This commit is contained in:
2024-10-24 16:51:46 +08:00
parent df5ecfa7bc
commit 941ad46e09
30 changed files with 849 additions and 164 deletions
+198 -103
View File
@@ -7,6 +7,7 @@ signal grid_updated
@export var columns: int = 10 : set = set_columns @export var columns: int = 10 : set = set_columns
@export var rows: int = 10 : set = set_rows @export var rows: int = 10 : set = set_rows
@export var floors: int = 3 : set = set_floors
@export var auto_generate: bool = false : set = set_auto_generate @export var auto_generate: bool = false : set = set_auto_generate
@export var normal_items: Array[int] = [0] @export var normal_items: Array[int] = [0]
@@ -16,10 +17,10 @@ signal grid_updated
@export var end_item: int = 3 @export var end_item: int = 3
var current_mesh_library: MeshLibrary var current_mesh_library: MeshLibrary
var grid_data: Array = [] var grid_data: Array = [] # 3D array [floor][row][column]
# A* Pathfinding variables # A* Pathfinding variables (per floor)
var astar = AStar2D.new() var astar_by_floor = {} # Dictionary of AStar2D instances per floor
var path = [] var path = []
# Item states # Item states
@@ -28,7 +29,6 @@ enum ItemState {NORMAL, HOVER, START, END, NON_WALKABLE}
# Add this to the class variables # Add this to the class variables
var diagonal_movement: bool = false var diagonal_movement: bool = false
func _ready(): func _ready():
mesh_library_changed.connect(_on_mesh_library_changed) mesh_library_changed.connect(_on_mesh_library_changed)
if not Engine.is_editor_hint() and auto_generate: if not Engine.is_editor_hint() and auto_generate:
@@ -37,6 +37,13 @@ func _ready():
# Validate item indices # Validate item indices
validate_item_indices() validate_item_indices()
func set_floors(value: int):
floors = value
if auto_generate:
generate_grid()
else:
update_grid_data()
func validate_item_indices(): func validate_item_indices():
if not mesh_library: if not mesh_library:
print("Warning: No MeshLibrary assigned to GridMap") print("Warning: No MeshLibrary assigned to GridMap")
@@ -75,9 +82,23 @@ func set_auto_generate(value: bool):
if auto_generate: if auto_generate:
generate_grid() generate_grid()
# Override the existing functions to update A* data # Modified generate_grid to support floors
func generate_grid(): func generate_grid(floor_index: int = -1):
clear() if floor_index == -1:
# Generate all floors
clear()
for y in range(floors):
generate_floor(y)
else:
# Generate specific floor
clear_floor(floor_index)
generate_floor(floor_index)
update_grid_data()
initialize_astar()
update_astar_costs()
func generate_floor(floor_index: int):
if not mesh_library: if not mesh_library:
print("Error: No MeshLibrary assigned to GridMap") print("Error: No MeshLibrary assigned to GridMap")
return return
@@ -91,17 +112,36 @@ func generate_grid():
for x in range(columns): for x in range(columns):
for z in range(rows): for z in range(rows):
set_cell_item(Vector3i(x, 0, z), normal_items[0]) set_cell_item(Vector3i(x, floor_index, z), normal_items[0])
# Clear specific floor
func clear_floor(floor_index: int):
for x in range(columns):
for z in range(rows):
set_cell_item(Vector3i(x, floor_index, z), INVALID_CELL_ITEM)
update_grid_data()
# Modified clear_grid to support floors
func clear_grid(floor_index: int = -1):
if floor_index == -1:
clear()
else:
clear_floor(floor_index)
update_grid_data()
# Modified randomize_grid to support floors
func randomize_grid(floor_index: int = -1):
if floor_index == -1:
for y in range(floors):
randomize_floor(y)
else:
randomize_floor(floor_index)
update_grid_data() update_grid_data()
initialize_astar() initialize_astar()
update_astar_costs() update_astar_costs()
func clear_grid(): func randomize_floor(floor_index: int):
clear()
update_grid_data()
func randomize_grid():
if not mesh_library: if not mesh_library:
print("Error: No MeshLibrary assigned to GridMap") print("Error: No MeshLibrary assigned to GridMap")
return return
@@ -119,16 +159,31 @@ func randomize_grid():
item_index = normal_items[rng.randi() % normal_items.size()] item_index = normal_items[rng.randi() % normal_items.size()]
else: else:
item_index = non_walkable_items[rng.randi() % non_walkable_items.size()] item_index = non_walkable_items[rng.randi() % non_walkable_items.size()]
set_cell_from_data(x, z, item_index) set_cell_item(Vector3i(x, floor_index, z), item_index)
# Modified randomize_grid_custom to properly handle mesh library items
func randomize_grid_custom(randomize_states: Array, floor_index: int = -1):
if not mesh_library:
print("Error: No MeshLibrary assigned to GridMap")
return
if floor_index == -1:
for y in range(floors):
randomize_floor_custom(randomize_states, y)
else:
# Randomize specific floor
if floor_index >= 0 and floor_index < floors:
randomize_floor_custom(randomize_states, floor_index)
else:
print("Invalid floor index")
update_grid_data() update_grid_data()
initialize_astar() initialize_astar()
update_astar_costs() update_astar_costs()
emit_signal("grid_updated")
func randomize_grid_custom(randomize_states: Array): func randomize_floor_custom(randomize_states: Array, floor_index: int):
if not mesh_library: if randomize_states.is_empty():
print("Error: No MeshLibrary assigned to GridMap") print("No randomize states provided")
return return
var rng = RandomNumberGenerator.new() var rng = RandomNumberGenerator.new()
@@ -136,27 +191,38 @@ func randomize_grid_custom(randomize_states: Array):
for x in range(columns): for x in range(columns):
for z in range(rows): for z in range(rows):
var random_value = rng.randf() * 100 # Generate a random number between 0 and 100 var cell_pos = Vector3i(x, floor_index, z)
