Refactored code to be better separated (Rendering, Logic)

This commit is contained in:
=
2026-04-26 11:33:54 +02:00
parent 798fe23bb6
commit c80367dccd
9 changed files with 191 additions and 85 deletions
+48
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@@ -0,0 +1,48 @@
using Godot;
using System.Collections.Generic;
public class DecorationHandler
{
public static void Spawn(List<TileRenderData> tiles, Dictionary<string, MeshInstance3D> decorationMeshes)
{
foreach (var data in tiles)
{
Node3D tileNode = data.Tile.DecorationNode;
foreach (var placeholder in data.Placeholders)
{
string key = placeholder.name.ToLower();
var decoration = new MeshInstance3D();
if (decorationMeshes.ContainsKey(key))
{
decoration.Mesh = decorationMeshes[key].Mesh;
}
else
{
continue;
}
decoration.Position = placeholder.pos;
decoration.Rotate(Vector3.Up, Mathf.DegToRad(-90));
if (key == "light")
{
decoration.AddChild(new OmniLight3D()
{
OmniAttenuation = 2f,
LightColor = new Color("#eae7ad"),
ShadowEnabled = true,
LightEnergy = 5f,
LightIndirectEnergy = 1.5f,
Position = new Vector3(0.5f, 0, 0)
});
}
tileNode.AddChild(decoration);
}
}
}
}
+1
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@@ -0,0 +1 @@
uid://oe2d2ape41jj
+32 -1
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@@ -5,6 +5,7 @@ using System.Linq;
using static WFC;
public partial class Layer : Node3D
{
private Node3D decorationRoot;
public Tile[,] tiles;
int layerSize;
Tile tile;
@@ -14,7 +15,11 @@ public partial class Layer : Node3D
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
decorationRoot = new Node3D
{
Name = "Decorations"
};
AddChild(decorationRoot);
}
// Called every frame. 'delta' is the elapsed time since the previous frame.
@@ -22,6 +27,17 @@ public partial class Layer : Node3D
{
}
public void ClearDecorations()
{
foreach (var tile in tiles)
{
foreach (Node child in tile.DecorationNode.GetChildren())
{
child.QueueFree();
}
}
}
public void SetupLayer(int layerSize, int level, Dictionary<string, MeshInstance3D> tileMeshes)
{
this.layerSize = layerSize;
@@ -44,6 +60,7 @@ public partial class Layer : Node3D
safetyCounter++;
if (safetyCounter > 1000) break;
}
CreateTileNodes();
}
private void GenerateBaseStructure(Dictionary<string, MeshInstance3D> tileMeshes)
@@ -68,6 +85,20 @@ public partial class Layer : Node3D
}
}
private void CreateTileNodes()
{
foreach (var tile in tiles)
{
var node = new Node3D
{
Position = tile.Position
};
decorationRoot.AddChild(node);
tile.DecorationNode = node;
}
}
private void ResetLayer(Dictionary<string, MeshInstance3D> tileMeshes)
{
for (int x = 0; x < layerSize; x++)
+39
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using Godot;
using System.Collections.Generic;
public class MultiMeshHandler
{
private Dictionary<string, MultiMeshInstance3D> multiMeshes;
public MultiMeshHandler(Dictionary<string, MultiMeshInstance3D> multiMeshes)
{
this.multiMeshes = multiMeshes;
}
public void Build(List<TileRenderData> tiles)
{
foreach (var mm in multiMeshes.Values)
mm.Multimesh.InstanceCount = 0;
var batches = new Dictionary<string, List<Transform3D>>();
foreach (var tile in tiles)
{
if (!batches.ContainsKey(tile.MeshKey))
batches[tile.MeshKey] = new List<Transform3D>();
batches[tile.MeshKey].Add(tile.Transform);
}
foreach (var kvp in batches)
{
var mm = multiMeshes[kvp.Key].Multimesh;
var list = kvp.Value;
mm.InstanceCount = list.Count;
for (int i = 0; i < list.Count; i++)
mm.SetInstanceTransform(i, list[i]);
}
}
}
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@@ -0,0 +1 @@
uid://dc0v2yndgikkw