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using Godot;
using System;
public partial class DungeonLevel : Node2D
{
private TileMapLayer buildingLayer;
public Godot.Collections.Array<Actor> Actors { get; private set; } = [];
private Node2D actorsNode;
public override void _Ready()
{
base._Ready();
buildingLayer = GetNode<TileMapLayer>("Dungeon");
actorsNode = GetNode<Node2D>("Actors");
}
public void InsertActor(Actor actor) {
Actors.Add(actor);
actorsNode.AddChild(actor);
}
public bool IsTileWalkable(Vector2I pos) {
TileData tile = buildingLayer.GetCellTileData(pos);
if (tile == null) return false;
return (bool)tile.GetCustomData("isWalkable");
}
public Actor GetBlockingActorAtPosition(Vector2I pos) {
foreach (Actor actor in Actors) {
if (actor.GridPosition == pos && actor.BlocksMovement) {
return actor;
}
}
return null;
}
}
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