38 lines
1.3 KiB
GDScript
38 lines
1.3 KiB
GDScript
class_name BuildSystem
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extends Node
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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
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@export var build_item:Item = null
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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func update_build_preview_item() -> void:
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for child in build_preview.get_children():
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if build_item == null or child.scene_file_path != build_item.scene.resource_path:
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child.get_parent().remove_child(child)
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child.queue_free()
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if build_preview.get_child_count() == 0 and build_item != null:
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build_preview.add_child(build_item.scene.instantiate())
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _physics_process(_delta):
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update_build_preview_item()
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var build_location:Vector3 = player.get_actionable_global_transform()
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build_location = Vector3(roundf(build_location.x * 2), build_location.y, roundf(build_location.z * 2)) * 0.5
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build_preview.global_position = build_location
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if build_item != null and Input.is_action_just_pressed("interaction"):
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var new_structure:Node3D = build_item.scene.instantiate()
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new_structure.transform = build_preview.transform
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built_structures.add_child(new_structure)
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get_viewport().set_input_as_handled()
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return
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