extends Node3D const Room = preload ("res://content/system/house/room/room.tscn") const RoomsMap = preload ("rooms_map.gd") @onready var room_button = $Button @onready var input = $Input @onready var rooms_map: RoomsMap = $Rooms var editing_room = R.state(false) func _ready(): R.effect(func(_arg): if rooms_map.selected_room.value == null: room_button.label="add" elif editing_room.value: room_button.label="save" else: room_button.label="edit" ) R.effect(func(_arg): input.disabled=editing_room.value == false ) R.effect(func(_arg): if rooms_map.selected_room.value == null: var i=1 while rooms_map.get_room("Room %s" % i) != null: i += 1 input.text="Room %s" % i else: input.text=rooms_map.selected_room.value ) if !Store.house.is_loaded(): await Store.house.on_loaded room_button.on_button_down.connect(func(): var selected_room=rooms_map.selected_room if selected_room.value == null: var room_name=input.text if rooms_map.get_room(room_name) != null: EventSystem.notify("Name already taken", EventNotify.Type.WARNING) return House.body.create_room(room_name, 0) House.body.edit_room(room_name) selected_room.value=room_name editing_room.value=true rooms_map.selectable.value=false else: editing_room.value=!editing_room.value rooms_map.selectable.value=!editing_room.value if editing_room.value == false: if !House.body.is_valid_room(selected_room.value): EventSystem.notify("Room was deleted as it had less than 3 corners.", EventNotify.Type.WARNING) House.body.delete_room(selected_room.value) selected_room.value=null return if selected_room.value != null&&selected_room.value != input.text: House.body.rename_room(selected_room.value, input.text) selected_room.value=input.text House.body.edit_room(null) else: House.body.edit_room(selected_room.value) )