# GroundTile.gd class_name GroundTile extends Node3D @onready var debug_text: Label = $DebugText/DebugTextViewport/DebugTextLabel var grid_x: int var grid_z: int var cell_info: CellDataResource = null: set(value): cell_info = value if cell_info != null: cell_info_updated.emit(value) var rng: RandomClass = RandomClass.new() signal cell_info_updated(value) func _ready() -> void: if cell_info != null: update_text_label() rng.set_seed(cell_info.cell_seed) func set_grid_location(x, z) -> void: grid_x = x grid_z = z cell_info = MapData.get_map_data(grid_x, grid_z) func update_text_label() -> void: debug_text.text = str(grid_x) + ', ' + str(grid_z) + ', ' + str(cell_info.cell_seed)