var random_value = rng.randf() * 100
var accumulated_percentage = 0 var accumulated_percentage = 0
var selected_state = null var selected_state = null
for state in randomize_states: for state in randomize_states:
accumulated_percentage += state.randomize_percentage if state.include_in_randomize:
if random_value <= accumulated_percentage: accumulated_percentage += state.randomize_percentage
selected_state = state if random_value <= accumulated_percentage:
break selected_state = state
break
# Get current cell orientation
var current_orientation = get_cell_item_orientation(cell_pos)
if selected_state: if selected_state:
set_cell_from_data(x, z, selected_state.id) set_cell_item(cell_pos, selected_state.id, current_orientation)
else: else:
set_cell_from_data(x, z, randomize_states[0].id) # Default to the first state if no match # Find first enabled state or use normal item as fallback
var fallback_state = null
for state in randomize_states:
if state.include_in_randomize:
fallback_state = state
break
update_grid_data() if fallback_state:
initialize_astar() set_cell_item(cell_pos, fallback_state.id, current_orientation)
update_astar_costs() else:
emit_signal("grid_updated") set_cell_item(cell_pos, normal_items[0], current_orientation)
func fill_grid(item_index: int): # Fill grid for specific floor
func fill_grid(item_index: int, floor_index: int = -1):
if not mesh_library: if not mesh_library:
print("No MeshLibrary assigned to GridMap") print("No MeshLibrary assigned to GridMap")
return return
@@ -165,11 +231,27 @@ func fill_grid(item_index: int):
print("Invalid item index") print("Invalid item index")
return return
for x in range(columns): if floor_index == -1:
for z in range(rows): for y in range(floors):
set_cell_item(Vector3i(x, 0, z), item_index) fill_floor(item_index, y)
else:
# Fill specific floor
if floor_index >= 0 and floor_index < floors:
fill_floor(item_index, floor_index)
else:
print("Invalid floor index")
update_grid_data() update_grid_data()
initialize_astar()
update_astar_costs()
func fill_floor(item_index: int, floor_index: int):
for x in range(columns):
for z in range(rows):
var cell_pos = Vector3i(x, floor_index, z)
# Preserve the current cell's orientation when filling
var current_orientation = get_cell_item_orientation(cell_pos)
set_cell_item(cell_pos, item_index, current_orientation)
func _on_mesh_library_changed(): func _on_mesh_library_changed():
validate_item_indices() validate_item_indices()
@@ -183,92 +265,101 @@ func _set(property, value):
return true return true
return false return false
# Modified update_grid_data for 3D array
func update_grid_data(): func update_grid_data():
grid_data.clear() grid_data.clear()
for z in range(rows): for y in range(floors):
var row = [] var floor_data = []
for x in range(columns): for z in range(rows):
row.append(get_cell_item(Vector3i(x, 0, z))) var row = []
grid_data.append(row) for x in range(columns):
row.append(get_cell_item(Vector3i(x, y, z)))
floor_data.append(row)
grid_data.append(floor_data)
emit_signal("grid_updated") emit_signal("grid_updated")
func set_cell_from_data(x: int, z: int, item_index: int): # New function to swap items on a specific floor
if x >= 0 and x < columns and z >= 0 and z < rows: func swap_items(old_item: int, new_item: int, floor_index: int = -1):
if not mesh_library: if floor_index == -1:
print("Error: No MeshLibrary assigned to GridMap") for y in range(floors):
return swap_items_on_floor(old_item, new_item, y)
else:
var item_list = mesh_library.get_item_list() swap_items_on_floor(old_item, new_item, floor_index)
var max_index = item_list.size() - 1
var valid_index = clamp(item_index, 0, max_index)
set_cell_item(Vector3i(x, 0, z), valid_index)
grid_data[z][x] = valid_index
var point_id = z * columns + x
var cost = get_cell_cost(x, z)
if cost == INF:
astar.set_point_disabled(point_id, true)
else:
astar.set_point_disabled(point_id, false)
astar.set_point_weight_scale(point_id, cost)
# New A* Pathfinding functions
# Modify the initialize_astar function
func initialize_astar():
astar.clear()
for x in range(columns):
for z in range(rows):
var point_id = z * columns + x
astar.add_point(point_id, Vector2(x, z))
# Connect to neighboring points
if x > 0:
astar.connect_points(point_id, point_id - 1)
if z > 0:
astar.connect_points(point_id, point_id - columns)
# Add diagonal connections if diagonal movement is enabled
if diagonal_movement:
if x > 0 and z > 0:
astar.connect_points(point_id, point_id - columns - 1) # Top-left
if x < columns - 1 and z > 0:
astar.connect_points(point_id, point_id - columns + 1) # Top-right
update_grid_data()
initialize_astar()
update_astar_costs()
func swap_items_on_floor(old_item: int, new_item: int, floor_index: int):
for x in range(columns):
for z in range(rows):
var cell_pos = Vector3i(x, floor_index, z)
if get_cell_item(cell_pos) == old_item:
set_cell_item(cell_pos, new_item)
# Modified A* pathfinding for multiple floors
func initialize_astar():
astar_by_floor.clear()
for y in range(floors):
var astar = AStar2D.new()
for x in range(columns):
for z in range(rows):
var point_id = z * columns + x
astar.add_point(point_id, Vector2(x, z))
if x > 0:
astar.connect_points(point_id, point_id - 1)
if z > 0:
astar.connect_points(point_id, point_id - columns)
if diagonal_movement:
if x > 0 and z > 0:
astar.connect_points(point_id, point_id - columns - 1) # Top-left
if x < columns - 1 and z > 0:
astar.connect_points(point_id, point_id - columns + 1) # Top-right
astar_by_floor[y] = astar
update_astar_costs() update_astar_costs()
