74 lines
1.9 KiB
C#
74 lines
1.9 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Godot;
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using ParasiticGod.Scripts.Core;
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using ParasiticGod.Scripts.Singletons;
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namespace ParasiticGod.Scripts.Components;
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[GlobalClass]
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public partial class ForestVisualizer : Node
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{
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[Export] private Node2D _treesContainer;
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private List<Node2D> _trees = [];
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private int _lastKnownTreesToShow = -1;
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private bool _isUpdating = false;
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public override void _Ready()
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{
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foreach (var child in _treesContainer.GetChildren())
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{
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if (child is Node2D tree)
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{
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_trees.Add(tree);
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}
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}
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var rng = new RandomNumberGenerator();
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rng.Randomize();
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_trees = _trees.OrderBy(_ => Guid.NewGuid()).ToList();
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GameBus.Instance.StateChanged += OnStateChanged;
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}
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public override void _ExitTree()
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{
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GameBus.Instance.StateChanged -= OnStateChanged;
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}
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private void OnStateChanged(GameState newState)
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{
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if (_isUpdating) return;
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var corruptionRatio = newState.Get(Stat.Corruption) / 100.0;
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var treesToShow = (int)(_trees.Count * (1.0 - corruptionRatio));
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if (treesToShow != _lastKnownTreesToShow)
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{
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UpdateForestProgressively(treesToShow);
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}
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}
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private async void UpdateForestProgressively(int treesToShow)
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{
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_isUpdating = true;
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for (var i = 0; i < _trees.Count; i++)
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{
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var tree = _trees[i];
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var shouldBeVisible = i < treesToShow;
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var needsChange = tree.Visible != shouldBeVisible;
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if (needsChange)
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{
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tree.Visible = shouldBeVisible;
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await ToSignal(GetTree().CreateTimer(0.01f), SceneTreeTimer.SignalName.Timeout);
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}
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}
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_lastKnownTreesToShow = treesToShow;
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_isUpdating = false;
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}
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} |