Refactor hut tier definitions to use images and scales instead of scene paths; add moddable visual component
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28
Scripts/Components/ModdableVisual.cs
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28
Scripts/Components/ModdableVisual.cs
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@@ -0,0 +1,28 @@
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using Godot;
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namespace ParasiticGod.Scripts.Components;
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[GlobalClass]
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public partial class ModdableVisual : Node2D
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{
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[Export] private Sprite2D _sprite;
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public Follower.FollowerTier Tier { get; private set; }
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public override void _ExitTree()
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{
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if (_sprite != null)
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{
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_sprite.Texture = null;
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}
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}
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public void Initialize(Follower.FollowerTier tier, Texture2D texture, Vector2 scale)
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{
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Tier = tier;
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if (_sprite != null && texture != null)
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{
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_sprite.Texture = texture;
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_sprite.Scale = scale;
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}
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}
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}
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1
Scripts/Components/ModdableVisual.cs.uid
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1
Scripts/Components/ModdableVisual.cs.uid
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@@ -0,0 +1 @@
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uid://dpfcbaqgq3l6d
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@@ -14,6 +14,7 @@ public partial class PopulationVisualizer : Node
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[Export] private Node2D _markersContainer;
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[Export] private int _unitsPerMarker = 5;
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[Export] public VisualCategory Category { get; private set; }
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[Export] private PackedScene _moddableVisualScene;
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private List<TierDefinition> _tiers;
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private readonly List<FollowerMarker> _markers = [];
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@@ -105,11 +106,15 @@ public partial class PopulationVisualizer : Node
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if (i < followersToShow)
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{
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if (!marker.IsOccupied || _lastKnownTierIndex != newTierIndex)
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var currentVisual = marker.GetChildOrNull<ModdableVisual>(0);
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if (currentVisual == null || currentVisual.Tier != currentTier.TierEnum)
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{
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if (marker.IsOccupied) marker.RemoveFollower();
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var followerInstance = currentTier.Scene.Instantiate<Follower>();
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marker.PlaceFollower(followerInstance);
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if (marker.GetChildCount() > 0) marker.GetChild(0).QueueFree();
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var visualInstance = _moddableVisualScene.Instantiate<ModdableVisual>();
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visualInstance.Initialize(currentTier.TierEnum, currentTier.Texture, currentTier.Scale);
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marker.AddChild(visualInstance);
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needsChange = true;
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}
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}
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