extends Node3D @onready var wall_corners = $Ceiling/WallCorners @onready var wall_edges = $Ceiling/WallEdges @onready var wall_mesh: MeshInstance3D = $WallMesh @onready var ceiling_mesh: MeshInstance3D = $CeilingMesh @onready var wall_collisions = $WallCollisions @onready var room_floor = $Floor @onready var room_ceiling = $Ceiling @onready var state_machine = $StateMachine var editable: bool = false: set(value): if !is_node_ready(): await ready if value: state_machine.change_to("Edit") else: state_machine.change_to("View") func get_corner(index: int) -> MeshInstance3D: return wall_corners.get_child(index % wall_corners.get_child_count()) func get_edge(index: int) -> MeshInstance3D: return wall_edges.get_child(index % wall_edges.get_child_count()) func has_point(point: Vector3) -> bool: return wall_mesh.get_aabb().has_point(point) func remove_corner(index: int): get_corner(index).queue_free() get_edge(index).queue_free() func _save(): return { "corners": wall_corners.get_children().map(func(corner): return corner.position), "name": name } func _load(data): await ready return name = data["name"] state_machine.change_to("Edit") for corner in data["corners"]: state_machine.current_state.add_corner(corner) state_machine.change_to("View")