moved all build related code rom global to buildmanger
This commit is contained in:
@@ -7,6 +7,15 @@ extends Node
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signal build_object_selected
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signal exit_build_mode
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signal enter_build_mode
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signal preview_created
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signal preview_destroyed
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signal object_placed(build_postion)
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var build_mode: bool = false
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var selected_object_id: int
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var is_object_selected: bool
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@@ -18,6 +27,15 @@ func _ready() -> void:
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is_object_selected = false
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build_object_selected.connect(_on_object_selected)
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func _input(event: InputEvent) -> void:
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if event.is_action_released("enter_build_mode"):
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if build_mode:
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exit_build_mode.emit()
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build_mode = false
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else:
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enter_build_mode.emit()
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build_mode = true
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func get_preview_object():
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var selected_object
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match selected_object_id:
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@@ -10,8 +10,8 @@ var staic_body: StaticBody3D
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func _ready() -> void:
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Global.preview_created.connect(_on_preview_create)
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Global.object_placed.connect(_on_object_placed)
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BuildManager.preview_created.connect(_on_preview_create)
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BuildManager.object_placed.connect(_on_object_placed)
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set_default_shaders()
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staic_body = $StaticBody3D
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@@ -11,22 +11,22 @@ var is_placed = false
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func _ready() -> void:
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areas = get_children()
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buildTransparentPreivew.visible = false
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Global.exit_build_mode.connect(_on_exit_build_mode)
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Global.enter_build_mode.connect(_on_enter_build_mode)
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BuildManager.exit_build_mode.connect(_on_exit_build_mode)
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BuildManager.enter_build_mode.connect(_on_enter_build_mode)
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func _input_event(camera: Camera3D, event: InputEvent, event_position: Vector3, normal: Vector3, shape_idx: int) -> void:
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if event.is_action_pressed("mouse_click") and Global.build_mode:
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if event.is_action_pressed("mouse_click") and BuildManager.build_mode:
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place_object()
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func _mouse_enter() -> void:
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if !is_placed and Global.build_mode and BuildManager.is_object_selected:
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if !is_placed and BuildManager.build_mode and BuildManager.is_object_selected:
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show_preview()
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func _mouse_exit() -> void:
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if !is_placed and Global.build_mode:
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if !is_placed and BuildManager.build_mode:
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hide_preview()
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func show_preview():
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@@ -36,7 +36,7 @@ func show_preview():
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areas[0].add_child(previewObject)
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#previewObject.global_position.y = BuildManager.global_y
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buildTransparentPreivew.visible = false
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Global.preview_created.emit()
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BuildManager.preview_created.emit()
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func hide_preview():
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if is_placed != true:
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@@ -47,7 +47,7 @@ func hide_preview():
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func place_object():
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#is_placed = true
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#buildTransparentPreivew.visible = false
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Global.object_placed.emit(self.position)
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BuildManager.object_placed.emit(self.position)
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self.queue_free()
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func _on_enter_build_mode():
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@@ -22,7 +22,7 @@ func _ready() -> void:
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func _process(delta: float) -> void:
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debugLabel.text = "Mode: " + str(Global.build_mode)
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debugLabel.text = "Mode: " + str(BuildManager.build_mode)
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global_delta = delta
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look_at(ownRigidBody.position)
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self.position.y = -0.1 * pow(self.position.z,2) + zoom_pos # y axis controll for camera
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@@ -9,7 +9,7 @@ var previewObject
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var targetPos
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func _ready() -> void:
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Global.object_placed.connect(_on_object_placed)
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BuildManager.object_placed.connect(_on_object_placed)
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("hide_top"):
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@@ -4,25 +4,25 @@ extends Node3D
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@export var debugLabel1: Label
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signal exit_build_mode
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signal enter_build_mode
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signal preview_created
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signal preview_destroyed
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signal object_placed(build_postion)
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var build_mode: bool = false
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#signal exit_build_mode
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#signal enter_build_mode
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#
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#signal preview_created
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#signal preview_destroyed
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#
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#signal object_placed(build_postion)
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#
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#var build_mode: bool = false
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func _ready() -> void:
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print(outline_shader)
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func _input(event: InputEvent) -> void:
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if event.is_action_released("enter_build_mode"):
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if build_mode:
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exit_build_mode.emit()
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build_mode = false
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else:
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enter_build_mode.emit()
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build_mode = true
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#func _input(event: InputEvent) -> void:
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#if event.is_action_released("enter_build_mode"):
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#if build_mode:
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#exit_build_mode.emit()
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#build_mode = false
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#else:
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#enter_build_mode.emit()
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#build_mode = true
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@@ -13,7 +13,7 @@ func _ready() -> void:
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meshI = $MeshInstance3D
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shirt_shader = meshI.get_surface_override_material(1)
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Global.object_placed.connect(_on_object_placed)
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BuildManager.object_placed.connect(_on_object_placed)
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set_random_shirt()
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@@ -3,8 +3,8 @@ extends Panel
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func _ready() -> void:
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self.visible = false
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Global.enter_build_mode.connect(_on_enter_build_mode)
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Global.exit_build_mode.connect(_on_exit_build_mode)
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BuildManager.enter_build_mode.connect(_on_enter_build_mode)
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BuildManager.exit_build_mode.connect(_on_exit_build_mode)
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func _on_enter_build_mode():
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