# Add this function to toggle diagonal movement
func set_diagonal_movement(enable: bool): func set_diagonal_movement(enable: bool):
diagonal_movement = enable diagonal_movement = enable
initialize_astar() # Reinitialize the A* graph with new connections initialize_astar() # Reinitialize the A* graph with new connections
func set_point_solid(x: int, z: int, is_solid: bool): func set_point_solid(x: int, z: int, floor_index: int, is_solid: bool):
var point_id = z * columns + x var astar = astar_by_floor.get(floor_index)
astar.set_point_disabled(point_id, is_solid) if astar:
var point_id = z * columns + x
astar.set_point_disabled(point_id, is_solid)
# Modified path finding for specific floor
func find_path(start: Vector2, end: Vector2, floor_index: int = 0) -> Array:
var astar = astar_by_floor.get(floor_index)
if not astar:
return []
func find_path(start: Vector2, end: Vector2) -> Array:
var start_point = start.y * columns + start.x var start_point = start.y * columns + start.x
var end_point = end.y * columns + end.x var end_point = end.y * columns + end.x
path = astar.get_point_path(start_point, end_point) path = astar.get_point_path(start_point, end_point)
# Visualize the path clear_path_visualization(floor_index)
clear_path_visualization() set_cell_item(Vector3i(start.x, floor_index, start.y), start_item)
set_cell_item(Vector3i(start.x, 0, start.y), start_item) set_cell_item(Vector3i(end.x, floor_index, end.y), end_item)
set_cell_item(Vector3i(end.x, 0, end.y), end_item)
for point in path: for point in path:
if point != start and point != end: if point != start and point != end:
set_cell_item(Vector3i(point.x, 0, point.y), hover_item) set_cell_item(Vector3i(point.x, floor_index, point.y), hover_item)
return path return path
func clear_path_visualization(): # Modified path visualization clearing for specific floor
func clear_path_visualization(floor_index: int = 0):
for x in range(columns): for x in range(columns):
for z in range(rows): for z in range(rows):
var cell_item = get_cell_item(Vector3i(x, 0, z)) var cell_item = get_cell_item(Vector3i(x, floor_index, z))
if cell_item == hover_item or cell_item == start_item or cell_item == end_item: if cell_item == hover_item or cell_item == start_item or cell_item == end_item:
set_cell_item(Vector3i(x, 0, z), normal_items[0]) set_cell_item(Vector3i(x, floor_index, z), normal_items[0])
func get_cell_cost(x: int, z: int) -> float: func get_cell_cost(x: int, z: int, floor_index: int = 0) -> float:
var cell_item = get_cell_item(Vector3i(x, 0, z)) var cell_item = get_cell_item(Vector3i(x, floor_index, z))
if cell_item in non_walkable_items: if cell_item in non_walkable_items:
return INF return INF
elif cell_item == hover_item: elif cell_item == hover_item:
@@ -277,16 +368,20 @@ func get_cell_cost(x: int, z: int) -> float:
return 0.0 return 0.0
return 1.0 return 1.0
# Modified update_astar_costs for multiple floors
func update_astar_costs(): func update_astar_costs():
for x in range(columns): for floor_index in range(floors):
for z in range(rows): var astar = astar_by_floor.get(floor_index)
var point_id = z * columns + x if astar:
var cost = get_cell_cost(x, z) for x in range(columns):
if cost == INF: for z in range(rows):
astar.set_point_disabled(point_id, true) var point_id = z * columns + x
else: var cost = get_cell_cost(x, z, floor_index)
astar.set_point_disabled(point_id, false) if cost == INF:
astar.set_point_weight_scale(point_id, cost) astar.set_point_disabled(point_id, true)
else:
astar.set_point_disabled(point_id, false)
astar.set_point_weight_scale(point_id, cost)
func get_cell_rotation(position: Vector3i) -> int: func get_cell_rotation(position: Vector3i) -> int:
return get_cell_item_orientation(position) return get_cell_item_orientation(position)
@@ -5,9 +5,11 @@ var enhanced_gridmap: EnhancedGridMap
@onready var columns_spin = $VBoxContainer/Columns/SpinBox @onready var columns_spin = $VBoxContainer/Columns/SpinBox
@onready var rows_spin = $VBoxContainer/Rows/SpinBox @onready var rows_spin = $VBoxContainer/Rows/SpinBox
@onready var floor_spin = $VBoxContainer/FloorContainer/FloorSpinBox
@onready var floors_count_spin = $VBoxContainer/FloorsCount/SpinBox
@onready var auto_generate_check = $VBoxContainer/AutoGenerate @onready var auto_generate_check = $VBoxContainer/AutoGenerate
@onready var generate_button = $VBoxContainer/GenerateButton @onready var generate_button = $VBoxContainer/GridOperations/GenerateButton
@onready var clear_button = $VBoxContainer/ClearButton @onready var clear_button = $VBoxContainer/GridOperations/ClearButton
@onready var randomize_button = $VBoxContainer/RandomizeButton @onready var randomize_button = $VBoxContainer/RandomizeButton
@onready var fill_options = $VBoxContainer/FillOptions @onready var fill_options = $VBoxContainer/FillOptions
@onready var fill_button = $VBoxContainer/FillButton @onready var fill_button = $VBoxContainer/FillButton
@@ -28,10 +30,14 @@ var enhanced_gridmap: EnhancedGridMap
@onready var start_item_spin = $VBoxContainer/ItemStates/StartItem/SpinBox @onready var start_item_spin = $VBoxContainer/ItemStates/StartItem/SpinBox
@onready var end_item_spin = $VBoxContainer/ItemStates/EndItem/SpinBox @onready var end_item_spin = $VBoxContainer/ItemStates/EndItem/SpinBox
@onready var non_walkable_item_spin = $VBoxContainer/ItemStates/NonWalkableItem/SpinBox @onready var non_walkable_item_spin = $VBoxContainer/ItemStates/NonWalkableItem/SpinBox
# Custom item states UI elements
@onready var item_states_container = $VBoxContainer/ItemStates/ItemStatesContainer @onready var item_states_container = $VBoxContainer/ItemStates/ItemStatesContainer
