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