Mutually_Assured_Destruction/buildings/base_building.cs

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using Godot;
using System.Collections.Generic;
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public partial class base_building : Node3D
{
[Export]
public Node3D BlocksNode { get; set; } = null;
private List<building_block> _blocks = null;
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[Export]
public string DisplayName { get; set; } = "base_building";
[Export]
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public int KashCost { get; set; } = 1;
public bool IsPlaced { get; set; } = false;
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public bool IsPlaceable
{
get
{
if (_blocks == null || _blocks.Count < 1)
return false;
foreach (building_block block in _blocks)
if (!block.IsPlaceable)
return false;
return true;
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}
}
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public override void _Ready()
{
if (BlocksNode != null)
{
_blocks = new List<building_block>();
foreach (Node child in BlocksNode.GetChildren())
{
_blocks.Add((building_block)child);
}
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}
}
public override void _Process(double delta)
{
// if (!IsPlaced)
//{
//if (IsPlaceable)
//{
////show green highlight
//}
//else
//{
////show red highlight
//}
//}
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}
}