✨ Placement check with collision
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@@ -1,30 +1,45 @@
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using Godot;
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namespace AceFieldNewHorizon.Scripts.Tiles;
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public partial class BaseTile : Node2D
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namespace AceFieldNewHorizon.Scripts.Tiles
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{
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protected CollisionShape2D CollisionShape;
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protected Sprite2D Sprite;
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public override void _Ready()
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public partial class BaseTile : Node2D
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{
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// Get references (optional: you can also Export and assign in editor)
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CollisionShape = GetNode<CollisionShape2D>("CollisionShape2D");
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Sprite = GetNode<Sprite2D>("Sprite2D");
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}
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private CollisionShape2D _collisionShape;
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private Sprite2D _sprite;
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public void SetGhostMode(bool ghost)
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{
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if (CollisionShape != null)
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CollisionShape.Disabled = ghost;
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if (Sprite != null)
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public override void _Ready()
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{
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if (ghost)
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Sprite.Modulate = new Color(1, 1, 1, 0.5f); // semi-transparent
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else
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Sprite.Modulate = Colors.White;
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_collisionShape = GetNodeOrNull<CollisionShape2D>("CollisionShape2D");
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_sprite = GetNodeOrNull<Sprite2D>("Sprite2D");
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}
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/// <summary>
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/// Switch between ghost and placed mode.
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/// </summary>
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/// <param name="canPlace">If in ghost mode, true = green, false = red. If placed, always white.</param>
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public void SetGhostMode(bool canPlace)
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{
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if (_collisionShape != null)
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_collisionShape.Disabled = true; // always disabled in ghost mode
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if (_sprite != null)
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{
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// Ghost preview coloring
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_sprite.Modulate = canPlace ? new Color(1, 1, 1, 0.2f) : // white semi-transparent
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new Color(1, 0, 0, 0.2f); // red semi-transparent
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}
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}
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/// <summary>
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/// Call when placement is finalized.
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/// </summary>
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public void FinalizePlacement()
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{
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if (_collisionShape != null)
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_collisionShape.Disabled = false;
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if (_sprite != null)
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_sprite.Modulate = Colors.White; // reset to normal
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}
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}
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}
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