged(bool paused);
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[Export(PropertyHint.None, "Number of ticks per second")]
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private float _tickRate;
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private float TickPeriod => 1.0f / _tickRate;
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[Export]
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private bool _autoTick;
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private int _ticks = 0;
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private bool _paused = false;
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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 && keyEvent.Pressed)
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{
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switch ((KeyList)keyEvent.Scancode)
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{
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case KeyList.Space:
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if (_autoTick)
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{
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_paused = !_paused;
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EmitSignal(nameof(OnPauseChanged), _paused);
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return;
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}
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Tick();
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break;
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}
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}
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}
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private float _secondsSinceLastTick;
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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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if (!_autoTick)
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return;
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if (_paused)
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return;
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_secondsSinceLastTick += delta;
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if (_secondsSinceLastTick < TickPeriod)
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return;
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_secondsSinceLastTick -= TickPeriod;
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Tick();
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}
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private void Tick()
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{
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_ticks++;
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EmitSignal(nameof(OnTick), _ticks);
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}
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}
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@ -8,7 +8,18 @@ public class GridCursor : Sprite
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private WorldGrid _grid;
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private ShaderMaterial _material;
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private const string IS_HIGHLIGHTED = "isHighlighted";
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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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{
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|
@ -27,25 +38,44 @@ public class GridCursor : Sprite
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this.Visible = _grid.IsInBounds(x, 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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return;
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}
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else if (@event is InputEventMouseButton mouseButtonEvent)
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if (@event is InputEventMouseButton mouseButtonEvent)
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{
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switch ((ButtonList)mouseButtonEvent.ButtonIndex)
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var button = (ButtonList)mouseButtonEvent.ButtonIndex;
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if (button != ButtonList.Left)
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return;
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if (!mouseButtonEvent.Pressed)
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{
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case ButtonList.Left:
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if (mouseButtonEvent.Pressed)
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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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_grid.ToggleTileHighlight(x, y);
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_material.SetShaderParam(IS_HIGHLIGHTED, 1);
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}
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else
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{
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_material.SetShaderParam(IS_HIGHLIGHTED, 0);
|
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}
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break;
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_material.SetShaderParam(T, 0f);
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||||
return;
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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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||||
_grid.SetTileValue(x, y, 1.0f);
|
||||
_material.SetShaderParam(T, 1f);
|
||||
}
|
||||
}
|
||||
|
||||
public override void _Process(float delta)
|
||||
{
|
||||
_elapsed += delta * _pulseRate;
|
||||
|
||||
if (!_pulsing)
|
||||
{
|
||||
_material.SetShaderParam(T, 1f);
|
||||
return;
|
||||
}
|
||||
|
||||
var a = _pulseShape.Interpolate(_elapsed % 1.0f);
|
||||
_material.SetShaderParam(T, a);
|
||||
}
|
||||
|
||||
public void _on_Interaction_Mode_OnInteractionModeChanged(Mode oldMode, Mode newMode)
|
||||
{
|
||||
_pulsing = newMode is BuildMode;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -0,0 +1,8 @@
|
|||
using Godot;
|
||||
|
||||
public struct Tile
|
||||
{
|
||||
public bool isHighlighted;
|
||||
public float value;
|
||||
public ShaderMaterial material;
|
||||
}
|
|
@ -12,12 +12,11 @@ public class WorldGrid : Node2D
|
|||
[Export]
|
||||
public int CellSize { get; set; }
|
||||
|
||||
private struct Tile
|
||||
{
|
||||
public bool isHighlighted;
|
||||
public ShaderMaterial material;
|
||||
}
|
||||
[Export]
|
||||
public float DiffusionCoefficient { get; set; } = 0.01f;
|
||||
|
||||
private Tile[,] _tiles;
|
||||
private float[,] _nextValues = null;
|
||||
|
||||
// Called when the node enters the scene tree for the first time.
