Name refactor

This commit is contained in:
Rendo 2025-10-11 13:29:41 +05:00
commit e1cdf38dfb
21 changed files with 44 additions and 40 deletions

View file

@ -1,9 +1,2 @@
## Global class for runtime
extends Node
func _ready() -> void:
get_tree().scene_changed.connect(cleanup_runtime_cache)
func cleanup_runtime_cache():
build_zones.clear()
var build_zones : Array[BuildZone]

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@ -1 +1,12 @@
## Global class for player in-game data
extends Node
func _ready() -> void:
get_tree().scene_changed.connect(cleanup_runtime_cache)
## Method to cleanup all data that will be nulled
func cleanup_runtime_cache():
build_zones.clear()
var build_zones : Array[PlacementZone]

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@ -1,16 +1,16 @@
extends Node2D
class_name EntityHolder
class_name GridController
const GRID_SIZE : Vector2 = Vector2(16,16)
@export var building_zone : BuildZone
var constructions : Array[Construction]
@export var building_zone : PlacementZone
var constructions : Array[Structure]
func _ready() -> void:
constructions.resize(building_zone.get_capacity())
func add_construction(construction : Construction) -> bool:
func add_construction(construction : Structure) -> bool:
var construction_dp = construction.get_dimension_points()
for point in construction_dp:
if constructions[building_zone.indexify_global_point(construction.global_position + point)]:
@ -21,7 +21,7 @@ func add_construction(construction : Construction) -> bool:
constructions[building_zone.indexify_global_point(construction.global_position + point)] = construction
return true
func get_at(point : Vector2) -> Construction:
func get_at(point : Vector2) -> Structure:
return constructions[building_zone.indexify_global_point(point)]
func is_point_occupied(point : Vector2) -> bool:

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@ -1,6 +1,6 @@
extends Button
@export var constructible : Constructible
@export var constructible : Prototype
func _ready() -> void:
icon = constructible.preview

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@ -2,5 +2,5 @@ extends Node
@warning_ignore_start("unused_signal")
signal construction_selected(constructible : Constructible)
signal construction_placed(constructible : Constructible)
signal construction_selected(constructible : Prototype)
signal construction_placed(constructible : Prototype)

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@ -1,6 +1,6 @@
extends Node2D
var held_construction : Construction
var held_construction : Structure
func _ready() -> void:
GuiEventBus.construction_selected.connect(on_construction_selected)
@ -19,7 +19,7 @@ func _input(event: InputEvent) -> void:
if event.is_action_pressed("plc_cancel"):
held_construction.queue_free()
func on_construction_selected(constructible : Constructible):
func on_construction_selected(constructible : Prototype):
if held_construction:
held_construction.queue_free()
held_construction = constructible.scene.instantiate()
@ -36,8 +36,8 @@ func _process(_delta: float) -> void:
else:
global_position = mouse_pos
func try_get_zone(point : Vector2) -> BuildZone:
for zone in Registry.build_zones:
func try_get_zone(point : Vector2) -> PlacementZone:
for zone in RuntimePlayerData.build_zones:
if zone.is_global_point_in_zone(point):
return zone
return null

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@ -4,7 +4,7 @@
## Class that helps to manage construction sites
extends Marker2D
class_name BuildZone
class_name PlacementZone
## Rect that used for bounds check and conversions
@export var building_rect : Rect2:
@ -15,11 +15,11 @@ class_name BuildZone
get:
return building_rect
@export var entity_holder : EntityHolder
@export var entity_holder : GridController
func _ready() -> void:
if not Engine.is_editor_hint():
Registry.build_zones.append(self)
RuntimePlayerData.build_zones.append(self)
func _draw() -> void:
if Engine.is_editor_hint() and EditorInterface.get_inspector().get_edited_object() == self:

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@ -1,6 +1,6 @@
extends Resource
class_name Constructible
class_name Prototype
@export var scene : PackedScene
@export var preview : Texture2D

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@ -1,7 +1,7 @@
@tool
extends Node2D
class_name Construction
class_name Structure
@export var dimensions : Rect2i = Rect2i(0,0,1,1):
set(value):
@ -17,10 +17,10 @@ func _draw() -> void:
for y in range(dimensions.size.y):
draw_circle((dimensions.position+Vector2i(x,y)) * Vector2i(Globals.GRID_SIZE),2,Color.AQUA)
func get_relative(dv : Vector2) -> Construction:
func get_relative(dv : Vector2) -> Structure:
return get_parent().get_at(global_position+dv)
func can_be_placed(zone : BuildZone) -> bool:
func can_be_placed(zone : PlacementZone) -> bool:
for dp in get_dimension_points():
var point = global_position + dp
if zone.is_global_point_in_zone(point) == false:
@ -29,7 +29,7 @@ func can_be_placed(zone : BuildZone) -> bool:
return false
return true
func try_place(zone : BuildZone) -> bool:
func try_place(zone : PlacementZone) -> bool:
if can_be_placed(zone) == false:
return false