Finished first EA Version #1
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@@ -1,4 +1,5 @@
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using Godot;
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using Godot;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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public class DecorationHandler
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public class DecorationHandler
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@@ -26,8 +27,6 @@ public class DecorationHandler
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decoration.Position = placeholder.pos;
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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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if (key == "light")
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{
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{
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decoration.AddChild(new OmniLight3D()
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decoration.AddChild(new OmniLight3D()
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@@ -6,7 +6,7 @@ public class Placeholder
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public Vector3 pos;
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public Vector3 pos;
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public Placeholder(string name, Vector3 pos){
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public Placeholder(string name, Vector3 pos){
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this.name = name;
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this.name = name.Split("_")[0];
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this.pos = pos;
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this.pos = pos;
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GD.Print($"Generated placeholder {this.name}");
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GD.Print($"Generated placeholder {this.name}");
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}
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}
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+7
-1
@@ -16,6 +16,12 @@ public partial class World : Node3D
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Layer layerNode;
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Layer layerNode;
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private MultiMeshHandler multiMeshHandler;
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private MultiMeshHandler multiMeshHandler;
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FastNoiseLite noise = new FastNoiseLite()
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{
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NoiseType = FastNoiseLite.NoiseTypeEnum.Perlin,
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Frequency = 0.05f,
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Seed = 1337
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};
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public override void _Ready()
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public override void _Ready()
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{
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{
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@@ -80,6 +86,7 @@ public partial class World : Node3D
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if (Input.IsActionJustPressed("layer_down") && currentLayer < ruinSize - 1) currentLayer++;
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if (Input.IsActionJustPressed("layer_down") && currentLayer < ruinSize - 1) currentLayer++;
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if (currentLayer != visibleLayer)
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if (currentLayer != visibleLayer)
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{
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{
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map[visibleLayer].ClearDecorations();
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HandleRenderData(BuildRenderData(currentLayer));
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HandleRenderData(BuildRenderData(currentLayer));
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visibleLayer = currentLayer;
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visibleLayer = currentLayer;
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}
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}
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@@ -109,7 +116,6 @@ public partial class World : Node3D
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for (int y = 0; y < layerSize; y++)
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for (int y = 0; y < layerSize; y++)
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{
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{
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Tile tile = layer.tiles[x, y];
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Tile tile = layer.tiles[x, y];
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result.Add(new TileRenderData
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result.Add(new TileRenderData
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{
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{
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Tile = tile,
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Tile = tile,
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