fix rotation and entity in mini view
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5ba67029c7
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@ -8,10 +8,14 @@ signal on_moved()
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@export var restricted: bool = false
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@export var restrict_movement: Callable
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@export var lock_rotation: bool = false
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@export var disabled: bool = false
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var hit_node := Node3D.new()
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var initiator = null
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func _on_grab_down(event: EventPointer):
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if disabled:
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return
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if restricted&&event.target != get_parent():
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return
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@ -4,17 +4,20 @@ const DotScene = preload ("res://content/system/dot/dot.tscn")
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const Entity = preload ("res://content/entities/entity.gd")
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@onready var dots = $"../Small/Dots"
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@onready var main = $"/root/Main"
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var active_type = null
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var editing = R.state([])
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var group_entity = null
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var house_small = null
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func _ready():
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await House.body.ready
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# Update Group Entity
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R.effect(func(_arg):
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if editing.value.size() == 0:
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if house_small.value == false||editing.value.size() == 0:
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if group_entity != null:
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group_entity.queue_free()
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group_entity=null
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@ -23,7 +26,9 @@ func _ready():
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group_entity=EntityFactory.create_entity(id, active_type)
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for entity_node in group_entity.get_children():
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if entity_node is Movable:
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group_entity.remove_child(entity_node)
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entity_node.disabled=true
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group_entity.transform=Transform3D().looking_at(to_local((main.camera.global_position)), Vector3.UP, true)
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add_child(group_entity)
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else:
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HomeApi.groups.update_entities(group_entity.entity_id, editing.value.map(func(entity): return entity.entity_id))
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@ -38,6 +38,8 @@ func _ready():
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wall_material.set_shader_parameter("data", [])
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wall_material.set_shader_parameter("data_size", 0)
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entity_select.house_small = small
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if Store.house.is_loaded() == false:
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await Store.house.on_loaded
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@ -18,6 +18,7 @@ disabled = true
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[node name="Movable" type="Node" parent="Body"]
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script = ExtResource("2_x7oed")
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restricted = true
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disabled = null
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[node name="Small" type="Node3D" parent="Body"]
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