generalized card vs item, cleaned up some headbob stuff, added the ability to refund a wall block

This commit is contained in:
2023-12-08 03:05:11 +11:00
parent dfeddc08e0
commit 1e3e380b90
31 changed files with 286 additions and 186 deletions

View File

@@ -15,6 +15,7 @@ var valid_point := false
var is_looking_at_tower_base := false
var tower_preview
var last_tower_base
var last_collider
var last_card
var ray_collider
var ray_point
@@ -46,25 +47,50 @@ func _process(delta: float) -> void:
set_progress_percent(0)
interacted_once = true
build_wall()
if interact_key_held and !interacted_once and last_collider and ray.is_colliding():
interact_held_time += delta
set_progress_percent(interact_held_time / interact_hold_time)
if interact_held_time >= interact_hold_time:
set_progress_percent(0)
interacted_once = true
refund_wall(last_collider)
if !interact_key_held:
interact_held_time = 0.0
interacted_once = false
set_progress_percent(0)
point_id = -1
if ray.is_colliding():
if !interacted_once and ray.is_colliding():
if !interact_key_held:
wall_preview.set_visible(true)
ray_collider = ray.get_collider()
ray_point = ray.get_collision_point()
is_looking_at_tower_base = ray_collider is TowerBase
if is_looking_at_tower_base and inventory.contents.size() > 0 and !ray_collider.has_card:
if ray_collider != last_tower_base or inventory.selected_item != last_card:
spawn_tower_preview()
elif tower_preview:
delete_tower_preview()
if Game.level:
if is_looking_at_tower_base:
valid_point = false
point_id = ray_collider.point_id
if obstacle_last_point != point_id:
obstacle_last_point = point_id
if is_instance_valid(last_collider):
Game.level.a_star_graph_3d.tower_base_ids[last_collider.point_id].set_material(null)
last_collider = null
if tower_preview:
delete_tower_preview()
wall_preview.set_visible(false)
last_collider = ray_collider
ray_collider.set_material(build_preview_material)
build_preview_material.albedo_color = Color.RED
build_preview_material.albedo_color.a = 1.0
if inventory.contents.size() > 0 and !ray_collider.has_card:
if ray_collider != last_tower_base or inventory.selected_item != last_card:
spawn_tower_preview()
elif Game.level:
if is_instance_valid(last_collider):
Game.level.a_star_graph_3d.tower_base_ids[last_collider.point_id].set_material(null)
last_collider = null
if tower_preview:
delete_tower_preview()
point_id = Game.level.a_star_graph_3d.astar.get_closest_point(ray_point)
if !Game.level.a_star_graph_3d.point_is_build_location(point_id) or hero.currency < Data.wall_cost:
wall_preview.set_visible(false)
@@ -75,8 +101,8 @@ func _process(delta: float) -> void:
if obstacle_last_point != point_id:
obstacle_last_point = point_id
if Game.level.a_star_graph_3d.test_path_if_point_toggled(point_id):
#build_preview_material.albedo_color = Color.GREEN
#build_preview_material.albedo_color.a = 0.8
build_preview_material.albedo_color = Color.GREEN
build_preview_material.albedo_color.a = 0.8
valid_point = true
else:
#build_preview_material.albedo_color = Color.RED
@@ -107,7 +133,7 @@ func spawn_tower_preview():
func delete_tower_preview():
last_tower_base = null
last_card = null
if tower_preview:
if is_instance_valid(tower_preview):
tower_preview.queue_free()
tower_preview = null
@@ -121,15 +147,22 @@ func interact():
func build_wall():
if point_id >= 0 and valid_point and hero.currency >= Data.wall_cost:
hero.currency -= Data.wall_cost
Game.level.a_star_graph_3d.toggle_point(point_id)
Game.level.a_star_graph_3d.toggle_point(point_id, multiplayer.get_unique_id())
wall_preview.set_visible(false)
func refund_wall(wall: TowerBase):
last_collider = null
if wall.has_card:
wall.remove_card()
Game.level.a_star_graph_3d.remove_wall(wall)
func put_card_in_tower_base(tower_base: TowerBase):
if tower_base.has_card:
inventory.add(tower_base.remove_card())
tower_base.remove_card()
else:
tower_base.add_card(inventory.remove())
tower_base.add_card(inventory.remove(), multiplayer.get_unique_id())
func set_progress_percent(value: float):