🎉 Initial Commit
✨ Grid system, player movement etc
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40
Scripts/System/PlacementManager.cs
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40
Scripts/System/PlacementManager.cs
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using AceFieldNewHorizon.Scripts.Tiles;
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using Godot;
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namespace AceFieldNewHorizon.Scripts.System;
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public partial class PlacementManager : Node2D
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{
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[Export] public PackedScene BuildingScene { get; set; }
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[Export] public GridManager Grid { get; set; }
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private Vector2I _hoveredCell;
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private BaseTile _ghostBuilding;
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public override void _Process(double delta)
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{
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// Snap mouse to grid
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var mousePos = GetGlobalMousePosition();
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_hoveredCell = GridUtils.WorldToGrid(mousePos);
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if (_ghostBuilding == null)
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{
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_ghostBuilding = (BaseTile)BuildingScene.Instantiate();
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_ghostBuilding.SetGhostMode(true);
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AddChild(_ghostBuilding);
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}
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_ghostBuilding.Position = GridUtils.GridToWorld(_hoveredCell);
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_ghostBuilding.SetGhostMode(true);
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// Left click to place
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if (!Input.IsActionPressed("build_tile") || !Grid.IsCellFree(_hoveredCell)) return;
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_ghostBuilding.SetGhostMode(false);
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Grid.OccupyCell(_hoveredCell, _ghostBuilding);
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_ghostBuilding = (BaseTile)BuildingScene.Instantiate();
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_ghostBuilding.SetGhostMode(true);
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AddChild(_ghostBuilding);
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}
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}
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