feat: Introduce PlayerActionManager for action point and grid highlighting, SpecialTilesManager for special tile effects, and a tile_freeze mesh resource.
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@@ -400,34 +400,41 @@ 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 (Layer 2 - Overlay Level)
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# Visual Feedback (Layer 0 - Ground Level, matching Wall logic)
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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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var batch_data = []
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var restoration_data = [] # Stores {pos, item} to restore later
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for rx in range(-radius, radius + 1):
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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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# 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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var cx = center_pos.x + rx
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var cz = center_pos.y + rz
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var pos = Vector3i(cx, 0, cz)
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# Get original ground item to restore later
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var original_ground = enhanced_gridmap.get_cell_item(pos)
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# Ignore if it is an immutable tile (Safe Zone 2, Wall 4, etc)
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if original_ground in [1, 2, 3, 4, 15, 16]: continue
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restoration_data.append({"pos": pos, "item": original_ground})
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batch_data.append({"x": cx, "y": 0, "z": cz, "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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# Removal timer
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# Removal timer with accurate restoration
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get_tree().create_timer(FREEZE_SLOW_DURATION).timeout.connect(func():
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var cl_node = get_node_or_null("/root/Main")
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if not cl_node: return
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var clear_batch = []
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for rx in range(-radius, radius + 1):
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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 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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for entry in restoration_data:
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var p = entry.pos
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# Only restore if it is STILL our Freeze tile
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if enhanced_gridmap.get_cell_item(p) == 5:
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clear_batch.append({"x": p.x, "y": 0, "z": p.z, "item": entry.item})
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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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