using Godot; using System; using System.Collections.Generic; using System.Linq; public partial class PlayArea : Node2D { public Node2D _leftEdge, _rightEdge; public Area2D _region; public Map _map; public override void _Ready() { base._Ready(); _region = GetNode("Region"); _leftEdge = GetNode("LeftEdge"); _rightEdge = GetNode("RightEdge"); CollisionShape2D regionBounds = _region.GetNode("Bounds"); _map = GetNode("Map"); // TileMapLayer occupiedSpaces = GetNode("OccupiedSpaces"); // occupiedSpaces.SetCell(Vector2I.Zero, 0, new Vector2I(4,0)); } public override void _Process(double delta) { base._Process(delta); } public void HighlightCells() { TileMapLayer occupiedSpaces = GetNode("OccupiedSpaces"); // _map._cells.ForEach(c => // { // if (_map.HasOccupant(c)) // { // occupiedSpaces.SetCell(c, 0, new Vector2I(4,0)); // } // else if (_map._astar.IsPointSolid(c)) // { // } // else // { // occupiedSpaces.SetCell(c, 0, Vector2I.Down*4); // } // }); } }