Added basic symbols for most of the resources and changed map to be revealed whilst robots are exploring.
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@@ -0,0 +1,70 @@
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using Godot;
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using System;
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public partial class Map : PanelContainer
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{
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[Export] GridContainer grid;
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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}
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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public override void _Process(double delta)
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{
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//TODO: This has to be temporary! Drawing each frame is way too expensive.
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if (Visible)
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{
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ShowMap();
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}
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}
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public void ShowMap()
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{
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grid.Columns = GameData.layerSize;
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grid.AddThemeConstantOverride("h_separation", (int)(GameData.tileWidth * 2.5f));
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grid.AddThemeConstantOverride("v_separation", (int)(GameData.tileWidth * 2.5f));
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foreach (Node node in grid.GetChildren())
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{
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grid.RemoveChild(node);
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node.QueueFree();
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}
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TextureRect texture;
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Tile[,] tiles = GameData.map[GameData.currentLayer].tiles;
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for (int z = 0; z < GameData.layerSize; z++)
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{
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for (int x = 0; x < GameData.layerSize; x++)
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{
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texture = new TextureRect();
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if (tiles[x, z].wasVisited)
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{
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if (tiles[x, z].containsResource)
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{
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texture.Texture = ResourceDistributor.resources[tiles[x, z].resource.name];
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}
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else
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{
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texture.Texture = GenerateTexture(32, new Color(0,0,0,0));
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}
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}
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else
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{
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texture.Texture = GenerateTexture(32, new Color(0,0,0,1));
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}
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grid.AddChild(texture);
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}
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}
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}
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public Texture2D GenerateTexture(int size, Color fillColor)
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{
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Image image = Image.CreateEmpty(size, size, false, Image.Format.Rgba8);
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image.Fill(fillColor);
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return ImageTexture.CreateFromImage(image);
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}
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}
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