75 lines
2.3 KiB
C#
75 lines
2.3 KiB
C#
using System.Numerics;
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using AceFieldNewHorizon.Scripts.System;
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using Godot;
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using Vector2 = Godot.Vector2;
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namespace AceFieldNewHorizon.Scripts.Tiles;
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public partial class BaseTile : Node2D
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{
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private CollisionShape2D _collisionShape;
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private Sprite2D _sprite;
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private ColorRect _progressOverlay;
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public override void _Ready()
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{
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_collisionShape = GetNodeOrNull<CollisionShape2D>("CollisionShape2D");
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_sprite = GetNodeOrNull<Sprite2D>("Sprite2D");
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_progressOverlay = GetNodeOrNull<ColorRect>("ProgressOverlay");
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if (_progressOverlay != null)
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_progressOverlay.Visible = false;
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}
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public void SetGhostMode(bool canPlace)
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{
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if (_collisionShape != null)
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_collisionShape.Disabled = true;
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if (_sprite != null)
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_sprite.Modulate = canPlace
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? new Color(0, 1, 0, 0.5f)
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: new Color(1, 0, 0, 0.5f);
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}
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public void FinalizePlacement()
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{
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if (_collisionShape != null)
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_collisionShape.Disabled = false;
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if (_sprite != null)
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_sprite.Modulate = Colors.White;
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}
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// Building progress visualization
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public void StartConstruction(float buildTime)
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{
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if (_progressOverlay == null || _sprite?.Texture == null) return;
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var texSize = new Vector2(GridUtils.TileSize, GridUtils.TileSize);
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_progressOverlay.Visible = true;
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_progressOverlay.Color = new Color(0, 0, 1, 0.4f); // semi-transparent blue
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async void RunProgress()
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{
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var elapsed = 0f;
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while (elapsed < buildTime)
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{
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await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);
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elapsed += (float)GetProcessDeltaTime();
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var ratio = Mathf.Clamp(elapsed / buildTime, 0, 1);
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// Fill from bottom to top, aligned with sprite center pivot
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_progressOverlay.Size = new Vector2(texSize.X, texSize.Y * ratio);
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_progressOverlay.Position = new Vector2(
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-texSize.X / 2, // align left edge
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texSize.Y / 2 - _progressOverlay.Size.Y // move upward
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);
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}
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_progressOverlay.Visible = false;
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}
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RunProgress();
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}
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} |