147 lines
3.7 KiB
GDScript
147 lines
3.7 KiB
GDScript
extends Node3D
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const Room = preload("res://content/system/house/room/room.tscn")
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const RoomType = preload("res://content/system/house/room/room.gd")
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const material_selected = preload("../room_selected.tres")
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const material_unselected = preload("../room_unselected.tres")
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@onready var room_button = $Button
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@onready var input = $Input
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@onready var rooms_map = $Rooms
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var selected_room = null:
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set(value):
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if selected_room != null && value == null:
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room_button.label = "add"
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input.text = "Room %s" % (rooms_map.get_child_count() + 1)
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if selected_room != null:
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var old_room = get_room(selected_room)
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if old_room != null:
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old_room.get_node("MeshInstance3D").material_override = material_unselected
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if value != null:
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input.text = value
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edit_room = false
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var new_room = get_room(value)
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if new_room != null:
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new_room.get_node("MeshInstance3D").material_override = material_selected
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selected_room = value
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var edit_room = false:
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set(value):
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edit_room = value
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if value:
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room_button.label = "save"
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else:
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room_button.label = "edit"
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func _ready():
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if Store.house.is_loaded():
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_generate_room_map()
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else:
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Store.house.on_loaded.connect(func():
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_generate_room_map()
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)
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room_button.on_button_down.connect(func():
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if selected_room == null:
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var room_name = input.text
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if get_room(room_name) != null:
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EventSystem.notify("Name already taken", EventNotify.Type.WARNING)
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return
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House.body.create_room(room_name, 0)
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House.body.edit_room(room_name)
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selected_room = room_name
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edit_room = true
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else:
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if edit_room:
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edit_room = false
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if !House.body.is_valid_room(selected_room):
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House.body.delete_room(selected_room)
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selected_room = null
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else:
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House.body.edit_room(null)
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_generate_room_map()
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else:
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edit_room = true
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House.body.edit_room(selected_room)
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)
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func get_room(room_name):
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if rooms_map.has_node("%s" % room_name):
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return rooms_map.get_node("%s" % room_name)
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return null
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func _on_click(event: EventPointer):
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if event.target.get_parent() == rooms_map:
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var room_name = event.target.name
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if selected_room == room_name:
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selected_room = null
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House.body.edit_room(null)
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return
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selected_room = room_name
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func _generate_room_map():
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var rooms = Store.house.rooms
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var target_size = Vector2(0.3, 0.24)
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for old_room in rooms_map.get_children():
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old_room.queue_free()
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await old_room.tree_exited
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if rooms.size() == 0:
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return
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var current_min = Vector2(rooms[0].corners[0].x, rooms[0].corners[0].y)
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var current_max = current_min
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for room in rooms:
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for corner in room.corners:
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current_min.x = min(current_min.x, corner.x)
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current_min.y = min(current_min.y, corner.y)
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current_max.x = max(current_max.x, corner.x)
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current_max.y = max(current_max.y, corner.y)
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for room in rooms:
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var mesh = RoomType.generate_ceiling_mesh(room)
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if mesh == null:
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continue
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var body = StaticBody3D.new()
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body.name = room.name
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var mesh_instance = MeshInstance3D.new()
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mesh_instance.name = "MeshInstance3D"
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mesh_instance.mesh = mesh
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mesh_instance.material_override = material_unselected if selected_room != room.name else material_selected
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body.add_child(mesh_instance)
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var collision_shape = CollisionShape3D.new()
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collision_shape.shape = mesh.create_trimesh_shape()
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body.add_child(collision_shape)
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rooms_map.add_child(body)
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if current_min == null:
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return
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var current_size = current_max - current_min
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var target_scale = target_size / current_size
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var scale_value = min(target_scale.x, target_scale.y)
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rooms_map.position.x = -current_min.x * scale_value
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rooms_map.position.z = -current_min.y * scale_value
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rooms_map.scale = Vector3(scale_value, scale_value, scale_value)
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