Files
AceField-New-Horizon/Scripts/Tiles/BaseTile.cs
2025-08-28 02:06:00 +08:00

114 lines
3.5 KiB
C#

using System.Threading.Tasks;
using AceFieldNewHorizon.Scripts.System;
using Godot;
using Vector2 = Godot.Vector2;
namespace AceFieldNewHorizon.Scripts.Tiles;
public partial class BaseTile : Node2D
{
[Export] public string TileId { get; set; }
public BuildingData TileData { get; set; }
private CollisionShape2D _collisionShape;
private Sprite2D _sprite;
private ColorRect _progressOverlay;
private AudioStreamPlayer _completionSound;
public override void _Ready()
{
_collisionShape = GetNodeOrNull<CollisionShape2D>("CollisionShape2D");
_sprite = GetNodeOrNull<Sprite2D>("Sprite2D");
_progressOverlay = GetNodeOrNull<ColorRect>("ProgressOverlay");
if (_progressOverlay != null)
_progressOverlay.Visible = false;
// Setup audio player
_completionSound = new AudioStreamPlayer();
AddChild(_completionSound);
var sound = GD.Load<AudioStream>("res://Sounds/Events/ConstructionComplete.wav");
if (sound != null)
{
_completionSound.Stream = sound;
}
}
public void SetGhostMode(bool canPlace)
{
if (_collisionShape != null)
_collisionShape.Disabled = true;
if (_sprite != null)
_sprite.Modulate = canPlace
? new Color(0, 1, 0, 0.5f)
: new Color(1, 0, 0, 0.5f);
}
public void FinalizePlacement()
{
if (_collisionShape != null)
_collisionShape.Disabled = false;
if (_sprite != null)
_sprite.Modulate = Colors.White;
}
// Building progress visualization
public void StartConstruction(float buildTime)
{
if (_progressOverlay == null || _sprite?.Texture == null) return;
var texSize = new Vector2(GridUtils.TileSize, GridUtils.TileSize);
_progressOverlay.Visible = true;
_progressOverlay.Modulate = Colors.White;
_progressOverlay.Color = new Color(0, 0, 1, 0.4f); // semi-transparent blue
async void RunProgress()
{
var elapsed = 0f;
while (elapsed < buildTime)
{
await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);
elapsed += (float)GetProcessDeltaTime();
var ratio = Mathf.Clamp(elapsed / buildTime, 0, 1);
// Fill from bottom to top, aligned with sprite center pivot
_progressOverlay.Size = new Vector2(texSize.X, texSize.Y * ratio);
_progressOverlay.Position = new Vector2(
-texSize.X / 2, // align left edge
texSize.Y / 2 - _progressOverlay.Size.Y // move upward
);
}
// Fade out the overlay instead of making it instantly disappear
await FadeOutOverlay(0.5f);
}
RunProgress();
}
private async Task FadeOutOverlay(float duration)
{
var elapsed = 0f;
var startAlpha = _progressOverlay.Modulate.A;
// Play completion sound
if (_completionSound?.Stream != null)
{
_completionSound.Play();
}
while (elapsed < duration)
{
await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);
elapsed += (float)GetProcessDeltaTime();
var alpha = Mathf.Lerp(startAlpha, 0f, elapsed / duration);
_progressOverlay.Modulate = new Color(1, 1, 1, alpha);
}
_progressOverlay.Visible = false;
_progressOverlay.Modulate = Colors.White; // Reset alpha for next use
}
}