🎉 Initial Commit
✨ Grid system, player movement etc
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45
Scripts/System/GridManager.cs
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45
Scripts/System/GridManager.cs
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using System.Collections.Generic;
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using Godot;
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namespace AceFieldNewHorizon.Scripts.System;
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public partial class GridManager : Node
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{
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private Dictionary<Vector2I, Node2D> _grid = new();
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public bool IsCellFree(Vector2I cell)
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{
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return !_grid.ContainsKey(cell);
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}
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public void OccupyCell(Vector2I cell, Node2D building)
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{
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_grid[cell] = building;
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}
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public void FreeCell(Vector2I cell)
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{
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_grid.Remove(cell);
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}
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}
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public static class GridUtils
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{
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public const int TileSize = 54;
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public static Vector2I WorldToGrid(Vector2 pos)
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{
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return new Vector2I(
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Mathf.FloorToInt(pos.X / TileSize),
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Mathf.FloorToInt(pos.Y / TileSize)
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);
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}
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public static Vector2 GridToWorld(Vector2I cell)
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{
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return new Vector2(
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cell.X * TileSize,
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cell.Y * TileSize
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);
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}
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}
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