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8 Commits
Author | SHA1 | Date |
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Cat Flynn | d431848791 | |
Cat Flynn | 78e4c6ee9e | |
ktyl | f13fe16317 | |
ktyl | ece699b68e | |
ktyl | 1bbb11b042 | |
ktyl | 8c55e2131f | |
ktyl | c22827967f | |
ktyl | 6793335983 |
9
gdd.md
9
gdd.md
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@ -11,15 +11,14 @@
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## Clock
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Ticks can be applied manually or they can be applied over time.
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Add a tick counter as a UI element.
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There is a tick counter UI debug element.
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## Grid
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## Diffusion
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### Grid
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Add a 10x10 grid.
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Tiles are highlighted a different colour when the player hovers over them with the cursor.
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### Diffusion
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Tiles in the grid contain floating point values.
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These values propogate to neighbouring cells a tick happens.
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@ -1,8 +1,9 @@
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[gd_resource type="Resource" load_steps=3 format=2]
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[gd_resource type="Resource" load_steps=4 format=2]
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[ext_resource path="res://scripts/tile/TileTypeCollection.cs" type="Script" id=1]
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[ext_resource path="res://resources/tiles/tile_types/developed.tres" type="Resource" id=2]
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[ext_resource path="res://resources/tiles/tile_types/wild.tres" type="Resource" id=3]
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[resource]
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script = ExtResource( 1 )
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_resources = [ ExtResource( 2 ) ]
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_resources = [ ExtResource( 2 ), ExtResource( 3 ) ]
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@ -8,4 +8,5 @@ Name = "Wild"
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Key = 87
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Color = Color( 0.14902, 1, 0, 0 )
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HeatGeneration = -0.02
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HealRate = 0.01
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Threshold = 0.6
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@ -1,13 +1,13 @@
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using Godot;
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public class HeatSystem
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public class EnvironmentSystem
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{
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private readonly TileGrid _tiles;
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private readonly float _diffusionCoefficient;
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private float[] _nextTemperatures = null;
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public HeatSystem(TileGrid tiles, float diffusionCoefficient)
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public EnvironmentSystem(TileGrid tiles, float diffusionCoefficient)
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{
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_tiles = tiles;
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_diffusionCoefficient = diffusionCoefficient;
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@ -20,7 +20,6 @@ public class HeatSystem
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Diffuse();
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}
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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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@ -46,23 +45,42 @@ public class HeatSystem
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var tile = _tiles[i];
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var type = tile.type;
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tile.temperature += type.HeatGeneration;
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ApplyHeatDamage(ref tile);
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_tiles[i] = tile;
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}
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for (int i = 0; i < _tiles.Count; i++)
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{
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ApplyHeatDamage(i);
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}
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}
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private void ApplyHeatDamage(ref Tile tile)
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private void ApplyHeatDamage(int i)
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{
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_tiles.MapIndex(i, out var x, out var y);
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var tile = _tiles[x, y];
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if (!(tile.type is IDamageable damageable))
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return;
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var surplus = tile.temperature - damageable.Threshold;
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if (surplus < 0)
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return;
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var delta = tile.temperature - damageable.Threshold;
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if (delta < 0)
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{
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// we want to heal based on how many wild tiles surround us
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float wild = _tiles.GetNeighbourProportion<Wild>(x, y);
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float heal = damageable.HealRate * wild;
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tile.currentHealth += heal;
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}
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else
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{
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// TODO: parameterised balancing
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tile.currentHealth -= surplus;
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// take damage
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tile.currentHealth -= delta;
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}
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tile.currentHealth = Mathf.Clamp(tile.currentHealth, 0, 1);
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_tiles[x, y] = tile;
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}
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private void Diffuse()
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@ -96,5 +114,4 @@ public class HeatSystem
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_tiles[i] = tile;
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}
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}
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}
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@ -21,7 +21,7 @@ public class WorldGrid : Node2D
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public ShaderMaterial material;
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}
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private TileView[] _tileViews;
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private HeatSystem _heat;
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private EnvironmentSystem _environment;
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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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@ -30,7 +30,7 @@ public class WorldGrid : Node2D
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GenerateCanvasItems(_tileGrid);
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_heat = new HeatSystem(_tileGrid, DiffusionCoefficient);
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_environment = new EnvironmentSystem(_tileGrid, DiffusionCoefficient);
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}
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#region Positioning
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@ -53,6 +53,7 @@ public class WorldGrid : Node2D
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var tile = _tileGrid[idx];
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tile.type = tileType;
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tile = tileType.ApplySpawneffect(tile);
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_tileGrid[x, y] = tile;
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}
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#endregion
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@ -100,5 +101,5 @@ public class WorldGrid : Node2D
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public ShaderMaterial GetTileMaterial(int idx) => _tileViews[idx].material;
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public void _on_Clock_OnTick(int ticks) => _heat.Process();
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public void _on_Clock_OnTick(int ticks) => _environment.Process();
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}
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@ -1,4 +1,5 @@
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public interface IDamageable
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{
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float HealRate { get; }
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float Threshold { get; }
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}
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@ -89,5 +89,64 @@ public class TileGrid : Resource, IReadOnlyList<Tile>
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{
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return x >= 0 && x < Size && y >= 0 && y < Size;
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}
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private readonly int[] _neighbours = new int[]
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{
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-1, 0,
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0, 1,
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1, 0,
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0, -1
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};
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private void GetCoordinate(int dir, out int x, out int y)
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{
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dir %= 4;
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int idx = dir * 2;
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x = _neighbours[idx];
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y = _neighbours[idx + 1];
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}
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public float GetNeighbourProportion<T>(int x, int y)
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{
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int typed = GetNeighbourCount<T>(x, y);
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int all = GetNeighbourCount(x, y);
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return (float)typed / (float)all;
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}
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public int GetNeighbourCount<T>(int x, int y)
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{
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int count = 0;
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for (int i = 0; i < 4; i++)
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{
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GetCoordinate(i, out var nx, out var ny);
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if (!IsInBounds(x + nx, y + ny))
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continue;
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if (!(this[x + nx, y + ny].type is T))
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continue;
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count++;
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}
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return count;
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}
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public int GetNeighbourCount(int x, int y)
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{
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int count = 0;
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for (int i = 0; i < 4; i++)
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{
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GetCoordinate(i, out var nx, out var ny);
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if (!IsInBounds(x + nx, y + ny))
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continue;
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count++;
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}
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return count;
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}
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}
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@ -17,4 +17,6 @@ public class TileType : Resource
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public float HeatGeneration { get; private set; }
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public override string ToString() => Name;
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public virtual Tile ApplySpawneffect(Tile tile) => tile;
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}
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@ -2,6 +2,15 @@ using Godot;
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public class Wild : TileType, IDamageable
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{
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[Export]
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public float HealRate { get; private set; } = 0.01f;
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[Export]
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public float Threshold { get; private set; }
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public override Tile ApplySpawneffect(Tile tile)
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{
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tile.currentHealth = 0;
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return tile;
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}
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}
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@ -20,10 +20,14 @@ public class BuildModeUI : Control
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_buildMode = GetNode<BuildMode>(_buildModePath);
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var buttonHeight = 40;
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var tileType = _buildMode.BuildableTiles[0];
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int x = 50;
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SpawnButton(tileType, buttonHeight, ref x);
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int x = 50;
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int margin = 5;
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foreach (var tt in _buildMode.BuildableTiles)
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{
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SpawnButton(tt, buttonHeight, ref x);
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x += margin;
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}
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}
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private void UpdateButtonToggleState(TileType tileType)
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