Files
AceField-New-Horizon/Scripts/Tiles/BaseTile.cs
2025-08-27 02:42:13 +08:00

75 lines
2.3 KiB
C#

using System.Numerics;
using AceFieldNewHorizon.Scripts.System;
using Godot;
using Vector2 = Godot.Vector2;
namespace AceFieldNewHorizon.Scripts.Tiles;
public partial class BaseTile : Node2D
{
private CollisionShape2D _collisionShape;
private Sprite2D _sprite;
private ColorRect _progressOverlay;
public override void _Ready()
{
_collisionShape = GetNodeOrNull<CollisionShape2D>("CollisionShape2D");
_sprite = GetNodeOrNull<Sprite2D>("Sprite2D");
_progressOverlay = GetNodeOrNull<ColorRect>("ProgressOverlay");
if (_progressOverlay != null)
_progressOverlay.Visible = false;
}
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.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
);
}
_progressOverlay.Visible = false;
}
RunProgress();
}
}