immersive-home/content/system/house/room/room.gd

50 lines
1.2 KiB
GDScript

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 _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")