Refactored code to be better separated (Rendering, Logic)
This commit is contained in:
@@ -0,0 +1,48 @@
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using Godot;
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using System.Collections.Generic;
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public class DecorationHandler
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{
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public static void Spawn(List<TileRenderData> tiles, Dictionary<string, MeshInstance3D> decorationMeshes)
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{
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foreach (var data in tiles)
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{
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Node3D tileNode = data.Tile.DecorationNode;
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foreach (var placeholder in data.Placeholders)
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{
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string key = placeholder.name.ToLower();
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var decoration = new MeshInstance3D();
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if (decorationMeshes.ContainsKey(key))
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{
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decoration.Mesh = decorationMeshes[key].Mesh;
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}
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else
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{
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continue;
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}
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decoration.Position = placeholder.pos;
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decoration.Rotate(Vector3.Up, Mathf.DegToRad(-90));
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if (key == "light")
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{
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decoration.AddChild(new OmniLight3D()
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{
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OmniAttenuation = 2f,
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LightColor = new Color("#eae7ad"),
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ShadowEnabled = true,
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LightEnergy = 5f,
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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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}
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tileNode.AddChild(decoration);
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}
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}
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}
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}
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@@ -0,0 +1 @@
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uid://oe2d2ape41jj
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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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@@ -0,0 +1,39 @@
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using Godot;
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using System.Collections.Generic;
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public class MultiMeshHandler
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{
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private Dictionary<string, MultiMeshInstance3D> multiMeshes;
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public MultiMeshHandler(Dictionary<string, MultiMeshInstance3D> multiMeshes)
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{
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this.multiMeshes = multiMeshes;
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}
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public void Build(List<TileRenderData> tiles)
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{
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foreach (var mm in multiMeshes.Values)
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mm.Multimesh.InstanceCount = 0;
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var batches = new Dictionary<string, List<Transform3D>>();
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foreach (var tile in tiles)
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{
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if (!batches.ContainsKey(tile.MeshKey))
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batches[tile.MeshKey] = new List<Transform3D>();
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batches[tile.MeshKey].Add(tile.Transform);
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}
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foreach (var kvp in batches)
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{
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var mm = multiMeshes[kvp.Key].Multimesh;
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var list = kvp.Value;
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mm.InstanceCount = list.Count;
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for (int i = 0; i < list.Count; i++)
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mm.SetInstanceTransform(i, list[i]);
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}
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}
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}
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@@ -0,0 +1 @@
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uid://dc0v2yndgikkw
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@@ -0,0 +1,10 @@
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using Godot;
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using System.Collections.Generic;
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public struct TileRenderData
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{
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public Tile Tile;
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public string MeshKey;
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public Transform3D Transform;
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public List<Placeholder> Placeholders;
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}
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@@ -0,0 +1 @@
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uid://chwhqyo4abxd4
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@@ -10,6 +10,7 @@ public partial class Tile
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Random rand = new Random();
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public Vector3 Position;
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public Vector2I GridPosition;
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public Node3D DecorationNode;
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public void SetMeshes(Dictionary<string, MeshInstance3D> tileMeshes)
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{
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+58
-84
@@ -14,40 +14,63 @@ public partial class World : Node3D
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private Dictionary<string, Mesh> meshLibrary = new();
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Layer[] map;
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Layer layerNode;
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// Called when the node enters the scene tree for the first time.
