💄 Update textures and visual effects
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@@ -71,7 +71,7 @@ public partial class NaturalResourceGenerator : Node2D
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if (_rng.Randf() < IronDensity)
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{
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var veinSize = _rng.RandiRange(MinIronVeinSize, MaxIronVeinSize);
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PlaceVein(stoneCell, "stone_iron", veinSize, _ironTiles);
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PlaceVein(stoneCell, "ore_iron", veinSize, _ironTiles);
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}
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}
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}
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@@ -93,10 +93,10 @@ public partial class NaturalResourceGenerator : Node2D
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switch (tileType)
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{
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// For iron, make sure we're placing on stone
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case "stone_iron" when !_stoneTiles.Contains(cell):
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case "ore_iron" when !_stoneTiles.Contains(cell):
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continue;
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// Remove from previous layer if needed
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case "stone_iron" when _stoneTiles.Contains(cell):
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case "ore_iron" when _stoneTiles.Contains(cell):
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_stoneTiles.Remove(cell);
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break;
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case "stone" when _groundTiles.Contains(cell):
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@@ -8,8 +8,6 @@ namespace AceFieldNewHorizon.Scripts.Tiles;
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public partial class BaseTile : Node2D
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{
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[Export] public string TileId { get; set; }
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public BuildingData TileData { get; set; }
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private CollisionShape2D _collisionShape;
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private Sprite2D _sprite;
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@@ -4,5 +4,11 @@ namespace AceFieldNewHorizon.Scripts.Tiles;
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public partial class GroundTile : BaseTile
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{
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public override void _Ready()
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{
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var sprite = GetNode<Sprite2D>("Sprite2D");
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sprite.Modulate = new Color(0.75f, 0.75f, 0.75f); // Makes the sprite 25% darker
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base._Ready();
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}
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}
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