@onready var add_item_state_button = $VBoxContainer/ItemStates/AddItemStateButton @onready var add_item_state_button = $VBoxContainer/ItemStates/AddItemStateButton
# Item Management UI elements
@onready var old_item_spin = $VBoxContainer/ItemManagement/SwapItems/OldItem
@onready var new_item_spin = $VBoxContainer/ItemManagement/SwapItems/NewItem
@onready var swap_button = $VBoxContainer/ItemManagement/SwapItems/SwapButton
var row_containers: Array = [] var row_containers: Array = []
var cell_options: Array = [] var cell_options: Array = []
var custom_item_states: Dictionary = {} var custom_item_states: Dictionary = {}
@@ -44,6 +50,8 @@ func _ready():
func connect_signals(): func connect_signals():
columns_spin.value_changed.connect(_on_columns_changed) columns_spin.value_changed.connect(_on_columns_changed)
rows_spin.value_changed.connect(_on_rows_changed) rows_spin.value_changed.connect(_on_rows_changed)
floor_spin.value_changed.connect(_on_floor_changed)
floors_count_spin.value_changed.connect(_on_floors_count_changed)
auto_generate_check.toggled.connect(_on_auto_generate_toggled) auto_generate_check.toggled.connect(_on_auto_generate_toggled)
generate_button.pressed.connect(_on_generate_pressed) generate_button.pressed.connect(_on_generate_pressed)
clear_button.pressed.connect(_on_clear_pressed) clear_button.pressed.connect(_on_clear_pressed)
@@ -57,13 +65,11 @@ func connect_signals():
start_item_spin.value_changed.connect(_on_start_item_changed) start_item_spin.value_changed.connect(_on_start_item_changed)
end_item_spin.value_changed.connect(_on_end_item_changed) end_item_spin.value_changed.connect(_on_end_item_changed)
non_walkable_item_spin.value_changed.connect(_on_non_walkable_item_changed) non_walkable_item_spin.value_changed.connect(_on_non_walkable_item_changed)
swap_button.pressed.connect(_on_swap_items_pressed)
func initialize_custom_item_states(): func initialize_custom_item_states():
# Add default item states # Add default item states
add_custom_item_state("Normal", 0) add_custom_item_state("Normal", 0)
#add_custom_item_state("Hover", 1)
#add_custom_item_state("Start", 2)
#add_custom_item_state("End", 3)
add_custom_item_state("Non-Walkable", 4) add_custom_item_state("Non-Walkable", 4)
func add_custom_item_state(name: String, id: int): func add_custom_item_state(name: String, id: int):
@@ -89,7 +95,7 @@ func add_item_state_ui(item_state: CustomItemState):
id_spin.value_changed.connect(_on_item_state_id_changed.bind(item_state)) id_spin.value_changed.connect(_on_item_state_id_changed.bind(item_state))
randomize_check.text = "🎲" randomize_check.text = "🎲"
randomize_check.button_pressed = item_state.include_in_randomize # Changed from 'pressed' to 'button_pressed' randomize_check.button_pressed = item_state.include_in_randomize
randomize_check.toggled.connect(_on_item_state_randomize_toggled.bind(item_state)) randomize_check.toggled.connect(_on_item_state_randomize_toggled.bind(item_state))
percentage_spin.min_value = 0 percentage_spin.min_value = 0
@@ -142,11 +148,19 @@ class CustomItemState:
id = _id id = _id
func set_enhanced_gridmap(gridmap: EnhancedGridMap): func set_enhanced_gridmap(gridmap: EnhancedGridMap):
# Disconnect from previous gridmap if it exists
if enhanced_gridmap:
if enhanced_gridmap.grid_updated.is_connected(_on_grid_updated):
enhanced_gridmap.grid_updated.disconnect(_on_grid_updated)
enhanced_gridmap = gridmap enhanced_gridmap = gridmap
enhanced_gridmap.grid_updated.connect(_on_grid_updated) if enhanced_gridmap:
update_ui() enhanced_gridmap.grid_updated.connect(_on_grid_updated)
diagonal_movement_check.button_pressed = enhanced_gridmap.diagonal_movement floor_spin.max_value = enhanced_gridmap.floors - 1
print("EnhancedGridMap set: ", enhanced_gridmap) floors_count_spin.value = enhanced_gridmap.floors
update_ui()
diagonal_movement_check.button_pressed = enhanced_gridmap.diagonal_movement
print("EnhancedGridMap set: ", enhanced_gridmap)
func update_ui(): func update_ui():
if enhanced_gridmap: if enhanced_gridmap:
@@ -157,7 +171,6 @@ func update_ui():
_update_grid_ui() _update_grid_ui()
_update_astar_ui() _update_astar_ui()
_update_item_state_ui() _update_item_state_ui()
print("UI updated. Columns: ", enhanced_gridmap.columns, " Rows: ", enhanced_gridmap.rows)
func _update_fill_options(): func _update_fill_options():
fill_options.clear() fill_options.clear()
@@ -166,6 +179,8 @@ func _update_fill_options():
for i in range(item_list.size()): for i in range(item_list.size()):
fill_options.add_item(enhanced_gridmap.mesh_library.get_item_name(item_list[i]), i) fill_options.add_item(enhanced_gridmap.mesh_library.get_item_name(item_list[i]), i)
# In enhanced_gridmap_dock.gd, update the _update_grid_ui function:
func _update_grid_ui(): func _update_grid_ui():
for child in grid_container.get_children(): for child in grid_container.get_children():
child.queue_free() child.queue_free()
@@ -177,8 +192,7 @@ func _update_grid_ui():
return return
var item_list = enhanced_gridmap.mesh_library.get_item_list() var item_list = enhanced_gridmap.mesh_library.get_item_list()
var current_floor = floor_spin.value as int
print("Updating grid UI. Columns: ", enhanced_gridmap.columns, " Rows: ", enhanced_gridmap.rows)
for z in range(enhanced_gridmap.rows): for z in range(enhanced_gridmap.rows):
var row_container = HBoxContainer.new() var row_container = HBoxContainer.new()
@@ -192,24 +206,24 @@ func _update_grid_ui():
cell_container.size_flags_vertical = Control.SIZE_EXPAND_FILL cell_container.size_flags_vertical = Control.SIZE_EXPAND_FILL