|
||||
public override void _Ready()
|
||||
|
@ -35,7 +34,7 @@ public class WorldGrid : Node2D
|
|||
{
|
||||
var tile = _tiles[x, y];
|
||||
var material = tile.material;
|
||||
material.SetShaderParam("isHighlighted", tile.isHighlighted ? 1 : 0);
|
||||
material.SetShaderParam("t", tile.value);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -53,6 +52,14 @@ public class WorldGrid : Node2D
|
|||
_tiles[x, y].isHighlighted ^= true;
|
||||
}
|
||||
|
||||
public void SetTileValue(int x, int y, float value)
|
||||
{
|
||||
if (!IsInBounds(x, y))
|
||||
return;
|
||||
|
||||
_tiles[x, y].value = value;
|
||||
}
|
||||
|
||||
public void GetGridPos(Vector2 position, out int x, out int y)
|
||||
{
|
||||
x = Mathf.FloorToInt(position.x / CellSize);
|
||||
|
@ -77,6 +84,7 @@ public class WorldGrid : Node2D
|
|||
this.Clear();
|
||||
|
||||
_tiles = new Tile[size, size];
|
||||
_nextValues = new float[size, size];
|
||||
|
||||
for (int x = 0; x < size; x++)
|
||||
{
|
||||
|
@ -84,6 +92,7 @@ public class WorldGrid : Node2D
|
|||
{
|
||||
var tile = new Tile();
|
||||
tile.isHighlighted = false;
|
||||
tile.value = 0.0f;
|
||||
|
||||
var node = TileScene.Instance<Node2D>();
|
||||
this.AddChild(node);
|
||||
|
@ -100,4 +109,58 @@ public class WorldGrid : Node2D
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void _on_Clock_OnTick(int ticks)
|
||||
{
|
||||
Diffuse();
|
||||
}
|
||||
|
||||
private float TransferHeat(float t0, float alpha, float nx, float ny, float px, float py)
|
||||
{
|
||||
float d2tdx2 = nx - 2 * t0 + px;
|
||||
float d2tdy2 = ny - 2 * t0 + py;
|
||||
return t0 + alpha * (d2tdx2 + d2tdy2);
|
||||
}
|
||||
|
||||
private void GetNeighbourTemperatures(int x, int y, out float nx, out float ny, out float px, out float py)
|
||||
{
|
||||
// default value
|
||||
var t = _tiles[x, y].value;
|
||||
|
||||
nx = x > 0 ? _tiles[x - 1, y].value : t;
|
||||
px = x < Size - 1 ? _tiles[x + 1, y].value : t;
|
||||
|
||||
ny = y > 0 ? _tiles[x, y - 1].value : t;
|
||||
py = y < Size - 1 ? _tiles[x, y + 1].value : t;
|
||||
}
|
||||
|
||||
private void Diffuse()
|
||||
{
|
||||
for (int x = 0; x < Size; x++)
|
||||
{
|
||||
for (int y = 0; y < Size; y++)
|
||||
{
|
||||
float t = _tiles[x, y].value;
|
||||
var D = DiffusionCoefficient;
|
||||
|
||||
GetNeighbourTemperatures(
|
||||
x, y,
|
||||
out var nx,
|
||||
out var ny,
|
||||
out var px,
|
||||
out var py);
|
||||
|
||||
// current value
|
||||
_nextValues[x, y] = TransferHeat(t, D, nx, ny, px, py);
|
||||
}
|
||||
}
|
||||
|
||||
for (int x = 0; x < Size; x++)
|
||||
{
|
||||
for (int y = 0; y < Size; y++)
|
||||
{
|
||||
_tiles[x, y].value = _nextValues[x, y];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -0,0 +1,9 @@
|
|||
using Godot;
|
||||
using System;
|
||||
|
||||
public class BuildMode : Mode
|
||||
{
|
||||
private const int NO_TILE_TYPE_SELECTED = -1;
|
||||
|
||||
public int SelectedTileType { get; set; } = NO_TILE_TYPE_SELECTED;
|
||||
}
|
|
@ -0,0 +1,75 @@
|
|||
using Godot;
|
||||
using System;
|
||||
|
||||
public class InteractionModes : Node
|
||||
{
|
||||
[Export]
|
||||
private NodePath _buildModePath;
|
||||
private BuildMode _buildMode;
|
||||
[Export]
|
||||
private NodePath _selectionModePath;
|
||||
private SelectionMode _selectionMode;
|
||||
|
||||
[Signal]
|
||||
delegate void OnInteractionModeChanged(Mode oldMode, Mode newMode);
|
||||
|
||||
private Mode _current = null;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
