immersive-home/content/ui/menu/room/views/rooms.gd

158 lines
3.9 KiB
GDScript

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