project-villain/places/place_manager.gd

74 lines
1.9 KiB
GDScript

extends Node3D
var load_place = preload("res://places/base_place/base_place.tscn")
var place = null
enum ROOM_BUILD_STATE {NONE, ALLOWED, BUILDING, IS_PLACING_DOOR}
#Tracks the current build state.
var room_build_state = 0
var last_room = null
#Tracks the position that was first clicked to start a build drag
var build_drag_start_pos = null
signal room_built
func _on_build_toggle(toggled_on):
#Responds to the 'Build A Room' toggle
if toggled_on:
room_build_state = ROOM_BUILD_STATE.ALLOWED
else:
place.clear_selection()
room_build_state = ROOM_BUILD_STATE.NONE
func _on_area_3d_input_event(_camera, _event, event_position, _normal, _shade_id):
#Checks input events from the mouse plane
match room_build_state:
ROOM_BUILD_STATE.ALLOWED:
if Input.is_action_pressed("select"):
room_build_state = ROOM_BUILD_STATE.BUILDING
build_drag_start_pos = event_position
place.draw_tile_click(build_drag_start_pos)
ROOM_BUILD_STATE.BUILDING:
if Input.is_action_pressed("select"):
place.init_select_drag(build_drag_start_pos, event_position)
else:
room_build_state = ROOM_BUILD_STATE.ALLOWED
place.end_select_drag()
#ROOM_BUILD_STATE.IS_PLACING_DOOR:
#if Input.is_action_pressed("select"):
#room_build_state = ROOM_BUILD_STATE.NONE
#place.confirm_door()
#emit_signal("room_built")
#else:
#place.hover_door(event_position)
func _on_confirm_button_pressed() -> void:
if place.selection_dict:
if room_build_state == ROOM_BUILD_STATE.ALLOWED:
if place.build_confirm_allowed:
last_room = place.build_selection()
room_build_state = ROOM_BUILD_STATE.IS_PLACING_DOOR
else:
pass
func _on_init_grid_button_pressed() -> void:
if place:
place.queue_free()
var new_place = load_place.instantiate()
add_child(new_place)
place.init_grid()
func _on_child_entered_tree(node: Node) -> void:
if node is Place:
place = node