Refactored code to be better separated (Rendering, Logic)
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@@ -5,6 +5,7 @@ using System.Linq;
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using static WFC;
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public partial class Layer : Node3D
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{
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private Node3D decorationRoot;
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public Tile[,] tiles;
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int layerSize;
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Tile tile;
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@@ -14,7 +15,11 @@ public partial class Layer : Node3D
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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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decorationRoot = new Node3D
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{
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Name = "Decorations"
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};
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AddChild(decorationRoot);
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}
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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@@ -22,6 +27,17 @@ public partial class Layer : Node3D
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{
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}
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public void ClearDecorations()
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{
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foreach (var tile in tiles)
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{
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foreach (Node child in tile.DecorationNode.GetChildren())
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{
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child.QueueFree();
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}
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}
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}
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public void SetupLayer(int layerSize, int level, Dictionary<string, MeshInstance3D> tileMeshes)
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{
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this.layerSize = layerSize;
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@@ -44,6 +60,7 @@ public partial class Layer : Node3D
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safetyCounter++;
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if (safetyCounter > 1000) break;
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}
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CreateTileNodes();
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}
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private void GenerateBaseStructure(Dictionary<string, MeshInstance3D> tileMeshes)
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@@ -68,6 +85,20 @@ public partial class Layer : Node3D
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}
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}
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private void CreateTileNodes()
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{
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foreach (var tile in tiles)
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{
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var node = new Node3D
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{
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Position = tile.Position
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};
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decorationRoot.AddChild(node);
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tile.DecorationNode = node;
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}
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}
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private void ResetLayer(Dictionary<string, MeshInstance3D> tileMeshes)
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{
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for (int x = 0; x < layerSize; x++)
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