class_name EditTool extends Node3D @export var hero: Hero @export var inventory: Inventory @export var ray: RayCast3D @export var wall_preview: TowerBase @export var progress_bar: TextureProgressBar var enabled: bool = true var point_id: int = -1 var obstacle_last_point: int = -1 var valid_point: bool = false var is_looking_at_tower_base: bool = false var tower_preview: Tower var last_tower_base: TowerBase var last_collider: Object var last_card: Card var ray_collider: Object var ray_point: Vector3 var interact_key_held: bool = false var interacted_once: bool = false var interact_held_time: float = 0.0 var interact_hold_time: float = 0.4 func _ready() -> void: var c: Color = Color.GREEN c.a = 0.8 wall_preview.set_color(c) wall_preview.set_float(0.0) wall_preview.toggle_collision() func _process(delta: float) -> void: if !enabled: ray_collider = null wall_preview.set_visible(false) if is_instance_valid(last_collider): Game.level.a_star_graph_3d.tower_base_ids[last_collider.point_id].set_float(1.0) last_collider = null return if interact_key_held and !interacted_once and valid_point and hero.currency >= Data.wall_cost and ray.is_colliding() and Game.level.a_star_graph_3d.point_is_build_location(point_id): interact_held_time += delta set_progress_percent(interact_held_time / interact_hold_time) wall_preview.set_float(interact_held_time / interact_hold_time) if interact_held_time >= interact_hold_time: 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) wall_preview.set_float(0.0) point_id = -1 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: 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_float(1.0) last_collider = null if tower_preview: delete_tower_preview() wall_preview.set_visible(false) last_collider = ray_collider ray_collider.set_color(Color.RED) ray_collider.set_float(0.0) 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_float(1.0) 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) else: var point_position: Vector3 = Game.level.a_star_graph_3d.astar.get_point_position(point_id) wall_preview.global_position = point_position wall_preview.global_rotation = Vector3.ZERO 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): var c: Color = Color.GREEN c.a = 0.8 wall_preview.set_color(c) wall_preview.set_float(0.0) valid_point = true else: #build_preview_material.albedo_color = Color.RED #build_preview_material.albedo_color.a = 0.8 valid_point = false else: ray_collider = null is_looking_at_tower_base = false delete_tower_preview() wall_preview.set_visible(false) if !valid_point: wall_preview.set_visible(false) func spawn_tower_preview() -> void: delete_tower_preview() last_tower_base = ray_collider var card: Card = inventory.contents.keys()[hero.inventory_selected_index] last_card = card tower_preview = card.turret_scene.instantiate() as Tower tower_preview.stats = card.tower_stats tower_preview.position = Vector3.UP tower_preview.preview_range(true) ray_collider.add_child(tower_preview) func delete_tower_preview() -> void: last_tower_base = null last_card = null if is_instance_valid(tower_preview): tower_preview.queue_free() tower_preview = null func interact() -> void: if ray_collider is TowerBase: var tower_base: TowerBase = ray_collider as TowerBase put_card_in_tower_base(tower_base) func build_wall() -> void: 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, multiplayer.get_unique_id()) wall_preview.set_visible(false) func refund_wall(wall: TowerBase) -> void: 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) -> void: if tower_base.has_card: tower_base.remove_card() else: var card: Card = inventory.remove_at(hero.inventory_selected_index) if !inventory.contents.has(card): hero.decrement_selected() tower_base.add_card(card, multiplayer.get_unique_id()) func set_progress_percent(value: float) -> void: progress_bar.value = progress_bar.max_value * value