var coord_label = Label.new() var coord_label = Label.new()
coord_label.text = "(%d,%d)" % [x, z] coord_label.text = "(%d,%d,%d)" % [x, current_floor, z]
coord_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER coord_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
coord_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER coord_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
coord_label.size_flags_vertical = Control.SIZE_SHRINK_CENTER coord_label.size_flags_vertical = Control.SIZE_SHRINK_CENTER
cell_container.add_child(coord_label) cell_container.add_child(coord_label)
var option = OptionButton.new() var option = OptionButton.new()
option.set_meta("grid_position", Vector2i(x, z)) option.set_meta("grid_position", Vector3i(x, current_floor, z))
for i in range(item_list.size()): for i in range(item_list.size()):
option.add_item(enhanced_gridmap.mesh_library.get_item_name(item_list[i]), i) option.add_item(enhanced_gridmap.mesh_library.get_item_name(item_list[i]), i)
var cell_item = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z)) var cell_item = enhanced_gridmap.get_cell_item(Vector3i(x, current_floor, z))
option.select(cell_item) if cell_item != -1: # Changed from INVALID_CELL_ITEM to -1
option.select(cell_item)
option.item_selected.connect(_on_cell_item_selected.bind(option)) option.item_selected.connect(_on_cell_item_selected.bind(option))
option.size_flags_horizontal = Control.SIZE_EXPAND_FILL option.size_flags_horizontal = Control.SIZE_EXPAND_FILL
option.size_flags_vertical = Control.SIZE_EXPAND_FILL option.size_flags_vertical = Control.SIZE_EXPAND_FILL
cell_container.add_child(option) cell_container.add_child(option)
# Add rotation Option for each cell
var rotation_option = OptionButton.new() var rotation_option = OptionButton.new()
rotation_option.add_item("", 0) rotation_option.add_item("", 0)
rotation_option.add_item("90°", 10) rotation_option.add_item("90°", 10)
@@ -217,9 +231,8 @@ func _update_grid_ui():
rotation_option.add_item("270°", 22) rotation_option.add_item("270°", 22)
rotation_option.size_flags_horizontal = Control.SIZE_EXPAND_FILL rotation_option.size_flags_horizontal = Control.SIZE_EXPAND_FILL
rotation_option.size_flags_vertical = Control.SIZE_SHRINK_CENTER rotation_option.size_flags_vertical = Control.SIZE_SHRINK_CENTER
rotation_option.set_meta("grid_position", Vector2i(x, z)) rotation_option.set_meta("grid_position", Vector3i(x, current_floor, z))
# Set the current item based on the cell's rotation var current_rotation = enhanced_gridmap.get_cell_rotation(Vector3i(x, current_floor, z))
var current_rotation = enhanced_gridmap.get_cell_rotation(Vector3i(x, 0, z))
match current_rotation: match current_rotation:
0: rotation_option.select(0) 0: rotation_option.select(0)
10: rotation_option.select(1) 10: rotation_option.select(1)
@@ -228,12 +241,9 @@ func _update_grid_ui():
rotation_option.item_selected.connect(_on_cell_rotation_changed.bind(rotation_option)) rotation_option.item_selected.connect(_on_cell_rotation_changed.bind(rotation_option))
cell_container.add_child(rotation_option) cell_container.add_child(rotation_option)
row_container.add_child(cell_container) row_container.add_child(cell_container)
cell_options.append(option) cell_options.append(option)
print("Grid UI updated. Total cells: ", cell_options.size())
func _update_astar_ui(): func _update_astar_ui():
start_x_spin.max_value = enhanced_gridmap.columns - 1 start_x_spin.max_value = enhanced_gridmap.columns - 1
start_z_spin.max_value = enhanced_gridmap.rows - 1 start_z_spin.max_value = enhanced_gridmap.rows - 1
@@ -241,21 +251,28 @@ func _update_astar_ui():
end_z_spin.max_value = enhanced_gridmap.rows - 1 end_z_spin.max_value = enhanced_gridmap.rows - 1
func _update_item_state_ui(): func _update_item_state_ui():
normal_item_spin.value = enhanced_gridmap.normal_item normal_item_spin.value = enhanced_gridmap.normal_items[0]
hover_item_spin.value = enhanced_gridmap.hover_item hover_item_spin.value = enhanced_gridmap.hover_item
start_item_spin.value = enhanced_gridmap.start_item start_item_spin.value = enhanced_gridmap.start_item
end_item_spin.value = enhanced_gridmap.end_item end_item_spin.value = enhanced_gridmap.end_item
non_walkable_item_spin.value = enhanced_gridmap.non_walkable_item non_walkable_item_spin.value = enhanced_gridmap.non_walkable_items[0]
func _on_columns_changed(value): func _on_columns_changed(value):
if enhanced_gridmap: if enhanced_gridmap:
enhanced_gridmap.columns = value enhanced_gridmap.columns = value
print("Columns changed to: ", value)
func _on_rows_changed(value): func _on_rows_changed(value):
if enhanced_gridmap: if enhanced_gridmap:
enhanced_gridmap.rows = value enhanced_gridmap.rows = value
print("Rows changed to: ", value)
func _on_floors_count_changed(value):
if enhanced_gridmap:
enhanced_gridmap.floors = value as int
floor_spin.max_value = value - 1
func _on_floor_changed(value):
if enhanced_gridmap:
_update_grid_ui()
func _on_auto_generate_toggled(button_pressed): func _on_auto_generate_toggled(button_pressed):
if enhanced_gridmap: if enhanced_gridmap:
@@ -263,80 +280,83 @@ func _on_auto_generate_toggled(button_pressed):
func _on_generate_pressed(): func _on_generate_pressed():
if enhanced_gridmap: if enhanced_gridmap:
enhanced_gridmap.generate_grid() var current_floor = floor_spin.value as int
print("Generate grid pressed") enhanced_gridmap.generate_grid(current_floor)
func _on_clear_pressed(): func _on_clear_pressed():
if enhanced_gridmap: if enhanced_gridmap:
enhanced_gridmap.clear_grid() var current_floor = floor_spin.value as int
print("Clear grid pressed") enhanced_gridmap.clear_grid(current_floor)
func _on_randomize_pressed(): func _on_randomize_pressed():
if enhanced_gridmap: if enhanced_gridmap:
var current_floor = floor_spin.value as int
var randomize_states = [] var randomize_states = []
var total_percentage = 0 var total_percentage = 0
# Collect only enabled randomize states
for state in custom_item_states.values(): for state in custom_item_states.values():
if state.include_in_randomize: if state.include_in_randomize:
randomize_states.append(state) randomize_states.append(state)
total_percentage += state.randomize_percentage total_percentage += state.randomize_percentage
if randomize_states.is_empty():
print("No states selected for randomization")
return
if total_percentage != 100: if total_percentage != 100:
print("Warning: Total randomize percentage is not 100%") print("Warning: Total randomize percentage is not 100%")
enhanced_gridmap.randomize_grid_custom(randomize_states) enhanced_gridmap.randomize_grid_custom(randomize_states, current_floor)
func _on_fill_pressed(): func _on_fill_pressed():
if enhanced_gridmap: if enhanced_gridmap:
var current_floor = floor_spin.value as int
var selected_index = fill_options.get_selected_id() var selected_index = fill_options.get_selected_id()
enhanced_gridmap.fill_grid(selected_index) if selected_index >= 0:
print("Fill grid pressed with item index: ", selected_index) enhanced_gridmap.fill_grid(selected_index, current_floor)
else:
print("No item selected for filling")
func _on_cell_item_selected(index: int, option: OptionButton): func _on_cell_item_selected(index: int, option: OptionButton):
var position = option.get_meta("grid_position") var position = option.get_meta("grid_position")
if enhanced_gridmap: if enhanced_gridmap:
enhanced_gridmap.set_cell_from_data(position.x, position.y, index) enhanced_gridmap.set_cell_item(position, index)
print("Cell item selected: ", index, " at position: ", position)
func _on_find_path_pressed(): func _on_find_path_pressed():
if enhanced_gridmap: if enhanced_gridmap:
var current_floor = floor_spin.value as int
var start = Vector2(start_x_spin.value, start_z_spin.value) var start = Vector2(start_x_spin.value, start_z_spin.value)
var end = Vector2(end_x_spin.value, end_z_spin.value) var end = Vector2(end_x_spin.value, end_z_spin.value)
var path = enhanced_gridmap.find_path(start, end) var path = enhanced_gridmap.find_path(start, end, current_floor)
if path.is_empty(): if path.is_empty():
path_result_label.text = "No path found" path_result_label.text = "No path found"
else: else:
path_result_label.text = "Path found: " + str(path) path_result_label.text = "Path found: " + str(path)
print("Find path pressed. Start: ", start, " End: ", end)
func _on_diagonal_movement_toggled(button_pressed): func _on_diagonal_movement_toggled(button_pressed):
if enhanced_gridmap: if enhanced_gridmap:
enhanced_gridmap.set_diagonal_movement(button_pressed) enhanced_gridmap.set_diagonal_movement(button_pressed)
print("Diagonal movement toggled: ", button_pressed)
func _on_normal_item_changed(value): func _on_normal_item_changed(value):
if enhanced_gridmap: if enhanced_gridmap:
enhanced_gridmap.normal_item = value enhanced_gridmap.normal_items[0] = value
print("Normal item changed to: ", value)
func _on_hover_item_changed(value): func _on_hover_item_changed(value):
if enhanced_gridmap: if enhanced_gridmap:
enhanced_gridmap.hover_item = value enhanced_gridmap.hover_item = value
print("Hover item changed to: ", value)
func _on_start_item_changed(value): func _on_start_item_changed(value):
if enhanced_gridmap: if enhanced_gridmap:
enhanced_gridmap.start_item = value enhanced_gridmap.start_item = value
print("Start item changed to: ", value)
func _on_end_item_changed(value): func _on_end_item_changed(value):
if enhanced_gridmap: if enhanced_gridmap:
enhanced_gridmap.end_item = value enhanced_gridmap.end_item = value
print("End item changed to: ", value)
func _on_non_walkable_item_changed(value): func _on_non_walkable_item_changed(value):
if enhanced_gridmap: if enhanced_gridmap:
enhanced_gridmap.non_walkable_item = value enhanced_gridmap.non_walkable_items[0] = value
print("Non-walkable item changed to: ", value)
func _on_grid_updated(): func _on_grid_updated():
update_ui() update_ui()
@@ -345,5 +365,10 @@ func _on_cell_rotation_changed(index: int, option: OptionButton):
var position = option.get_meta("grid_position") var position = option.get_meta("grid_position")
var rotation_value = option.get_item_id(index) var rotation_value = option.get_item_id(index)
if enhanced_gridmap: if enhanced_gridmap:
enhanced_gridmap.set_cell_rotation(Vector3i(position.x, 0, position.y), rotation_value) enhanced_gridmap.set_cell_rotation(position, rotation_value)
print("Cell rotation changed: ", rotation_value, " at position: ", position)
func _on_swap_items_pressed():
if enhanced_gridmap:
var old_item = old_item_spin.value as int
var new_item = new_item_spin.value as int
enhanced_gridmap.swap_items(old_item, new_item, floor_spin.value as int)
@@ -22,6 +22,17 @@ text = "☕︎ Enhanced Grid Map"
[node name="HSeparator" type="HSeparator" parent="VBoxContainer"] [node name="HSeparator" type="HSeparator" parent="VBoxContainer"]
layout_mode = 2 layout_mode = 2
[node name="FloorContainer" type="HBoxContainer" parent="VBoxContainer"]
layout_mode = 2
[node name="Label" type="Label" parent="VBoxContainer/FloorContainer"]
layout_mode = 2
text = "Floor:"
[node name="FloorSpinBox" type="SpinBox" parent="VBoxContainer/FloorContainer"]
layout_mode = 2
max_value = 10.0
[node name="Columns" type="HBoxContainer" parent="VBoxContainer"] [node name="Columns" type="HBoxContainer" parent="VBoxContainer"]
layout_mode = 2 layout_mode = 2
@@ -46,16 +57,33 @@ layout_mode = 2
min_value = 1.0 min_value = 1.0
value = 10.0 value = 10.0
[node name="FloorsCount" type="HBoxContainer" parent="VBoxContainer"]
layout_mode = 2
[node name="Label" type="Label" parent="VBoxContainer/FloorsCount"]
layout_mode = 2
text = "Total Floors:"
[node name="SpinBox" type="SpinBox" parent="VBoxContainer/FloorsCount"]
layout_mode = 2
min_value = 1.0
value = 3.0
[node name="AutoGenerate" type="CheckBox" parent="VBoxContainer"] [node name="AutoGenerate" type="CheckBox" parent="VBoxContainer"]
layout_mode = 2 layout_mode = 2
text = "Auto Generate" text = "Auto Generate"
[node name="ClearButton" type="Button" parent="VBoxContainer"] [node name="GridOperations" type="HBoxContainer" parent="VBoxContainer"]
layout_mode = 2 layout_mode = 2
[node name="ClearButton" type="Button" parent="VBoxContainer/GridOperations"]
layout_mode = 2
size_flags_horizontal = 3
text = "Clear Grid" text = "Clear Grid"
[node name="GenerateButton" type="Button" parent="VBoxContainer"] [node name="GenerateButton" type="Button" parent="VBoxContainer/GridOperations"]
layout_mode = 2 layout_mode = 2
size_flags_horizontal = 3
text = "Generate Grid" text = "Generate Grid"
[node name="QuickFillLabel" type="Label" parent="VBoxContainer"] [node name="QuickFillLabel" type="Label" parent="VBoxContainer"]
@@ -235,3 +263,32 @@ text = "Find Path"
layout_mode = 2 layout_mode = 2
text = "Path Result:" text = "Path Result:"
autowrap_mode = 2 autowrap_mode = 2
[node name="ItemManagement" type="VBoxContainer" parent="VBoxContainer"]
layout_mode = 2
[node name="Label" type="Label" parent="VBoxContainer/ItemManagement"]
layout_mode = 2
text = "Item Management"
[node name="HSeparator" type="HSeparator" parent="VBoxContainer/ItemManagement"]
layout_mode = 2
[node name="SwapItems" type="HBoxContainer" parent="VBoxContainer/ItemManagement"]
layout_mode = 2
[node name="OldItem" type="SpinBox" parent="VBoxContainer/ItemManagement/SwapItems"]
layout_mode = 2
tooltip_text = "Old Item ID"
[node name="Label" type="Label" parent="VBoxContainer/ItemManagement/SwapItems"]
layout_mode = 2
text = "->"
[node name="NewItem" type="SpinBox" parent="VBoxContainer/ItemManagement/SwapItems"]
layout_mode = 2
tooltip_text = "New Item ID"
[node name="SwapButton" type="Button" parent="VBoxContainer/ItemManagement/SwapItems"]
layout_mode = 2
text = "Swap Items"
@@ -1,10 +1,53 @@
[gd_resource type="MeshLibrary" load_steps=7 format=3 uid="uid://54tpx8cmksfc"] [gd_resource type="MeshLibrary" load_steps=14 format=4 uid="uid://54tpx8cmksfc"]
[ext_resource type="ArrayMesh" uid="uid://dqguomxd16u0i" path="res://assets/models/meshes/start.res" id="1_xdwel"] [ext_resource type="ArrayMesh" uid="uid://dqguomxd16u0i" path="res://assets/models/meshes/start.res" id="1_xdwel"]
[ext_resource type="ArrayMesh" uid="uid://dspusnbkr74hg" path="res://assets/models/meshes/hover.res" id="2_5gp4i"] [ext_resource type="ArrayMesh" uid="uid://dspusnbkr74hg" path="res://assets/models/meshes/hover.res" id="2_5gp4i"]
[ext_resource type="Material" uid="uid://bsyh0x4cy5qyr" path="res://assets/models/meshes/end.tres" id="3_qi66w"] [ext_resource type="Material" uid="uid://bsyh0x4cy5qyr" path="res://assets/models/meshes/end.tres" id="3_qi66w"]
[ext_resource type="Texture2D" uid="uid://dpkx1a780pvwv" path="res://assets/textures/tile_diamond.png" id="3_re0fd"]
[ext_resource type="ArrayMesh" uid="uid://d4himvyb81in8" path="res://assets/models/meshes/non-walkable.res" id="4_h83ju"] [ext_resource type="ArrayMesh" uid="uid://d4himvyb81in8" path="res://assets/models/meshes/non-walkable.res" id="4_h83ju"]
[ext_resource type="ArrayMesh" uid="uid://bgvropltcot0q" path="res://assets/models/meshes/normal.res" id="5_san4u"] [ext_resource type="ArrayMesh" uid="uid://bgvropltcot0q" path="res://assets/models/meshes/normal.res" id="5_san4u"]
[ext_resource type="ArrayMesh" uid="uid://36tgon3b60db" path="res://assets/models/tiles/tile_heart.tres" id="6_r6sve"]
[ext_resource type="ArrayMesh" uid="uid://cv4bedhida00g" path="res://assets/models/tiles/tile_star.tres" id="7_v40i1"]
[ext_resource type="ArrayMesh" uid="uid://bhlvvdtiykgnn" path="res://assets/models/meshes/tiles.res" id="8_ul3lk"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_2vf4e"]
resource_name = "boost"
transparency = 1
cull_mode = 2
albedo_color = Color(0.91, 0.91, 0.91, 0.45098)
albedo_texture = ExtResource("3_re0fd")
[sub_resource type="ArrayMesh" id="ArrayMesh_0evu4"]
_surfaces = [{
"aabb": AABB(-0.282176, -0.000324821, -0.282176, 0.564351, 0.050792, 0.564351),
"format": 34896613377,
"index_count": 36,
"index_data": PackedByteArray("BwAEAAUABwAGAAQABQACAAMABQAEAAIAAAAEAAYAAAACAAQABQABAAcABQADAAEAAgABAAMAAgAAAAEAAQAGAAcAAQAAAAYA"),
"name": "boost",
"primitive": 3,
"uv_scale": Vector4(0, 0, 0, 0),
"vertex_count": 8,
"vertex_data": PackedByteArray("AAD/////AAAAAP7/AAAAAP///////wAA///+/wAAAAD//wAA//8AAP//AAAAAAAAAAAAAP//AAAAAAAAAAAAAA==")
}]
blend_shape_mode = 0
[sub_resource type="ArrayMesh" id="ArrayMesh_pte2c"]
resource_name = "tile_diamond"
_surfaces = [{
"aabb": AABB(-0.282176, -0.000324821, -0.282176, 0.564351, 0.050792, 0.564351),
"attribute_data": PackedByteArray("sPss5W0hot47+9DosPv6720hXCE7+6/6sPvl75Heot6r9qfksPu0+pHeXCHM5KfkSvvl78X6sfqr9kDkSvu0+sX6tuTM5EDkSvss5c7ksfrU+tDoSvv6787ktuTU+q/6"),
"format": 34896613399,
"index_count": 36,
"index_data": PackedByteArray("FgANABAAFgATAA0AEQAIAAsAEQAOAAgAAAAMABIAAAAGAAwADwADABUADwAJAAMABwAEAAoABwABAAQABQAUABcABQACABQA"),
"material": SubResource("StandardMaterial3D_2vf4e"),
"name": "tile_coin_diamond",
"primitive": 3,
"uv_scale": Vector4(0, 0, 0, 0),
"vertex_count": 24,
"vertex_data": PackedByteArray("AAD//////78AAP//////vwAA/////6oqAAD+/wAAAAAAAP7/AAD/vwAA/v8AAKoq/////////7//////////v//////////////+/wAAAAD///7/AAD/v////v8AAP////8AAP///7///wAA////P///AAD///////8AAAAAAAD//wAAAAD/P///AAAAAP//AAAAAP///78AAAAA////PwAAAAD//6oqAAAAAAAAAAAAAAAAAAD/PwAAAAAAAKoq/////////39U1VTV/7//v////39U1VTV/////////3//v/9//7//v////3//v/9//////wAA/3//v/9//7//vwAA/3//v/9//////wAA/39U1VTV/7//vwAA/39U1VTV")
}]
blend_shape_mode = 0
shadow_mesh = SubResource("ArrayMesh_0evu4")
[sub_resource type="PlaneMesh" id="PlaneMesh_ti6kf"] [sub_resource type="PlaneMesh" id="PlaneMesh_ti6kf"]
material = ExtResource("3_qi66w") material = ExtResource("3_qi66w")
@@ -47,8 +90,27 @@ item/6/mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
item/6/shapes = [] item/6/shapes = []
item/6/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0) item/6/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
item/6/navigation_layers = 1 item/6/navigation_layers = 1
item/7/name = "tile_1" item/7/name = "tile_heart"
item/7/mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0) item/7/mesh = ExtResource("6_r6sve")
item/7/mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.9, 0)
item/7/shapes = [] item/7/shapes = []
item/7/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0) item/7/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
item/7/navigation_layers = 1 item/7/navigation_layers = 1
item/8/name = "tile_star"
item/8/mesh = ExtResource("7_v40i1")
item/8/mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.9, 0)
item/8/shapes = []
item/8/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
item/8/navigation_layers = 1
item/9/name = "tile_coin"
item/9/mesh = ExtResource("8_ul3lk")
item/9/mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.9, 0)
item/9/shapes = []
item/9/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
item/9/navigation_layers = 1
item/10/name = "tile_diamond"
item/10/mesh = SubResource("ArrayMesh_pte2c")
item/10/mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.9, 0)
item/10/shapes = []
item/10/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
item/10/navigation_layers = 1
Binary file not shown.
+13 -1
View File
@@ -31,6 +31,18 @@ animation/trimming=false
animation/remove_immutable_tracks=true animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false animation/import_rest_as_RESET=false
import_script/path="" import_script/path=""
_subresources={} _subresources={
"meshes": {
"tile_tile_coin_002": {
"generate/lightmap_uv": 0,
"generate/lods": 0,
"generate/shadow_meshes": 0,
"lods/normal_merge_angle": 60.0,
"lods/normal_split_angle": 25.0,
"save_to_file/enabled": true,
"save_to_file/path": "res://assets/models/meshes/tiles.res"
}
}
}
gltf/naming_version=1 gltf/naming_version=1
gltf/embedded_image_handling=1 gltf/embedded_image_handling=1
+10
View File
@@ -0,0 +1,10 @@
[gd_resource type="StandardMaterial3D" load_steps=2 format=3 uid="uid://dkve87aabsr81"]
[ext_resource type="Texture2D" uid="uid://dkr3oes2jk8ar" path="res://assets/textures/tile_coin.png" id="1_5v71j"]
[resource]
resource_name = "boost"
transparency = 1
cull_mode = 2
albedo_color = Color(0.91, 0.91, 0.91, 0.45098)
albedo_texture = ExtResource("1_5v71j")
+41
View File
@@ -0,0 +1,41 @@
[gd_resource type="ArrayMesh" load_steps=4 format=4 uid="uid://bl3x6wsft20n"]
[ext_resource type="Texture2D" uid="uid://cdnxwlysxnujd" path="res://assets/textures/tile_heart.png" id="1_22stv"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_4nip8"]
resource_name = "boost"
cull_mode = 2
albedo_color = Color(0.906332, 0.906332, 0.906332, 1)
albedo_texture = ExtResource("1_22stv")
[sub_resource type="ArrayMesh" id="ArrayMesh_l8rx1"]
_surfaces = [{
"aabb": AABB(-0.403108, -0.00046403, -0.403108, 0.806216, 0.0725601, 0.806216),
"format": 34896613377,
"index_count": 36,
"index_data": PackedByteArray("BwAEAAUABwAGAAQABQACAAMABQAEAAIAAAAEAAYAAAACAAQABQABAAcABQADAAEAAgABAAMAAgAAAAEAAQAGAAcAAQAAAAYA"),
"name": "boost",
"primitive": 3,
"uv_scale": Vector4(0, 0, 0, 0),
"vertex_count": 8,
"vertex_data": PackedByteArray("AAD/////AAAAAP7/AAAAAP///////wAA///+/wAAAAD//wAA//8AAP//AAAAAAAAAAAAAP//AAAAAAAAAAAAAA==")
}]
blend_shape_mode = 0
[resource]
resource_name = "tile_tile_coin_002"
_surfaces = [{
"aabb": AABB(-0.403108, -0.00046403, -0.403108, 0.806216, 0.0725601, 0.806216),
"attribute_data": PackedByteArray("sPss5W0hot47+9DosPv6720hXCE7+6/6sPvl75Heot6r9qfksPu0+pHeXCHM5KfkSvvl78X6sfqr9kDkSvu0+sX6tuTM5EDkSvss5c7ksfrU+tDoSvv6787ktuTU+q/6"),
"format": 34896613399,
"index_count": 36,
"index_data": PackedByteArray("FgANABAAFgATAA0AEQAIAAsAEQAOAAgAAAAMABIAAAAGAAwADwADABUADwAJAAMABwAEAAoABwABAAQABQAUABcABQACABQA"),
"material": SubResource("StandardMaterial3D_4nip8"),
"name": "tile_heart",
"primitive": 3,
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metadata/_editor_floor_ = Vector3(0, 0, 0) metadata/_editor_floor_ = Vector3(0, 1, 0)
[node name="Camera3D" type="Camera3D" parent="."] [node name="Camera3D" type="Camera3D" parent="."]
transform = Transform3D(-1, -7.92319e-08, 3.69465e-08, 0, 0.422618, 0.906308, -8.74228e-08, 0.906308, -0.422618, 5, 15, -2.5) transform = Transform3D(1, 0, 0, 0, 0.422618, 0.906308, 0, -0.906308, 0.422618, 5, 15, 12.36)
environment = ExtResource("4_ky38j") environment = ExtResource("4_ky38j")
fov = 35.5 fov = 35.5