Refactor hut tier definitions to use images and scales instead of scene paths; add moddable visual component
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@@ -5,7 +5,8 @@ namespace ParasiticGod.Scripts.Core;
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[GlobalClass]
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public partial class TierDefinition : Resource
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{
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[Export] public PackedScene Scene { get; set; }
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[Export] public Texture2D Texture { get; set; }
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[Export] public long Threshold { get; set; }
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[Export] public Follower.FollowerTier TierEnum { get; set; }
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[Export] public Vector2 Scale { get; set; } = Vector2.One;
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}
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@@ -1,4 +1,5 @@
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using System.Collections.Generic;
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using System.Numerics;
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namespace ParasiticGod.Scripts.Core;
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@@ -6,7 +7,8 @@ public class TierDto
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{
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public Follower.FollowerTier TierEnum { get; set; }
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public long Threshold { get; set; }
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public string ScenePath { get; set; }
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public string ImagePath { get; set; }
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public Vector2 Scale { get; set; } = Vector2.One;
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}
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public class TierListDto
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@@ -27,11 +27,18 @@ public static class TierLoader
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foreach (var dto in tierListDto.Tiers)
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{
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var image = Image.LoadFromFile(dto.ImagePath);
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if (image == null)
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{
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GD.PushError($"Failed to load image at path: {dto.ImagePath}");
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continue;
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}
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var tierDef = new TierDefinition
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{
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Threshold = dto.Threshold,
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TierEnum = dto.TierEnum,
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Scene = GD.Load<PackedScene>(dto.ScenePath)
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Texture = ImageTexture.CreateFromImage(image),
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Scale = new Vector2(dto.Scale.X, dto.Scale.Y)
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};
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loadedTiers.Add(tierDef);
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}
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