168 lines
3.9 KiB
GDScript
168 lines
3.9 KiB
GDScript
extends Node3D
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const Room = preload("./room/room.tscn")
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const RoomType = preload("./room/room.gd")
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@onready var levels = $Levels
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@onready var collision_shape = $Levels/CollisionShape3D
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@onready var align_reference = $AlignReference
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var fixing_reference: bool = false
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var editing_room: RoomType = null
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var mini_view: bool = false:
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set(value):
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mini_view = value
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update_mini_view()
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var target_size: float = 1.0
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func _physics_process(delta):
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levels.scale.x = lerp(levels.scale.x, target_size, 10.0 * delta)
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levels.scale.y = lerp(levels.scale.y, target_size, 10.0 * delta)
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levels.scale.z = lerp(levels.scale.z, target_size, 10.0 * delta)
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func create_room(room_name: String, level: int) -> RoomType:
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if editing_room != null:
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editing_room.editable = false
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editing_room = null
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var room = Room.instantiate()
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room.name = room_name
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room.editable = true
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editing_room = room
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get_level(level).add_child(room)
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return room
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func edit_room(room_name):
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var room = find_room(room_name)
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if room == editing_room:
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return
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if editing_room != null:
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editing_room.editable = false
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editing_room = null
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if room != null:
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room.editable = true
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editing_room = room
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func is_valid_room(room_name):
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var room = find_room(room_name)
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if room == null:
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return
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return room.wall_corners.get_child_count() >= 3
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func delete_room(room_name):
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var room = find_room(room_name)
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if room == null:
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return
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if editing_room == room:
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editing_room = null
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room.get_parent().remove_child(room)
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room.queue_free()
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func is_editiong(room_name):
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return editing_room != null && editing_room.name == room_name
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func find_room(room_name):
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for level in levels.get_children():
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for room in level.get_children():
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if room.name == room_name:
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return room
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return null
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func find_room_at(entity_position: Vector3):
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for level in levels.get_children():
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for room in level.get_children():
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if room.has_point(entity_position):
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return room
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return null
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func get_level(level: int):
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return levels.get_child(level)
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func get_level_aabb(level: int):
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var rooms = get_level(level).get_children()
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if rooms.size() == 0:
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return AABB()
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var min_pos = rooms[0].get_aabb().position
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var max_pos = min_pos + rooms[0].get_aabb().size
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for room in rooms:
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var room_min = room.get_aabb().position
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var room_max = room_min + room.get_aabb().size
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min_pos.x = min(min_pos.x, room_min.x)
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min_pos.y = min(min_pos.y, room_min.y)
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min_pos.z = min(min_pos.z, room_min.z)
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max_pos.x = max(max_pos.x, room_max.x)
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max_pos.y = max(max_pos.y, room_max.y)
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max_pos.z = max(max_pos.z, room_max.z)
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return AABB(min_pos, max_pos - min_pos)
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func get_rooms(level: int):
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return get_level(level).get_children()
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func create_entity(entity_id: String, entity_position: Vector3):
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var room = find_room_at(entity_position)
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if room == null:
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return
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var entity = EntityFactory.create_entity(entity_id)
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if entity == null:
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return
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room.add_child(entity)
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entity.global_position = entity_position
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func update_mini_view():
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collision_shape.disabled = !mini_view
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if mini_view:
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var aabb = get_level_aabb(0)
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aabb.position.y = -0.03
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aabb.size.y = 0.06
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var center = aabb.position + aabb.size / 2.0
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collision_shape.global_position = center
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collision_shape.shape.size = aabb.size
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else:
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levels.position = Vector3(0, 0, 0)
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target_size = 0.1 if mini_view else 1.0
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for room in get_rooms(0):
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room.state_machine.change_to("Mini" if mini_view else "View")
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func edit_reference():
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fixing_reference = false
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align_reference.disabled = false
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func fix_reference():
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fixing_reference = true
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align_reference.disabled = false
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align_reference.update_initial_positions()
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func save_reference():
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if fixing_reference:
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var align_transform = align_reference.global_transform
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transform = align_reference.get_new_transform(transform)
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align_reference.global_transform = align_transform
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align_reference.disabled = true
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align_reference.update_initial_positions() |