fixed rain
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@@ -1,4 +1,5 @@
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using System.Reflection;
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using System.Reflection;
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using FOU.Scripts;
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using Godot;
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using Godot;
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public partial class SettingsController : VBoxContainer
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public partial class SettingsController : VBoxContainer
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@@ -18,7 +19,7 @@ public partial class SettingsController : VBoxContainer
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slSize.Value = main.BrushSize;
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slSize.Value = main.BrushSize;
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slRain.ValueChanged += OnRainValueChanged;
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slRain.ValueChanged += OnRainValueChanged;
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slRain.Value = main.RainAmount;
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slRain.Value = main.rainAmount;
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}
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}
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private void OnSizeValueChanged(double value) {
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private void OnSizeValueChanged(double value) {
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@@ -8,7 +8,7 @@
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[node name="Main" type="Node2D"]
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[node name="Main" type="Node2D"]
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script = ExtResource("1_k1i8e")
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script = ExtResource("1_k1i8e")
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DebugMode = true
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DebugMode = true
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BrushSize = 2
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BrushSize = 4
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RainAmount = 1.0
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RainAmount = 1.0
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[node name="CanvasLayer" type="CanvasLayer" parent="."]
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[node name="CanvasLayer" type="CanvasLayer" parent="."]
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@@ -85,6 +85,6 @@ custom_minimum_size = Vector2(150, 0)
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layout_mode = 2
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layout_mode = 2
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size_flags_horizontal = 8
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size_flags_horizontal = 8
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size_flags_vertical = 1
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size_flags_vertical = 1
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max_value = 5.0
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max_value = 10.0
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step = 0.01
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step = 0.01
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value = 1.0
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value = 1.0
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@@ -9,14 +9,21 @@ public partial class Main : Node2D {
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[Export] public int BrushSize = 5;
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[Export] public int BrushSize = 5;
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[Export] public float TextureResolution = 0.5f;
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[Export] public float TextureResolution = 0.5f;
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[Export] public int ChunksPerAxis = 2;
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[Export] public int ChunksPerAxis = 2;
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[Export] public float RainAmount = 0;
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[Export] public float rainAmount = 0;
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public static Main Instance;
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public static Main Instance;
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public Level Level;
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public Level Level;
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private TextureRect mLevelDrawer;
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private TextureRect mLevelDrawer;
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private bool enableRain;
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private bool enableRain;
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private float rainAmount;
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public float RainAmount {
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get => rainAmount;
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set {
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rainAmount = value;
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Level?.SetRainAmount(rainAmount);
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}
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}
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public override void _Ready() {
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public override void _Ready() {
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Level = new Level(this, (int)(GetViewportRect().Size.X * TextureResolution),
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Level = new Level(this, (int)(GetViewportRect().Size.X * TextureResolution),
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