immersive-home/content/ui/menu/room/room_menu.gd

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2.8 KiB
GDScript3
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extends Node3D
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const Room = preload("res://content/system/house/room/room.tscn")
const RoomType = preload("res://content/system/house/room/room.gd")
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const window_scene = preload("./window.tscn")
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@onready var background = $Background
@onready var add_room_button = $Interface/AddRoom
@onready var save_room_button = $Interface/SaveRoom
@onready var input = $Interface/Input
@onready var rooms_map = $Interface/Rooms
var selected_room = null:
set(value):
selected_room = value
if value != null:
save_room_button.visible = true
else:
save_room_button.visible = false
var edit_room = false:
set(value):
edit_room = value
if value:
save_room_button.label = "save"
else:
save_room_button.label = "edit"
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func _ready():
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background.visible = false
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HomeApi.on_connect.connect(func():
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var rooms = House.body.get_rooms(0)
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# for room in rooms:
# var mesh = room.wall_mesh
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)
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add_room_button.on_button_down.connect(func():
var room_name = input.text
House.body.create_room(room_name, 0)
selected_room = room_name
edit_room = true
add_room_button.visible = false
)
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save_room_button.on_button_down.connect(func():
if edit_room:
edit_room = false
add_room_button.visible = true
House.body.edit_room(null)
_generate_room_map()
else:
edit_room = true
House.body.edit_room(selected_room)
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)
func _on_click(event: EventPointer):
if event.target.get_parent() == rooms_map:
var room_name = event.target.name
selected_room = room_name
edit_room = false
add_room_button.visible = false
House.body.edit_room(selected_room)
func _generate_room_map():
var rooms = House.body.get_rooms(0)
var target_size = Vector2(0.3, 0.2)
for old_room in rooms_map.get_children():
old_room.queue_free()
var current_min = Vector2(0, 0)
var current_max = Vector2(0, 0)
for room in rooms:
var body = StaticBody3D.new()
var mesh = room.ceiling_mesh.mesh
var mesh_instance = MeshInstance3D.new()
mesh_instance.mesh = mesh
mesh_instance.material_override = load("res://content/system/house/room/walls.tres")
body.add_child(mesh_instance)
var collision_shape = CollisionShape3D.new()
collision_shape.shape = mesh.create_trimesh_shape()
body.add_child(collision_shape)
rooms_map.add_child(body)
if mesh.get_aabb().position.x < current_min.x:
current_min.x = mesh.get_aabb().position.x
if mesh.get_aabb().position.z < current_min.y:
current_min.y = mesh.get_aabb().position.z
if mesh.get_aabb().end.x > current_max.x:
current_max.x = mesh.get_aabb().end.x
if mesh.get_aabb().end.z > current_max.y:
current_max.y = mesh.get_aabb().end.z
var current_size = current_max - current_min
var target_scale = target_size / current_size
var scale_value = max(target_scale.x, target_scale.y)
rooms_map.scale = Vector3(scale_value, scale_value, scale_value)