fixed some annoying path edit tool bugs
This commit is contained in:
@ -32,13 +32,12 @@ func _ready() -> void:
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
if !enabled:
|
||||
ray_collider = null
|
||||
wall_preview.set_visible(false)
|
||||
reset()
|
||||
return
|
||||
|
||||
if interact_key_held:
|
||||
if !interacted_once:
|
||||
if valid_point and hero.currency >= Data.wall_cost and ray.is_colliding() and point.buildable:
|
||||
if valid_point and hero.currency >= Data.wall_cost and ray_collider and point.buildable:
|
||||
interact_held_time += delta
|
||||
set_progress_percent(interact_held_time / interact_hold_time)
|
||||
wall_preview.set_float(interact_held_time / interact_hold_time)
|
||||
@ -46,13 +45,13 @@ func _process(delta: float) -> void:
|
||||
set_progress_percent(0)
|
||||
interacted_once = true
|
||||
build_wall()
|
||||
elif ray.is_colliding() and ray.get_collider() is TowerBase:
|
||||
elif ray_collider is TowerBase:
|
||||
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(ray.get_collider())
|
||||
refund_wall(ray_collider)
|
||||
else:
|
||||
interact_held_time = 0.0
|
||||
interacted_once = false
|
||||
@ -75,16 +74,23 @@ func _process(delta: float) -> void:
|
||||
process_looking_at_tower()
|
||||
elif Game.level:
|
||||
process_looking_at_level()
|
||||
else:
|
||||
if is_instance_valid(ray_collider) and ray_collider is TowerBase and Game.level.walls.has(ray_collider.point):
|
||||
Game.level.walls[ray_collider.point].set_float(1.0)
|
||||
ray_collider = null
|
||||
delete_tower_preview()
|
||||
wall_preview.set_visible(false)
|
||||
clear_previous_point()
|
||||
last_point = null
|
||||
elif !interact_key_held:
|
||||
reset()
|
||||
if !valid_point:
|
||||
wall_preview.set_visible(false)
|
||||
if point:
|
||||
wall_preview.global_position = point.global_position
|
||||
wall_preview.global_rotation = Vector3.ZERO
|
||||
|
||||
|
||||
func reset() -> void:
|
||||
if is_instance_valid(ray_collider) and ray_collider is TowerBase and Game.level.walls.has(ray_collider.point):
|
||||
Game.level.walls[ray_collider.point].set_float(1.0)
|
||||
ray_collider = null
|
||||
delete_tower_preview()
|
||||
wall_preview.set_visible(false)
|
||||
clear_previous_point()
|
||||
last_point = null
|
||||
|
||||
|
||||
func process_looking_at_level() -> void:
|
||||
@ -97,8 +103,6 @@ func process_looking_at_level() -> void:
|
||||
clear_previous_point()
|
||||
last_point = point
|
||||
else:
|
||||
wall_preview.global_position = point.global_position
|
||||
wall_preview.global_rotation = Vector3.ZERO
|
||||
if last_point != point:
|
||||
clear_previous_point()
|
||||
last_point = point
|
||||
|
@ -41,8 +41,8 @@ func enable_non_path_tower_frames() -> void:
|
||||
|
||||
func disable_path_tower_frames() -> void:
|
||||
for node: FlowNode in tower_frames:
|
||||
if !node.traversable and flow_field.traversable_after_blocking_point(node):
|
||||
tower_frames[node].visible = true
|
||||
if node.traversable and !flow_field.traversable_after_blocking_point(node):
|
||||
tower_frames[node].visible = false
|
||||
|
||||
|
||||
func set_wall(point: FlowNode, caller_id: int) -> void:
|
||||
|
@ -26,7 +26,7 @@ static func calculate_pot(wave_number: int, number_of_players: int) -> int:
|
||||
## among the given set of enemy spawners
|
||||
static func generate_wave(spawn_power: int, spawn_pool: Array[Enemy], spawners: Array[EnemySpawner]) -> Wave:
|
||||
var wave: Wave = Wave.new()
|
||||
|
||||
|
||||
var points: int = spawn_power / 10.0
|
||||
#print("Generating wave with " + str(points) + " points to spend")
|
||||
while points > 0:
|
||||
@ -63,7 +63,7 @@ static func generate_wave(spawn_power: int, spawn_pool: Array[Enemy], spawners:
|
||||
#a different enemy and try this process again
|
||||
var enemy_id: int = spawn_pool.find(new_card.enemy)
|
||||
enemy_id -= 1
|
||||
if enemy_id <= 0:
|
||||
if enemy_id < 0:
|
||||
new_card.enemy = spawn_pool[spawn_pool.size() - 1]
|
||||
else:
|
||||
new_card.enemy = spawn_pool[enemy_id]
|
||||
|
Reference in New Issue
Block a user