| extends Node3D | |
| class_name Tile | |
| ## Tile class it allows setting the visible tile design by | |
| ## hiding the nodes with not currently used tile designs. | |
| ## (Intended to be used with tile.tscn) | |
| ## Tile names, must be in the same order as child nodes | |
| enum TileNames { | |
| orange, | |
| road, | |
| tree, | |
| goal | |
| } | |
| ## ID of the current set tile | |
| var id: int | |
| @onready var tiles: Array = get_children() | |
| ## Sets the specified tile mesh to be visible, and hides others | |
| func set_tile(tile_name: TileNames): | |
| hide_all() | |
| id = int(tile_name) | |
| tiles[id].visible = true | |
| ## Hides all tiles | |
| func hide_all(): | |
| for tile in tiles: | |
| tile.visible = false | |