class_name FlowFieldTool extends Node @export_group("Basic Function") @export var zone_list: Array[PackedScene] @export var zone_holder: Node3D @export_group("Flow Field Editor") @export var flow_field: FlowField @export var raycast: RayCast3D @export var project_raycast: RayCast3D @export var camera: Camera3D @export var camera_pivot: Node3D @export var position_field: HBoxContainer @export var x_field: LineEdit @export var y_field: LineEdit @export var z_field: LineEdit @export var x_size_field: LineEdit @export var y_size_field: LineEdit @export var gap_field: LineEdit @export var save_path: LineEdit var hover: FlowNode = null var selected: Array[FlowNode] = [] var vector_dirty: bool = false var editing: bool = false var selected_zone: int = -1 var level: Level var radius: float = 0 var up_angle: float = 0 var rotate_held: bool = false func _ready() -> void: var i: int = 0 for zone: PackedScene in zone_list: i += 1 $VBoxContainer2/OptionButton.add_item("Zone " + str(i)) $VBoxContainer2/OptionButton.select(0) $VBoxContainer2/OptionButton.item_selected.connect(select_zone) _on_trash_button_pressed() func select_zone(zone_index: int) -> void: selected_zone = zone_index func load_zone() -> void: _on_trash_button_pressed() if level: level.queue_free() level = zone_list[selected_zone].instantiate() as Level zone_holder.add_child(level) camera.make_current() editing = true print("set editing true") func _process(delta: float) -> void: if editing: if raycast.is_colliding() and (!hover or hover != raycast.get_collider()): hover = raycast.get_collider() if hover and !raycast.is_colliding(): hover = null if selected.size() == 1 and vector_dirty: position_field.visible = true x_field.text = str(selected[0].global_position.x) y_field.text = str(selected[0].global_position.y) z_field.text = str(selected[0].global_position.z) vector_dirty = false elif selected.size() != 1: position_field.visible = false set_node_colors() if Input.is_action_just_pressed("Secondary Fire"): rotate_held = true if Input.is_action_just_released("Secondary Fire"): rotate_held = false var y: float = Input.get_axis("Move Forward", "Move Backward") var x: float = Input.get_axis("Move Left", "Move Right") var input_vector: Vector2 = Input.get_vector("Move Left", "Move Right", "Move Forward", "Move Backward") #camera_pivot.position += Vector3(x, 0, y) * delta * 30 #set_cam_position() var movement: Vector3 = ((camera_pivot.transform.basis.z * input_vector.y) + (camera_pivot.transform.basis.x * input_vector.x)) var vec2: Vector2 = Vector2(movement.x, movement.z).normalized() camera_pivot.position += Vector3(vec2.x, 0.0, vec2.y) * delta * 30.0 func set_node_colors() -> void: for node: FlowNode in flow_field.nodes: if node.traversable and node.buildable: node.set_color(Color.WEB_GRAY) elif node.traversable and !node.buildable: node.set_color(Color.CORAL) else: node.set_color(Color.BLACK) if flow_field.goal_nodes.has(node): node.set_color(Color.BLUE) if flow_field.start_nodes.has(node): node.set_color(Color.PINK) if selected.has(node): node.set_color(Color.GREEN) if node == hover: node.set_color(Color.RED) func _unhandled_input(event: InputEvent) -> void: if event is InputEventMouseMotion: var from: Vector3 = camera.project_ray_origin(event.position) var to: Vector3 = camera.project_local_ray_normal(event.position) raycast.global_position = from raycast.target_position = to * 1000.0 if event is InputEventMouseButton and event.button_index == 1 and hover: if !selected.has(hover): selected.append(hover) vector_dirty = true if event is InputEventMouseButton and event.button_index == 2 and selected.size() > 0: selected = [] if event is InputEventMouseButton and event.button_index == 5: zoom_in() if event is InputEventMouseButton and event.button_index == 4: zoom_out() if event is InputEventMouseMotion and rotate_held: camera_pivot.rotation.y -= (event.relative.x * get_viewport().get_final_transform().x.x) * (Data.preferences.mouse_sens / 10000.0) * (-1 if Data.preferences.invert_lookY else 1) up_angle -= (event.relative.y * get_viewport().get_final_transform().y.y) * (Data.preferences.mouse_sens / 10000.0) * (-1 if Data.preferences.invert_lookY else 1) up_angle = clamp(up_angle, deg_to_rad(-90), deg_to_rad(90)) camera_pivot.rotation.x = up_angle func zoom_out() -> void: camera.position.z -= 0.3 func zoom_in() -> void: camera.position.z += 0.3 func _on_x_field_changed(text: String) -> void: selected[0].global_position.x = float(text) func _on_y_field_changed(text: String) -> void: selected[0].global_position.y = float(text) func _on_z_field_changed(text: String) -> void: selected[0].global_position.z = float(text) func _on_create_button_pressed() -> void: flow_field.create_node() func _on_generate_grid_button_pressed() -> void: flow_field.create_grid(int(x_size_field.text), int(y_size_field.text), float(gap_field.text)) selected.append_array(flow_field.nodes) func _on_calculate_button_pressed() -> void: flow_field.calculate() func _on_connect_button_pressed() -> void: flow_field.connect_many_nodes(selected[0], selected.slice(1, selected.size())) func _on_mark_goal_button_pressed() -> void: flow_field.toggle_goal(selected) selected = [] vector_dirty = true func _on_mark_start_button_pressed() -> void: flow_field.toggle_start(selected) selected = [] vector_dirty = true func _on_extrude_button_pressed() -> void: if selected.size() == 1: var node: FlowNode = flow_field.create_node(selected[0].position) node.add_connection(selected[0]) selected[0].add_connection(node) selected[0].set_color(Color.WEB_GRAY) selected = [] selected.append(node) vector_dirty = true func _on_toggle_traversable_button_pressed() -> void: for node: FlowNode in selected: if !flow_field.toggle_traversable(node): flow_field.toggle_traversable(node) selected = [] return selected = [] func _on_toggle_buildable_button_pressed() -> void: for node: FlowNode in selected: flow_field.toggle_buildable(node) #TODO: This doesnt work as you'd expect because of physics frames func _on_project_downwards_button_pressed() -> void: for node: FlowNode in selected: project_raycast.global_position = node.global_position + Vector3.UP project_raycast.target_position = Vector3.DOWN * 100.0 await get_tree().physics_frame await get_tree().physics_frame await get_tree().physics_frame await get_tree().physics_frame if project_raycast.is_colliding(): node.global_position = project_raycast.get_collision_point() func _on_save_button_pressed() -> void: var new_flow_field_data: FlowFieldData = FlowFieldData.new() var dict: Dictionary[FlowNode, FlowNodeData] = {} for node: FlowNode in flow_field.nodes: var new_flow_node_data: FlowNodeData = FlowNodeData.new() new_flow_node_data.grid_id = node.grid_id new_flow_node_data.grid_x = node.grid_x new_flow_node_data.grid_y = node.grid_y new_flow_node_data.position = node.global_position new_flow_node_data.buildable = node.buildable if flow_field.start_nodes.has(node): new_flow_node_data.type = FlowNodeData.NodeType.START elif flow_field.goal_nodes.has(node): new_flow_node_data.type = FlowNodeData.NodeType.GOAL else: new_flow_node_data.type = FlowNodeData.NodeType.STANDARD dict[node] = new_flow_node_data for node: FlowNode in flow_field.nodes: var flow_node_data: FlowNodeData = dict[node] for neighbor: FlowNode in node.connections: flow_node_data.connected_nodes.append(dict[neighbor]) new_flow_field_data.nodes.append(flow_node_data) ResourceSaver.save(new_flow_field_data, save_path.text) func _on_load_button_pressed() -> void: if ResourceLoader.exists(save_path.text): var resource: Resource = ResourceLoader.load(save_path.text) if resource is FlowFieldData: flow_field.load_from_data(resource) func _on_trash_button_pressed() -> void: if flow_field: flow_field.queue_free() flow_field = FlowField.new() add_child(flow_field)