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using Godot;
using System;
public partial class Map : Node2D
{
public MapData Map_Data { get; private set; }
[Export]
private int fovRadius = 12;
private DungeonGenerator generator;
FieldOfView fieldOfView;
private Node2D tilesNode;
private Node2D actorsNode;
public override void _Ready()
{
base._Ready();
generator = GetNode<DungeonGenerator>("Generator");
fieldOfView = GetNode<FieldOfView>("FieldOfView");
tilesNode = GetNode<Node2D>("Tiles");
actorsNode = GetNode<Node2D>("Actors");
}
private void PlaceTiles() {
foreach (Tile tile in Map_Data.Tiles) {
tilesNode.AddChild(tile);
}
}
private void PlaceActors() {
foreach (Actor actor in Map_Data.Actors) {
actorsNode.AddChild(actor);
}
}
public void Generate(Player player)
{
Map_Data = generator.GenerateDungeon(player);
player.Map_Data = Map_Data;
PlaceTiles();
PlaceActors();
}
public void UpdateFOV(Vector2I pos) {
fieldOfView.UpdateFOV(Map_Data, pos, fovRadius);
}
}
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