tile-types #15
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@ -1,4 +1,4 @@
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[gd_scene load_steps=10 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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@ -7,6 +7,7 @@
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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://resources/tile_types/wild.tres" type="Resource" id=8]
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[ext_resource path="res://nodes/ui/mode_selection_ui.tscn" type="PackedScene" id=9]
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[sub_resource type="Curve" id=1]
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@ -19,6 +20,7 @@ _autoTick = true
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[node name="Grid" parent="." instance=ExtResource( 1 )]
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DiffusionCoefficient = 0.1
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_startTileTypeResource = ExtResource( 8 )
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[node name="Cursor" parent="." instance=ExtResource( 2 )]
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Grid = NodePath("../Grid")
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@ -0,0 +1,10 @@
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[gd_resource type="Resource" load_steps=2 format=2]
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[ext_resource path="res://scripts/TileType.cs" type="Script" id=1]
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[resource]
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script = ExtResource( 1 )
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Name = "Wild"
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BuildLabel = "[W]ild"
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Key = 87
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Color = Color( 0, 0.545098, 0.0196078, 1 )
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@ -6,6 +6,10 @@ public class WorldGrid : Node2D
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[Export]
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private PackedScene TileScene { get; set; }
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[Export]
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private Resource _startTileTypeResource;
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private TileType _startTileType;
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[Export]
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public int Size { get; set; }
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@ -21,6 +25,8 @@ public class WorldGrid : Node2D
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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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_startTileType = (TileType)_startTileTypeResource;
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GenerateGrid(Size);
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}
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@ -95,6 +101,7 @@ public class WorldGrid : Node2D
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var tile = new Tile();
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tile.isHighlighted = false;
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tile.value = 0.0f;
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tile.type = _startTileType;
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var node = TileScene.Instance<Node2D>();
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this.AddChild(node);
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@ -106,6 +113,7 @@ public class WorldGrid : Node2D
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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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tile.material.SetShaderParam("lowColor", _startTileType.Color);
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_tiles[x, y] = tile;
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}
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