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53
Gameplay/Cell.cs
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53
Gameplay/Cell.cs
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using Godot;
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using System;
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using System.Diagnostics;
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using System.Runtime.CompilerServices;
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public partial class Cell : TextureButton
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{
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public bool _isHovered = false, _isPressed = false, _isDisabled = false, _isFocused = false, _locked = false, _destroyed = false;
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public int _address;
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public Enemy _owner, _tenant;
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public Actor _marker;
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public Sprite2D _defaultMark;
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public Board _board;
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public override void _Ready()
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{
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_defaultMark = GetNode<Sprite2D>("DefaultMark");
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}
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public override void _Pressed()
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{
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base._Pressed();
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// GD.Print(_tenant.GetType().ToString() + " " + _tenant._number + " Pressed");
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// GD.Print(_board._owner.GetType().ToString() + " " + _board._owner._number + " Pressed");
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_owner.ClickCell(this);
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}
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public override void _Process(double DELTA)
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{
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base._Process(DELTA);
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}
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public void Disable(bool DISABLED)
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{
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SetProcess(!DISABLED);
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}
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public void Mark(Actor MARKER)
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{
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_marker = MARKER;
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TextureNormal = MARKER._markNormal.Texture;
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TexturePressed = MARKER._markPressed.Texture;
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TextureHover = MARKER._markHovered.Texture;
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TextureDisabled = MARKER._markDisabled.Texture;
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TextureFocused = MARKER._markFocused.Texture;
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}
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public void Clear()
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{
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_marker = null;
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TextureNormal = TexturePressed = TextureHover = TextureDisabled = TextureFocused = _defaultMark.Texture;
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}
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}
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