Fixed light and object placement.
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@@ -0,0 +1,44 @@
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[remap]
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importer="scene"
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importer_version=1
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type="PackedScene"
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uid="uid://ccdohpxvolyvj"
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path="res://.godot/imported/TilesNew.fbx-3e21a3fed203e7e5d17b1879a769f903.scn"
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[deps]
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source_file="res://Assets/Objects/TilesNew.fbx"
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dest_files=["res://.godot/imported/TilesNew.fbx-3e21a3fed203e7e5d17b1879a769f903.scn"]
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[params]
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nodes/root_type=""
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nodes/root_name=""
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nodes/root_script=null
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nodes/apply_root_scale=true
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nodes/root_scale=1.0
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nodes/import_as_skeleton_bones=false
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nodes/use_name_suffixes=true
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nodes/use_node_type_suffixes=true
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meshes/ensure_tangents=true
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meshes/generate_lods=true
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meshes/create_shadow_meshes=true
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meshes/light_baking=1
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meshes/lightmap_texel_size=0.2
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meshes/force_disable_compression=false
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skins/use_named_skins=true
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animation/import=true
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animation/fps=30
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animation/trimming=true
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animation/remove_immutable_tracks=true
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animation/import_rest_as_RESET=false
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import_script/path=""
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materials/extract=0
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materials/extract_format=0
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materials/extract_path=""
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_subresources={}
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fbx/importer=0
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fbx/allow_geometry_helper_nodes=false
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fbx/embedded_image_handling=1
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fbx/naming_version=2
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+1
-3
@@ -32,9 +32,6 @@ bg_color = Color(0, 0, 0, 0.7647059)
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[node name="World" type="Node3D" parent="." unique_id=770208789]
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script = ExtResource("1_kldst")
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[node name="DirectionalLight3D" type="DirectionalLight3D" parent="World" unique_id=690768533]
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transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 0, 177.60146, 0)
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[node name="SteamworksHandler" type="Node" parent="." unique_id=1183440473]
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script = ExtResource("2_b2bpf")
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@@ -104,6 +101,7 @@ layout_mode = 2
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size_flags_vertical = 3
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[node name="CodingWindow" type="PanelContainer" parent="Control/MainUI/Content" unique_id=1576652491]
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visible = false
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layout_mode = 1
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anchors_preset = 15
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anchor_right = 1.0
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@@ -1,14 +1,21 @@
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using Godot;
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public partial class GameData
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{
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//Amount of layers generated
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public static int ruinSize = 10;
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//Width+Height of layers
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public static int layerSize = 20;
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//Current layer the player wants to see
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public static int currentLayer = 0;
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//The layer that is currently visible
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public static int visibleLayer = 0;
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//Determines if the player can move the camera or not (Necessary for input and options menu)
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public static bool canMove = true;
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//--- PLAYER ADJUSTABLE VALUES ---
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//Color used in primary objects (e.g. Robots)
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public static Color primaryColor = new Color("#276ac2");
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//Color used in lights
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public static Color lightColor = new Color("#7efff5");
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//Amount of layers generated
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public static int ruinSize = 10;
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//Width+Height of layers
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public static int layerSize = 20;
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}
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+9
-7
@@ -88,23 +88,25 @@ public partial class Tile
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private void SpawnLight(MeshInstance3D lightMesh, Placeholder placeholder, Transform3D transform)
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{
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Vector3 forward = (transform.Origin - placeholder.transform.Origin).Normalized();
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MeshInstance3D light = new MeshInstance3D
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{
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Mesh = lightMesh.Mesh,
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Position = placeholder.transform.Origin
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};
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light.AddChild(new OmniLight3D()
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OmniLight3D lightSource = new OmniLight3D()
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{
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OmniAttenuation = 2f,
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LightColor = new Color("#eae7ad"),
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LightColor = GameData.lightColor,
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ShadowEnabled = true,
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LightEnergy = 5f,
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LightEnergy = 100f,
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LightIndirectEnergy = 1.5f,
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Position = new Vector3(0.5f, 0, 0)
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});
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OmniRange = 20f,
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Position = placeholder.transform.Origin
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};
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lightSource.Position.MoveToward(transform.Origin, 0.1f);
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light.AddChild(lightSource);
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ContentNode.AddChild(light);
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light.LookAt(light.Position + forward, Vector3.Up);
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light.LookAt(transform.Origin, Vector3.Up);
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}
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private void SpawnResource(MeshInstance3D resourceMesh, Placeholder placeholder, Transform3D transform)
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+2
-2
@@ -30,7 +30,7 @@ public partial class World : Node3D
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foreach (var kvp in tileMeshes)
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{
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tilePlaceholders[kvp.Key] = new List<Placeholder>();
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foreach (MeshInstance3D child in kvp.Value.GetChildren())
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foreach (Node3D child in kvp.Value.GetChildren())
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{
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tilePlaceholders[kvp.Key].Add(new Placeholder(child.Name, child.Transform));
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}
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@@ -141,7 +141,7 @@ public partial class World : Node3D
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int posX, posY;
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while(currentLight < layerSize * 2)
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while(currentLight < layerSize * layerSize / 2)
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{
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posX = rand.Next(layerSize);
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posY = rand.Next(layerSize);
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