extends Node3D var id = null var type = 2 var is_selected = false var orange = preload("res://tiles/base_tile/orange.tres") var gray = preload("res://tiles/base_tile/gray.tres") var red = preload("res://tiles/base_tile/red.tres") var blue = preload("res://tiles/base_tile/blue.tres") var lightblue = preload("res://tiles/base_tile/lightblue.tres") # tiles are 'buildable area' or not. non-buildable tiles are used as normal, but not chanegd by player # buildable are tiles need five total faces. If a face doesn't exist, it's assumed to be open space. func _ready(): if type == 0: pass func invalid_this_tile(): pass func select_this_tile(b): is_selected = b if b: $WallMesh.set_material_override(lightblue) $FloorMesh.set_material_override(blue) else: $WallMesh.set_material_override(gray) $FloorMesh.set_material_override(null) func build_this_tile(b): if b: type = 1 $WallMesh.visible = false $FloorMesh.visible = true else: type = 0 $WallMesh.visible = true $FloorMesh.visible = false