class_name BuildSystem extends Node const CAMERA_SPEED = 4.0 const COLLISION_MASK_WORLD = 1 const COLLISION_MASK_STRUCTURES = 32 @onready var build_preview = %BuildPreview @onready var player = %Player @onready var built_structures = %BuiltStructures @onready var camera:Camera3D = %Camera @export var build_item:Item = null var camera_velocity:Vector3 = Vector3.ZERO var is_active:bool = false var hovered_existing_structure:StaticBody3D = null func update_build_preview_item() -> void: hovered_existing_structure = null 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) 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 func _physics_process(_delta): if not is_active: return update_build_preview_item() #move_build_camera(delta) update_build_preview() func _unhandled_input(event: InputEvent) -> void: if not is_active: build_preview.hide() return build_preview.show() 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 if event.is_action_pressed("rotate_counter_clockwise"): build_preview.global_basis = build_preview.basis.rotated(Vector3.UP, -deg_to_rad(45)) get_viewport().set_input_as_handled() return 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