build preview update

This commit is contained in:
Nikolai Fesenko
2025-08-14 17:43:11 +02:00
parent 3bfc5300cb
commit 248ef3b912
9 changed files with 118 additions and 23 deletions

29
Scripts/build_object.gd Normal file
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@@ -0,0 +1,29 @@
extends Node3D
var meshInstance: MeshInstance3D
var default_materials
#var build_material
@onready var build_material = load("res://Shaders/build_transparent.gdshader")
func _ready() -> void:
default_materials = Array()
meshInstance = $DoubleBeds
default_materials.resize(meshInstance.get_surface_override_material_count())
set_default_materials()
Global.preview_created.connect(_on_preview_create)
print(build_material)
func set_default_materials():
for i in meshInstance.get_surface_override_material_count():
default_materials[i] = meshInstance.get_surface_override_material(i)
func set_green_color():
for i in meshInstance.get_surface_override_material_count():
meshInstance.set_surface_override_material(i, Global.build_material)
func _on_preview_create():
set_green_color()

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@@ -0,0 +1 @@
uid://c61rr6to3q566

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@@ -1,13 +1,19 @@
extends StaticBody3D
@onready var beds = preload("res://Scenes/Prefabs/DoubleBeds.tscn")
@export var buildTransparentPreivew: MeshInstance3D
var areas
var previewObject: Node3D
var is_placed = false
func _ready() -> void:
areas = get_children()
buildTransparentPreivew.visible = false
Global.exit_build_mode.connect(_on_exit_build_mode)
Global.enter_build_mode.connect(_on_enter_build_mode)
func _input_event(camera: Camera3D, event: InputEvent, event_position: Vector3, normal: Vector3, shape_idx: int) -> void:
@@ -27,15 +33,26 @@ func _mouse_exit() -> void:
func show_preview():
previewObject = beds.instantiate()
areas[0].add_child(previewObject)
buildTransparentPreivew.visible = false
Global.preview_created.emit()
func hide_preview():
if is_placed != true:
if previewObject != null:
previewObject.queue_free()
buildTransparentPreivew.visible = true
func place_object():
is_placed = true
buildTransparentPreivew.visible = false
func _on_enter_build_mode():
if !is_placed:
buildTransparentPreivew.visible = true
func _on_exit_build_mode():
hide_preview()
buildTransparentPreivew.visible = false
func set_preview_material():
#beds
pass

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@@ -1,17 +1,25 @@
extends Node3D
@export var debugLabel1: Label
@onready var build_material = load("res://Shaders/build_transparent.gdshader")
signal exit_build_mode
signal enter_build_mode
signal preview_created
signal preview_destroyed
var build_mode: bool = false
func _ready() -> void:
build_material.set("alpha", 0.5)
func _input(event: InputEvent) -> void:
if event.is_action_released("enter_build_mode"):
if build_mode:
exit_build_mode.emit()
build_mode = false
else:
enter_build_mode.emit()
build_mode = true