♻️ Optimizations of the various system
🍱 Retexture of the enemy portal
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@@ -55,15 +55,15 @@ public partial class NaturalResourceGenerator : Node2D
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return;
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}
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// Test if enemy_nest is in the registry
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var testBuilding = Registry.GetBuilding("enemy_nest");
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// Test if enemy_portal is in the registry
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var testBuilding = Registry.GetBuilding("enemy_portal");
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if (testBuilding == null)
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{
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GD.PrintErr($"{LogPrefix} 'enemy_nest' is not found in BuildingRegistry!");
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GD.PrintErr($"{LogPrefix} 'enemy_portal' is not found in BuildingRegistry!");
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}
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else
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{
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GD.Print($"{LogPrefix} Found enemy_nest in registry!");
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GD.Print($"{LogPrefix} Found enemy_portal in registry!");
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}
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GD.Print($"{LogPrefix} NaturalResourceGenerator ready, SpawnEnemyNest = {SpawnEnemyNest}");
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@@ -287,9 +287,9 @@ public partial class NaturalResourceGenerator : Node2D
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// Remove all tiles in this chunk
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var chunkWorldPos = ChunkToWorldCoords(chunkPos);
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for (int x = 0; x < ChunkSize; x++)
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for (var x = 0; x < ChunkSize; x++)
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{
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for (int y = 0; y < ChunkSize; y++)
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for (var y = 0; y < ChunkSize; y++)
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{
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var cell = new Vector2I(chunkWorldPos.X + x, chunkWorldPos.Y + y);
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// Free a 1x1 area for each cell
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@@ -416,7 +416,7 @@ public partial class NaturalResourceGenerator : Node2D
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while (attempts < maxAttempts)
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{
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if (PlaceTile("enemy_nest", nestPosition))
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if (PlaceTile("enemy_portal", nestPosition))
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{
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GD.Print($"{LogPrefix} Placed enemy nest at {nestPosition}");
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return;
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