first flow field resource draft
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@@ -13,6 +13,7 @@ extends Node
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@export var x_size_field: LineEdit
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@export var y_size_field: LineEdit
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@export var gap_field: LineEdit
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@export var save_path: LineEdit
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var hover: FlowNode = null
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var selected: Array[FlowNode] = []
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@@ -44,9 +45,9 @@ func _process(delta: float) -> void:
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node.set_color(Color.CORAL)
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else:
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node.set_color(Color.BLACK)
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if flow_field.goals.has(node):
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if flow_field.goal_nodes.has(node):
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node.set_color(Color.BLUE)
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if flow_field.starts.has(node):
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if flow_field.start_nodes.has(node):
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node.set_color(Color.PINK)
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if selected.has(node):
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node.set_color(Color.GREEN)
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@@ -70,6 +71,14 @@ func _unhandled_input(event: InputEvent) -> void:
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vector_dirty = true
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if event is InputEventMouseButton and event.button_index == 2 and selected.size() > 0:
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selected = []
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if event is InputEventKey and event.keycode == KEY_UP:
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var vector: Vector3 = camera.position - camera_pivot.position
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vector = vector.normalized()
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camera.position += vector
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if event is InputEventKey and event.keycode == KEY_DOWN:
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var vector: Vector3 = camera.position - camera_pivot.position
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vector = vector.normalized()
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camera.position -= vector
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func _on_x_field_changed(text: String) -> void:
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@@ -138,11 +147,6 @@ func _on_toggle_buildable_button_pressed() -> void:
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flow_field.toggle_buildable(node)
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func _on_finalize_button_pressed() -> void:
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var packed_scene: PackedScene = PackedScene.new()
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packed_scene.pack(flow_field)
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ResourceSaver.save(packed_scene, "res://flow_field_tool_output.tscn")
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#TODO: This doesnt work as you'd expect because of physics frames
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func _on_project_downwards_button_pressed() -> void:
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for node: FlowNode in selected:
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@@ -154,3 +158,32 @@ func _on_project_downwards_button_pressed() -> void:
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await get_tree().physics_frame
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if project_raycast.is_colliding():
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node.global_position = project_raycast.get_collision_point()
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func _on_save_button_pressed() -> void:
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var new_flow_field_data: FlowFieldData = FlowFieldData.new()
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var dict: Dictionary[FlowNode, FlowNodeData] = {}
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for node: FlowNode in flow_field.nodes:
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var new_flow_node_data: FlowNodeData = FlowNodeData.new()
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new_flow_node_data.position = node.global_position
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new_flow_node_data.buildable = node.buildable
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if flow_field.start_nodes.has(node):
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new_flow_node_data.type = FlowNodeData.NodeType.START
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elif flow_field.goal_nodes.has(node):
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new_flow_node_data.type = FlowNodeData.NodeType.GOAL
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else:
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new_flow_node_data.type = FlowNodeData.NodeType.STANDARD
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dict[node] = new_flow_node_data
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for node: FlowNode in flow_field.nodes:
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var flow_node_data: FlowNodeData = dict[node]
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for neighbor: FlowNode in node.connections:
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flow_node_data.connected_nodes.append(dict[neighbor])
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new_flow_field_data.nodes.append(flow_node_data)
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ResourceSaver.save(new_flow_field_data, save_path.text)
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func _on_load_button_pressed() -> void:
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if ResourceLoader.exists(save_path.text):
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var resource: Resource = ResourceLoader.load(save_path.text)
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if resource is FlowFieldData:
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flow_field.load_from_data(resource)
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