123 lines
3.4 KiB
C#
123 lines
3.4 KiB
C#
using Godot;
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using System;
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using Array = Godot.Collections.Array;
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public class EditorUI : Control
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{
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// exported members
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[Export] public NodePath World;
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[Export] public NodePath StreamContainer;
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// public members
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public Vector2 currentTileOffset = Vector2.Zero;
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// private members
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private Button _resetButton;
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private Button _grassButton;
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private Button _sandButton;
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private Button _waterButton;
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private CheckBox _gameGeometryCheckBox;
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private CheckBox _physicsGeometryCheckBox;
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private TileWorld _tileWorld;
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private StreamContainer _streamContainer;
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private enum TileType
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{
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None,
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Grass,
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Sand,
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Water
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}
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private TileType _currentTileType = TileType.None;
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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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_tileWorld = (TileWorld) GetNode(World);
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_streamContainer = (StreamContainer)GetNode(StreamContainer);
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// signals
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_resetButton = (Button) FindNode("ResetButton");
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_resetButton.Connect("pressed", this, nameof(OnResetButton));
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_grassButton = (Button) FindNode("GrassButton");
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_grassButton.Connect("pressed", this, nameof(OnGrassButton));
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_sandButton = (Button) FindNode("SandButton");
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_sandButton.Connect("pressed", this, nameof(OnSandButton));
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_waterButton = (Button) FindNode("WaterButton");
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_waterButton.Connect("pressed", this, nameof(OnWaterButton));
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_gameGeometryCheckBox = (CheckBox)FindNode("GameGeometryCheckBox");
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_gameGeometryCheckBox.Connect("toggled", this, nameof(OnGameGeometryCheckBoxToggled));
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_physicsGeometryCheckBox = (CheckBox)FindNode("PhysicsGeometryCheckBox");
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_physicsGeometryCheckBox.Connect("toggled", this, nameof(OnPhysicsGeometryCheckBoxToggled));
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}
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public void OnResetButton()
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{
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GD.Print("Resetting Map");
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_tileWorld.Seed = _tileWorld.Seed + 1;
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_tileWorld.Generate(12);
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}
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public void OnGrassButton()
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{
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_currentTileType = TileType.Grass;
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}
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public void OnSandButton()
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{
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_currentTileType = TileType.Sand;
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}
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public void OnWaterButton()
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{
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_currentTileType = TileType.Water;
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}
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public void OnGameGeometryCheckBoxToggled(bool pressed)
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{
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Array gameGeometries = GetTree().GetNodesInGroup("GameGeometry");
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foreach (Spatial mesh in gameGeometries)
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{
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if (mesh != null)
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{
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mesh.Visible = pressed;
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}
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}
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}
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public void OnPhysicsGeometryCheckBoxToggled(bool pressed)
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{
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Array physicsGeometries = GetTree().GetNodesInGroup("PhysicsGeometry");
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foreach (Spatial mesh in physicsGeometries)
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{
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if (mesh != null)
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{
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mesh.Visible = pressed;
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}
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}
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}
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public void OnTileClicked(Vector2 offsetCoord)
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{
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switch (_currentTileType)
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{
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case TileType.Grass:_tileWorld.SetTileColorAtOffset(currentTileOffset, Colors.Green);
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break;
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case TileType.Water:_tileWorld.SetTileColorAtOffset(currentTileOffset, Colors.Blue);
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break;
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case TileType.Sand:_tileWorld.SetTileColorAtOffset(currentTileOffset, Colors.Yellow);
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break;
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}
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}
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}
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