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extends Spatial
const GrayMat = preload("res://gray_mat.tres")
const ExporterTemplate = preload("res://scripts/template_export.gd")
var worlds = []
var selected_pos = null
var selected = null
var mat_selected = null
var mat_unselected = null
var template
func _ready():
for x in range(4):
self.worlds.append(null)
self.mat_selected = GrayMat.duplicate(true)
self.mat_selected.set_albedo(Color(0.2, 0.2, 0.2))
self.mat_unselected = GrayMat.duplicate(true)
self.template = ExporterTemplate.new()
func set_world(i, world):
self.worlds[i] = world
var pos = get_node("spawns/" + str(i))
world.set_translation(pos.get_global_transform().origin)
func push_world(world):
for x in range(4):
if self.worlds[x] == null:
set_world(x, world)
return true
return false
func get_world(x):
return self.worlds[x]
func _on_body_input_event( camera, event, click_pos, click_normal, shape_idx ):
if event.type == InputEvent.MOUSE_BUTTON and event.button_index == BUTTON_LEFT and event.is_pressed():
print("body")
var cam = get_tree().get_root().get_camera()
cam.select(self, get_node("point"))
func _on_panel_input_event( camera, event, click_pos, click_normal, shape_idx ):
if event.type == InputEvent.MOUSE_BUTTON and event.button_index == BUTTON_LEFT and event.is_pressed():
print("sell")
var message = "Cannot sell, no world spot selected!"
if self.selected_pos != null:
var w = get_world(self.selected_pos.x)
if w != null:
get_node("animation").play("right")
get_tree().get_root().get_node("Game").remove_child(w)
var player = get_tree().get_root().get_node("Game/Player")
player.cash = player.cash + (w.cost * w.life.stage)
message = self.template.template(w)
self.worlds[self.selected_pos.x] = null
self.selected.set_material_override(self.mat_unselected)
self.selected_pos = null
self.selected = null
else:
message = "Cannot sell, no world!"
get_tree().get_root().get_node("Game/HUD").display_message(message, 25)
func _on_cylinder_input_event( camera, event, click_pos, click_normal, shape_idx , node, pos):
if event.type == InputEvent.MOUSE_BUTTON and event.button_index == BUTTON_LEFT and event.is_pressed():
print("pos ",pos)
var new = get_node(node)
if self.selected != null:
self.selected.set_material_override(self.mat_unselected)
if self.selected == new:
self.selected.set_material_override(self.mat_unselected)
self.selected_pos = null
self.selected = null
else:
self.selected = new
self.selected_pos = pos
self.selected.set_material_override(self.mat_selected)
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