extends Node3D const BoundingBoxTools = preload ("res://lib/utils/mesh/bounding_box_tools.gd") const ConstructRoomMesh = preload ("res://lib/utils/mesh/construct_room_mesh.gd") const material_selected = preload ("../room_selected.tres") const material_unselected = preload ("../room_unselected.tres") var selectable = R.state(true) var selected_room = R.state(null) func _ready(): R.effect(func(_arg): var rooms=Store.house.state.rooms for old_room in get_children(): remove_child(old_room) old_room.queue_free() if rooms.size() == 0: return var target_rect=Rect2(0.0, 0.0, 0.2, 0.2) var rooms_rect=Rect2() for room in rooms: rooms_rect=rooms_rect.merge(BoundingBoxTools.get_bounding_box_2d(room.corners)) var box_transform=BoundingBoxTools.resize_bounding_box_2d(rooms_rect, target_rect) for room in rooms: var mesh=ConstructRoomMesh.generate_ceiling_mesh(room.corners) if mesh == null: continue var body=StaticBody3D.new() body.name=room.name body.position.x=box_transform.origin.x body.position.z=box_transform.origin.y body.set_collision_layer_value(1, false) body.set_collision_layer_value(2, true) var mesh_instance=MeshInstance3D.new() mesh_instance.name="Mesh" mesh_instance.mesh=mesh mesh_instance.material_override=material_unselected if selected_room.value != room.name else material_selected body.add_child(mesh_instance) var collision_shape=CollisionShape3D.new() collision_shape.shape=mesh.create_trimesh_shape() body.add_child(collision_shape) add_child(body) var box_scale=box_transform.get_scale() var min_scale=min(box_scale.x, box_scale.y) scale=Vector3(min_scale, min_scale, min_scale) ) func _on_click(event: EventPointer): if selectable.value == false: return var previous_room = get_room(selected_room.value) if previous_room != null: previous_room.get_node("Mesh").material_override = material_unselected var room_name = event.target.name if selected_room.value == room_name: selected_room.value = null return selected_room.value = room_name get_room(selected_room.value).get_node("Mesh").material_override = material_selected func get_room(room_name): if room_name == null: return null if has_node(str(room_name)): return get_node(str(room_name)) return null