using Godot; using System; using System.Diagnostics; public class HexTile3DMaterialAssign : Spatial { // Declare member variables here. Examples: // private int a = 2; // private string b = "text"; private Button _blackWhitePatternButton; private Button _colorPatternButton; private Button _changeMaterialButton; private SpinBox _textureSizeSpinBox; private HexTile3D _hexTile; private ShaderMaterial _customTileMaterial; private ImageTexture _blackWhitePatternTexture; private ImageTexture _colorPatternTexture; // Called when the node enters the scene tree for the first time. public override void _Ready() { _blackWhitePatternButton = (Button)FindNode("BlackWhitePatternButton"); Debug.Assert(_blackWhitePatternButton != null); _blackWhitePatternButton.Connect("pressed", this, nameof(OnBlackWhitePatternButton)); _colorPatternButton = (Button)FindNode("ColorPatternButton"); Debug.Assert(_colorPatternButton != null); _colorPatternButton.Connect("pressed", this, nameof(OnColorPatternButton)); _textureSizeSpinBox = (SpinBox)FindNode("TextureSizeSpinBox"); Debug.Assert(_textureSizeSpinBox != null); _textureSizeSpinBox.Connect("value_changed", this, nameof(OnTextureSizeChanged)); _hexTile = (HexTile3D)FindNode("HexTile3D"); Debug.Assert(_hexTile != null); _customTileMaterial = GD.Load("materials/HexTileTextureLookup.tres"); _blackWhitePatternTexture = new ImageTexture(); Image image = new Image(); image.Load("assets/4x4checker.png"); _blackWhitePatternTexture.CreateFromImage(image, (uint) (Texture.FlagsEnum.Mipmaps | Texture.FlagsEnum.Repeat)); _colorPatternTexture = new ImageTexture(); image.Load("assets/4x4checkerColor.png"); _colorPatternTexture.CreateFromImage(image, (uint) (Texture.FlagsEnum.Mipmaps | Texture.FlagsEnum.Repeat)); } public void OnBlackWhitePatternButton() { GD.Print("Apply Black White Pattern!"); _customTileMaterial.SetShaderParam("MapAlbedoTexture", _blackWhitePatternTexture); } public void OnColorPatternButton() { GD.Print("Apply Collor Pattern!"); //currentMaterial.SetShaderParam("MapAlbedoTexture", _colorPatternTexture); _customTileMaterial.SetShaderParam("MapAlbedoTexture", _colorPatternTexture); // _customTileMaterial.SetShaderParam("MapAlbedoTexture", _imageTexture); // _hexTile.Mesh.SetSurfaceMaterial(0, _customTileMaterial); } public void OnTextureSizeChanged(float value) { _customTileMaterial.SetShaderParam("TextureSize", (int) value); GD.Print("Texture size: " + _customTileMaterial.GetShaderParam("TextureSize")); } }