tool extends Node export var generate = false setget do_generate export var level_size = 10 func generate_level(level_node): var hexgrid = preload("res://addons/gdhexgrid/HexGrid.gd").new() var HexTile3D = preload("res://scenes/HexTile3D.tscn") var num_tiles_x = level_size var num_tiles_z = level_size for i in range(-num_tiles_x / 2, num_tiles_x / 2): for j in range (-num_tiles_z / 2, num_tiles_z / 2): var pos = hexgrid.get_hex_center_from_offset(Vector2(i, j)) var tile = HexTile3D.instance() var height = (sin(pos.y * 0.3) * sin(pos.y * 0.8) * 0.8 + cos ((pos.x) * 0.9) * 1.24) * 0.5 + 0.4 + rand_range(-0.3, 0.3) tile.transform.origin = Vector3(pos.x, height, pos.y) tile.connect("tile_selected", self, "on_tile_selected") tile.connect("tile_mouse_entered", self, "on_tile_hover") level_node.add_child(tile) var pos = hexgrid.get_hex_center3(Vector3(0, 0, 0)) print (pos) var hex = hexgrid.get_hex_at(pos) print (hex) print ("Generated level with " + str(level_node.get_child_count()) + " nodes") func do_generate(flag: bool): print ("flag: " + str(flag)) var tiles = get_node("../Tiles") if tiles == null: print ("Cannot generate: node '../Tiles' not found!") return for node in tiles.get_children(): tiles.remove_child(node) node.queue_free() generate_level(tiles)