project-villain/places/place_manager.gd

51 lines
1.1 KiB
GDScript

extends Node3D
var load_place = preload("res://places/base_place/base_place.tscn")
var place = load_place.instantiate()
var build_enabled = false
var is_building = false
var build_start_pos = null
signal room_built
func _ready():
add_child(place)
func _input(event):
pass
func _on_build_toggle(toggled_on):
build_enabled = toggled_on
if not toggled_on:
place.clear_selection()
func start_build(event):
is_building = event.button_mask
func _on_area_3d_input_event(_camera, event, event_position, _normal, _shade_id):
#Checks input events from the mouse planex
if event.is_action_pressed("select") && build_enabled:
build_start_pos = event_position
start_build(event)
place.draw_tile_click(build_start_pos)
if is_building:
if event.button_mask:
var build_mouse_pos = event_position
place.init_select_drag(build_start_pos, build_mouse_pos)
if not event.button_mask:
start_build(event)
place.end_select_drag()
func _on_confirm_button_pressed() -> void:
if place.build_allowed:
place.build_selection(true)
is_building = false
emit_signal("room_built")
else:
pass