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20 lines
1.5 KiB
GDScript
20 lines
1.5 KiB
GDScript
## A class for creating custom cells at runtime.
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##
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## MapBuilder is obtained with [method MetroidvaniaSystem.get_map_builder] and can be used for procedural map generation or other use-cases where cells that weren't created in the editor need to be used.
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## [br][br]A cell can be created with [method create_cell] (the position can't already have another cell). The method will return a CellOverride that you can use to customize the cell's appearance. Once you finished creating your cells, use [method update_map].
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## [br][br]Note that, while cells created with this class are part of [method MetroidvaniaSystem.get_save_data]'s dump, you can't differentiate them from regular cell overrides. You need to keep this information yourself.
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extends RefCounted
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## The cells created with this MapBuilder.
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var cells: Array[MetroidvaniaSystem.MapData.CellOverride]
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## Creates a new cell on the world map and returns a CellOverride that can be used to customize the cell. You can destroy created cells using their [code]destroy()[/code] method.
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func create_cell(at: Vector3i) -> MetroidvaniaSystem.MapData.CellOverride:
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var cell: MetroidvaniaSystem.MapData.CellOverride = MetSys.map_data.create_custom_cell(at)
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cells.append(cell)
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return cell
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## Requests the world map update. This simply emits [signal MetroidvaniaSystem.map_updated]. The signal is not emitted automatically when customizing the cells, unlike regular overrides. Updating the map in batches is more efficient.
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func update_map():
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MetSys.map_updated.emit()
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