feat: Implement PlayerActionManager for player actions and grid highlighting, SpecialTilesManager for special tile effects, and add freeze/hover tile meshes.
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@@ -400,7 +400,7 @@ func _execute_area_freeze(target_pos: Vector2i = Vector2i(-9999, -9999)):
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else:
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NotificationManager.send_message(player, "Hit %d Players!" % hit_count, NotificationManager.MessageType.GOAL)
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# Visual Feedback (Overlay Layer 1 - Ground Level Overlay)
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# Visual Feedback (Layer 2 - Overlay Level)
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if player.is_multiplayer_authority():
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var main_node = get_node_or_null("/root/Main")
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if main_node and main_node.has_method("sync_grid_items_batch"):
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@@ -409,8 +409,8 @@ func _execute_area_freeze(target_pos: Vector2i = Vector2i(-9999, -9999)):
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for rz in range(-radius, radius + 1):
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var cell_x = center_pos.x + rx
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var cell_z = center_pos.y + rz
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# Changed to Y=1 (Floor 1) to match Wall visual logic
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batch_data.append({"x": cell_x, "y": 1, "z": cell_z, "item": 5})
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# Put back on Layer 2 (Overlay) as requested
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batch_data.append({"x": cell_x, "y": 2, "z": cell_z, "item": 5})
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if not batch_data.is_empty():
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main_node.rpc("sync_grid_items_batch", batch_data)
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@@ -424,9 +424,10 @@ func _execute_area_freeze(target_pos: Vector2i = Vector2i(-9999, -9999)):
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for rz in range(-radius, radius + 1):
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var cx = center_pos.x + rx
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var cz = center_pos.y + rz
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# Check if it is STILL Freeze Overlay on Layer 1
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if enhanced_gridmap.get_cell_item(Vector3i(cx, 1, cz)) == 5:
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clear_batch.append({"x": cx, "y": 1, "z": cz, "item": -1})
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# Check if it is STILL Freeze Overlay on Layer 2
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if enhanced_gridmap.get_cell_item(Vector3i(cx, 2, cz)) == 5:
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# Remove Item (back to -1)
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clear_batch.append({"x": cx, "y": 2, "z": cz, "item": -1})
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if not clear_batch.is_empty():
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cl_node.rpc("sync_grid_items_batch", clear_batch)
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)
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