✨ Player died & Round & Respawn
This commit is contained in:
32
Scripts/Logic/Scoreboard.cs
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32
Scripts/Logic/Scoreboard.cs
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@ -0,0 +1,32 @@
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using System;
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using System.Collections.Generic;
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using Godot;
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namespace AceField.Scripts.Logic;
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public record PlayerData(string Name, int Score = 0)
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{
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public string Name { get; set; } = Name;
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public int Score { get; set; } = Score;
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};
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public partial class Scoreboard : Node
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{
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public Dictionary<int, PlayerData> Players = new();
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public void AddPlayer(int networkId, string playerName = null)
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{
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Players[networkId] = new PlayerData(playerName ?? $"Player#{networkId}");
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}
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public void RemovePlayer(int networkId)
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{
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Players.Remove(networkId);
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}
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public void AddScore(int networkId, int amount = 1)
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{
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if (Players[networkId]?.Score == null) return;
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Players[networkId]!.Score += amount;
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}
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}
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@ -4,86 +4,135 @@ namespace AceField.Scripts.Logic;
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public partial class World : Node2D
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{
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[Export] public PackedScene PlayerScene;
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[Export] public Scoreboard Scoreboard;
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[Export] public PackedScene PlayerScene;
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public void StartGame(string currentPlayerName = null)
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{
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if (!Multiplayer.IsServer())
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return;
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[Export] public int RoundCount = 1;
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[Export] public double RoundDuration = 60;
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[Export] public double RoundProgress;
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[Export] public double RoundTimeLeft;
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// Handling player connect / disconnect after this client connected
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Multiplayer.PeerDisconnected += RemovePlayer_Adaptor;
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Multiplayer.PeerConnected += AddPlayer_Adaptor;
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private Timer _roundTimer;
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// Handling player connected before this client
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foreach (var id in Multiplayer.GetPeers())
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AddPlayer(id);
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public void StartGame(string currentPlayerName = null)
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{
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if (!Multiplayer.IsServer())
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return;
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// Add this client as a player if client isn't a dedicated server
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if (!OS.HasFeature("dedicated_server"))
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AddPlayer(1, currentPlayerName);
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}
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_roundTimer = new Timer();
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_roundTimer.WaitTime = RoundDuration;
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_roundTimer.Autostart = true;
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_roundTimer.Timeout += NewRound;
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_roundTimer.OneShot = true;
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AddChild(_roundTimer);
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_roundTimer.Start();
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public override void _ExitTree()
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{
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if (!Multiplayer.IsServer())
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return;
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// Handling player connect / disconnect after this client connected
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Multiplayer.PeerDisconnected += RemovePlayer_Adaptor;
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Multiplayer.PeerConnected += AddPlayer_Adaptor;
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Multiplayer.PeerDisconnected -= RemovePlayer_Adaptor;
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Multiplayer.PeerConnected -= AddPlayer_Adaptor;
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}
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// Handling player connected before this client
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foreach (var id in Multiplayer.GetPeers())
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Scoreboard.AddPlayer(id);
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private static string BuildPlayerName(int id)
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=> $"Player@{id}";
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// Add this client as a player if client isn't a dedicated server
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if (!OS.HasFeature("dedicated_server"))
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Scoreboard.AddPlayer(1, currentPlayerName);
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private void AddPlayer_Adaptor(long id)
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=> AddPlayer((int)id);
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// Add players into the game
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PutPlayers(currentPlayerName);
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}
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private void RemovePlayer_Adaptor(long id)
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=> RemovePlayer((int)id);
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public override void _ExitTree()
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{
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if (!Multiplayer.IsServer())
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return;
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private void AddPlayer(int id, string name = null)
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{
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var player = PlayerScene.Instantiate<Player>();
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player.PlayerId = id;
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var position = Vector2.FromAngle(GD.Randf() * 2 * Mathf.Pi);
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player.Position = new Vector2(position.X * 5f * GD.Randf(), position.Y * 5f * GD.Randf());
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player.Name = BuildPlayerName(id);
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player.PlayerName = name;
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Multiplayer.PeerDisconnected -= RemovePlayer_Adaptor;
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Multiplayer.PeerConnected -= AddPlayer_Adaptor;
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}
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AddChild(player, true);
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}
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public override void _Process(double delta)
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{
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if (Multiplayer.IsServer())
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{
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RoundProgress = _roundTimer.TimeLeft / _roundTimer.WaitTime;
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RoundTimeLeft = _roundTimer.TimeLeft;
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}
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}
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private void RemovePlayer(int id)
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{
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var name = BuildPlayerName(id);
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if (!HasNode(name))
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return;
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private static string BuildPlayerName(int id)
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=> $"Player@{id}";
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GetNode(name).QueueFree();
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}
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private void AddPlayer_Adaptor(long id)
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=> Scoreboard.AddPlayer((int)id);
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public Player GetCurrentPlayer()
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{
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foreach(var child in GetChildren())
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{
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if (child is Player { IsCurrentPlayer: true } player)
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{
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return player;
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}
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}
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private void RemovePlayer_Adaptor(long id)
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=> Scoreboard.RemovePlayer((int)id);
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return null;
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}
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public T GetTileByPosition<T>(Vector2 position) where T : Node2D
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{
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foreach (var item in GetChildren())
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{
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if (item is T tile && tile.Position == position)
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return tile;
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}
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private void SpawnPlayer(int id, string name = null)
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{
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var player = PlayerScene.Instantiate<Player>();
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player.PlayerId = id;
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var position = Vector2.FromAngle(GD.Randf() * 2 * Mathf.Pi);
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player.Position = new Vector2(position.X * 5f * GD.Randf(), position.Y * 5f * GD.Randf());
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player.Name = BuildPlayerName(id);
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player.PlayerName = name;
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player.PlayerDied += (killerId) =>
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{
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if (killerId == 0) return;
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Scoreboard.AddScore(killerId);
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};
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return null;
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}
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}
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AddChild(player, true);
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}
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private void PutPlayers(string currentPlayerName = null)
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{
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// Spawn clients
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foreach (var id in Multiplayer.GetPeers())
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SpawnPlayer(id, Scoreboard.Players[id]?.Name);
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// Spawn host
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if (!OS.HasFeature("dedicated_server"))
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SpawnPlayer(1, currentPlayerName ?? Scoreboard.Players[1]?.Name);
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}
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private void NewRound()
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{
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RoundCount++;
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foreach (var child in GetChildren())
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{
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if (child is not Timer)
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child.QueueFree();
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}
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PutPlayers();
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_roundTimer.Start();
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}
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public Player GetCurrentPlayer()
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{
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foreach (var child in GetChildren())
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{
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if (child is Player { IsCurrentPlayer: true } player)
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{
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return player;
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}
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}
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return null;
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}
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public T GetTileByPosition<T>(Vector2 position) where T : Node2D
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{
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foreach (var item in GetChildren())
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{
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if (item is T tile && tile.Position == position)
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return tile;
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}
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return null;
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}
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}
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