TinyAdventure/systems/BuildSystem.gd

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class_name BuildSystem
extends Node
const CAMERA_SPEED = 4.0
const COLLISION_MASK_WORLD = 1
const COLLISION_MASK_STRUCTURES = 32
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@onready var build_preview = %BuildPreview
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@onready var player = %Player
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@onready var built_structures = %BuiltStructures
@onready var camera:Camera3D = %Camera
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@export var build_item:Item = null
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var camera_velocity:Vector3 = Vector3.ZERO
var is_active:bool = false
var hovered_existing_structure:StaticBody3D = null
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func update_build_preview_item() -> void:
hovered_existing_structure = null
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for child in build_preview.get_children():
if build_item == null or child.scene_file_path != build_item.scene.resource_path:
child.get_parent().remove_child(child)
child.queue_free()
if build_preview.get_child_count() == 0 and build_item != null:
var build_preview_scene = build_item.scene.instantiate() as StaticBody3D
if build_preview_scene == null:
push_error("Cannot create build preview: item scene not derived from StaticBody3D for item: ", build_item)
return
# ensure we do not detect the preview object when querying for destroyable structures
build_preview_scene.collision_layer = 0
build_preview.add_child(build_preview_scene)
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func move_build_camera(delta):
var input_dir = Input.get_vector("walk_left", "walk_right", "walk_forward", "walk_back")
var direction = (camera.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
camera_velocity.x = direction.x * CAMERA_SPEED
camera_velocity.z = direction.z * CAMERA_SPEED
else:
camera_velocity.x = move_toward(camera_velocity.x, 0, CAMERA_SPEED)
camera_velocity.z = move_toward(camera_velocity.z, 0, CAMERA_SPEED)
camera_velocity.y = 0
camera.global_position = camera.global_position + camera_velocity * delta
func update_build_preview():
var mouse_view_coords = get_viewport().get_mouse_position() # / get_viewport().get_visible_rect().size
var mouse_ray_origin = camera.project_ray_origin(mouse_view_coords)
var mouse_ray_normal = camera.project_ray_normal(mouse_view_coords)
var world_space_state = camera.get_world_3d().direct_space_state
var ray_query:PhysicsRayQueryParameters3D = PhysicsRayQueryParameters3D.create(mouse_ray_origin, mouse_ray_origin + mouse_ray_normal * 100)
ray_query.collision_mask = COLLISION_MASK_WORLD | COLLISION_MASK_STRUCTURES
var ray_result:Dictionary = world_space_state.intersect_ray(ray_query)
if not ray_result.is_empty():
var grid_map_object = ray_result.collider as GridMap
var collision_body_3d = ray_result.collider as CollisionObject3D
if not collision_body_3d and not grid_map_object:
print ("Invalid collision object found. Object has no collision object: ", ray_result.collider)
return
if collision_body_3d:
if collision_body_3d.collision_layer & COLLISION_MASK_STRUCTURES != 0:
hovered_existing_structure = collision_body_3d as StaticBody3D
if hovered_existing_structure == null:
print ("Invalid structure found. Object is not derived from StaticBody3D: ", ray_result.collider)
return
else:
hovered_existing_structure = null
if grid_map_object != null and Vector3.UP.dot(ray_result["normal"]) > 0.9:
var build_location:Vector3 = ray_result["position"]
build_location = Vector3(roundf(build_location.x * 4), build_location.y, roundf(build_location.z * 4)) * 0.25
build_preview.global_position = build_location
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func _physics_process(_delta):
if not is_active:
return
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update_build_preview_item()
#move_build_camera(delta)
update_build_preview()
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func _unhandled_input(event: InputEvent) -> void:
if not is_active:
build_preview.hide()
return
build_preview.show()
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if event.is_action_pressed("rotate_clockwise"):
build_preview.global_basis = build_preview.basis.rotated(Vector3.UP, deg_to_rad(45))
get_viewport().set_input_as_handled()
return
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if event.is_action_pressed("rotate_counter_clockwise"):
build_preview.global_basis = build_preview.basis.rotated(Vector3.UP, -deg_to_rad(45))
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get_viewport().set_input_as_handled()
return
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if build_item != null and event.is_action_pressed("interaction"):
var new_structure:Node3D = build_item.scene.instantiate()
new_structure.transform = build_preview.transform
built_structures.add_child(new_structure)
get_viewport().set_input_as_handled()
return
var mouse_button_event = event as InputEventMouseButton
if hovered_existing_structure and mouse_button_event and mouse_button_event.pressed and mouse_button_event.button_index == MOUSE_BUTTON_MIDDLE:
hovered_existing_structure.get_parent().remove_child(hovered_existing_structure)
hovered_existing_structure.queue_free()
get_viewport().set_input_as_handled()
return