94 lines
2.2 KiB
C#
94 lines
2.2 KiB
C#
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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