base._Ready();
|
||||
|
||||
_selectionMode = GetNode<SelectionMode>(_selectionModePath);
|
||||
_buildMode = GetNode<BuildMode>(_buildModePath);
|
||||
}
|
||||
|
||||
public override void _Process(float delta)
|
||||
{
|
||||
base._Process(delta);
|
||||
|
||||
if (_current == null)
|
||||
{
|
||||
Reset();
|
||||
}
|
||||
}
|
||||
|
||||
public void _on_Build_Mode_OnModeEntered()
|
||||
{
|
||||
_selectionMode.Disable();
|
||||
ChangeMode(_selectionMode, _buildMode);
|
||||
}
|
||||
public void _on_Build_Mode_OnModeExited()
|
||||
{
|
||||
}
|
||||
|
||||
public void _on_Selection_Mode_OnModeEntered()
|
||||
{
|
||||
_buildMode.Disable();
|
||||
ChangeMode(_buildMode, _selectionMode);
|
||||
}
|
||||
public void _on_Selection_Mode_OnModeExited()
|
||||
{
|
||||
}
|
||||
|
||||
private void ChangeMode(Mode oldMode, Mode newMode)
|
||||
{
|
||||
if (oldMode == newMode)
|
||||
{
|
||||
throw new InvalidOperationException();
|
||||
}
|
||||
|
||||
if (_current != null && oldMode != _current)
|
||||
{
|
||||
throw new InvalidOperationException();
|
||||
}
|
||||
|
||||
_current = newMode;
|
||||
EmitSignal(nameof(OnInteractionModeChanged), oldMode, newMode);
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
_buildMode.Disable();
|
||||
_selectionMode.Enable();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,63 @@
|
|||
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;
|
||||
}
|
||||
public void Disable()
|
||||
{
|
||||
Active = false;
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return GetType().ToString();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,6 @@
|
|||
using Godot;
|
||||
using System;
|
||||
|
||||
public class SelectionMode : Mode
|
||||
{
|
||||
}
|
|
@ -0,0 +1,36 @@
|
|||
using Godot;
|
||||
using System;
|
||||
|
||||
public class BuildModeUI : Control
|
||||
{
|
||||
[Signal]
|
||||
delegate void OnExit();
|
||||
|
||||
[Export]
|
||||
private NodePath _buildModePath;
|
||||
private BuildMode _buildMode;
|
||||
|
||||
// Called when the node enters the scene tree for the first time.
|
||||
public override void _Ready()
|
||||
{
|
||||
_buildMode = GetNode<BuildMode>(_buildModePath);
|
||||
Visible = false;
|
||||
}
|
||||
|
||||
public void _on_Exit_pressed()
|
||||
{
|
||||
Exit();
|
||||
}
|
||||
|
||||
private 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 +1,26 @@
|
|||
using Godot;
|
||||
using System;
|
||||
|
||||
public class SelectionModeUI : Control
|
||||
{
|
||||
[Signal]
|
||||
delegate void EnableBuildMode();
|
||||
|
||||
[Export]
|
||||
private NodePath _selectionModePath;
|
||||
public SelectionMode _selectionMode;
|
||||
|
||||
public void _on_Build_Mode_pressed() => EmitSignal(nameof(EnableBuildMode));
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
_selectionMode = GetNode<SelectionMode>(_selectionModePath);
|
||||
}
|
||||
|
||||
public override void _Process(float delta)
|
||||
{
|
||||
base._Process(delta);
|
||||
|
||||
Visible = _selectionMode.Active;
|
||||
}
|
||||
}
|
|
@ -1,9 +1,9 @@
|
|||
shader_type canvas_item;
|
||||
|
||||
uniform vec4 baseColor : hint_color;
|
||||
uniform vec4 highlightColor : hint_color;
|
||||
uniform int isHighlighted;
|
||||
uniform vec4 lowColor : hint_color;
|
||||
uniform vec4 highColor : hint_color;
|
||||
uniform float t;
|
||||
|
||||
void fragment() {
|
||||
COLOR = mix(baseColor, highlightColor, float(isHighlighted));
|
||||
COLOR = mix(lowColor, highColor, t);
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue