1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
| using Godot;
using GridBuilding.Godot.Core;
using GridBuilding.Core.Services.Building;
using GridBuilding.Core.Grid;
using System.Collections.Generic;
public partial class MainScene : Node
{
// Core components
private GridBuildingNode _gridNode;
private CameraController _cameraController;
private BuildingMenu _buildingMenu;
private BuildingInfoPanel _infoPanel;
// Game state
private BuildingData _selectedBuildingType;
private BuildingData _hoveredBuilding;
private bool _isPlacingBuilding = false;
// Building definitions
private Dictionary<string, BuildingData> _buildingTemplates = new();
public override void _Ready()
{
InitializeGrid();
InitializeUI();
InitializeCamera();
LoadBuildingTemplates();
ConnectEvents();
}
private void InitializeGrid()
{
// Find or create grid node
_gridNode = GetNode<GridBuildingNode>("World/GridManager");
if (_gridNode == null)
{
GD.PrintErr("GridBuildingNode not found!");
return;
}
// Configure grid
_gridNode.GridSize = new Vector2I(50, 50);
_gridNode.TileSize = new Vector2(64, 64);
_gridNode.ShowGrid = true;
_gridNode.GridColor = Colors.White.WithAlpha(0.3f);
}
private void InitializeUI()
{
_buildingMenu = GetNode<BuildingMenu>("UI/BuildingMenu");
_infoPanel = GetNode<BuildingInfoPanel>("UI/BuildingInfoPanel");
// Connect UI events
_buildingMenu.BuildingSelected += OnBuildingTypeSelected;
_buildingMenu.CancelPlacement += OnCancelPlacement;
}
private void InitializeCamera()
{
_cameraController = GetNode<CameraController>("World/CameraController");
_cameraController.Initialize(_gridNode);
}
private void LoadBuildingTemplates()
{
// Define building types
_buildingTemplates["House"] = new BuildingData
{
Name = "House",
BuildingType = "Residential",
Size = new Vector2I(2, 2),
Properties = new Dictionary<string, object>
{
["Capacity"] = 4,
["Comfort"] = 75,
["Cost"] = 1000
}
};
_buildingTemplates["Factory"] = new BuildingData
{
Name = "Factory",
BuildingType = "Industrial",
Size = new Vector2I(3, 3),
Properties = new Dictionary<string, object>
{
["Production"] = 10,
["Pollution"] = 5,
["Cost"] = 5000
}
};
_buildingTemplates["Road"] = new BuildingData
{
Name = "Road",
BuildingType = "Infrastructure",
Size = new Vector2I(1, 1),
Properties = new Dictionary<string, object>
{
["SpeedBonus"] = 1.2f,
["Cost"] = 100
}
};
// Load templates into UI
_buildingMenu.LoadBuildingTemplates(_buildingTemplates.Values);
}
private void ConnectEvents()
{
_gridNode.BuildingPlaced += OnBuildingPlaced;
_gridNode.BuildingRemoved += OnBuildingRemoved;
_gridNode.BuildingHovered += OnBuildingHovered;
}
}
|