Placement check with collision

This commit is contained in:
2025-08-26 22:10:13 +08:00
parent 31723217ea
commit 44cd74b07c
5 changed files with 67 additions and 26 deletions

View File

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