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private MultiMeshHandler multiMeshHandler;
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public override void _Ready()
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{
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WFC.FillAdjacencies();
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tileMeshes = ResourceLoader.LoadTiles();
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decorationMeshes = ResourceLoader.LoadDecorations();
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tilePlaceholders = new Dictionary<string, List<Placeholder>>();
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foreach (var kvp in tileMeshes)
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{
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tilePlaceholders.Add(kvp.Key, new List<Placeholder>());
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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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{
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tilePlaceholders[kvp.Key].Add(new Placeholder(child.Name, child.Transform.Origin));
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}
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var temp = kvp.Value;
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meshLibrary[kvp.Key] = temp.Mesh;
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temp.QueueFree();
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meshLibrary[kvp.Key] = kvp.Value.Mesh;
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kvp.Value.QueueFree();
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}
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foreach (var kvp in meshLibrary)
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{
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var mm = new MultiMesh();
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mm.Mesh = kvp.Value;
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mm.TransformFormat = MultiMesh.TransformFormatEnum.Transform3D;
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var instance = new MultiMeshInstance3D();
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instance.Multimesh = mm;
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AddChild(instance);
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multiMeshes[kvp.Key] = instance;
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}
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multiMeshes = CreateMultiMeshes(meshLibrary);
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multiMeshHandler = new MultiMeshHandler(multiMeshes);
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map = new Layer[ruinSize];
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GenerateWorld();
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GD.Print("World generated");
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BuildMeshesForLayer(0);
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HandleRenderData(BuildRenderData(0));
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}
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private Dictionary<string, MultiMeshInstance3D> CreateMultiMeshes(Dictionary<string, Mesh> meshLibrary)
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{
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var result = new Dictionary<string, MultiMeshInstance3D>();
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foreach (var kvp in meshLibrary)
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{
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var mm = new MultiMesh
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{
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Mesh = kvp.Value,
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TransformFormat = MultiMesh.TransformFormatEnum.Transform3D
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};
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var instance = new MultiMeshInstance3D
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{
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Multimesh = mm
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};
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AddChild(instance);
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result[kvp.Key] = instance;
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}
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return result;
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}
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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@@ -57,7 +80,7 @@ public partial class World : Node3D
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if (Input.IsActionJustPressed("layer_down") && currentLayer < ruinSize - 1) currentLayer++;
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if (currentLayer != visibleLayer)
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{
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BuildMeshesForLayer(currentLayer);
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HandleRenderData(BuildRenderData(currentLayer));
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visibleLayer = currentLayer;
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}
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}
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@@ -75,83 +98,34 @@ public partial class World : Node3D
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GD.Print("Time for map generation: " + (DateTime.Now - now).Seconds);
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}
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private void BuildMeshesForLayer(int layerIndex)
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private List<TileRenderData> BuildRenderData(int layerIndex)
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{
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foreach (MultiMeshInstance3D mm in multiMeshes.Values)
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{
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mm.Multimesh.InstanceCount = 0;
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}
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var result = new List<TileRenderData>();
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Layer layer = map[layerIndex];
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Dictionary<string, List<Transform3D>> batches = new();
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layer.ClearDecorations();
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for (int x = 0; x < layerSize; x++)
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{
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for (int y = 0; y < layerSize; y++)
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{
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Tile tile = layer.tiles[x, y];
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string key = tile.collapsedMesh;
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if (!batches.ContainsKey(key))
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batches[key] = new List<Transform3D>();
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batches[key].Add(new Transform3D(
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Basis.Identity,
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tile.Position
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));
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}
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}
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foreach (var kvp in batches)
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{
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MultiMesh mm = multiMeshes[kvp.Key].Multimesh;
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List<Placeholder> placeholders = tilePlaceholders[kvp.Key];
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List<Transform3D> list = kvp.Value;
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mm.InstanceCount = list.Count;
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for (int i = 0; i < list.Count; i++)
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{
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mm.SetInstanceTransform(i, list[i]);
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if (placeholders.Count > 0)
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result.Add(new TileRenderData
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{
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Node3D decoration;
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Mesh mesh = decorationMeshes.Values.ToList()[0].Mesh;
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for(int j = 0; j < placeholders.Count; j++)
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{
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foreach (MeshInstance3D meshes in decorationMeshes.Values)
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{
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if (meshes.Name.ToString().ToLower() == placeholders[j].name.ToLower())
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{
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mesh = meshes.Mesh;
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break;
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}
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}
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decoration = new MeshInstance3D();
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(decoration as MeshInstance3D).Mesh = mesh;
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if (placeholders[j].name.ToLower() == "light")
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{
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GD.Print("Adding OmniLight");
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decoration.AddChild(new OmniLight3D()
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{
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OmniAttenuation = 2f,
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LightColor = new Color("#eae7ad"),
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ShadowEnabled = true,
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LightEnergy = 5f,
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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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}
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decoration.Transform = list[i];
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decoration.Position += placeholders[j].pos;
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decoration.Name = placeholders[j].name + j;
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decoration.Rotate(Vector3.Up, Mathf.DegToRad(-90));
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layer.AddChild(decoration);
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}
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}
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Tile = tile,
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MeshKey = tile.collapsedMesh,
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Transform = new Transform3D(Basis.Identity, tile.Position),
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Placeholders = tilePlaceholders[tile.collapsedMesh]
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});
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}
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}
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return result;
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}
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private void HandleRenderData(List<TileRenderData> renderData)
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{
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multiMeshHandler.Build(renderData);
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DecorationHandler.Spawn(renderData, decorationMeshes);
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}
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}
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