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class_name UnitDefault
extends Unit


var speed := 1000.0
var direction := Vector2.RIGHT


func _physics_process(delta: float) -> void:
	if not is_on_floor():
		velocity.x = 0
		velocity += get_gravity() * delta * Game.speed
		$AnimatedSprite.play("fall")
	
	if $RayLeft.is_colliding():
		direction = Vector2.RIGHT
	elif $RayRight.is_colliding():
		direction = Vector2.LEFT
	
	if is_on_floor():
		velocity.x = direction.x * speed * delta * Game.speed
		
		$AnimatedSprite.play("walk")
		$AnimatedSprite.flip_h = direction.x < 0
	
	move_and_slide()
	var collision = get_last_slide_collision()
	if collision:
		var collider = collision.get_collider() as TileMapLayer
		if collider is TileMapLayer:
			var cell = collider.get_cell_tile_data(collider.get_coords_for_body_rid(collision.get_collider_rid())) as TileData
			cell.set_collision_polygon_points(0, 0, PackedVector2Array([
				Vector2(-7,-7), Vector2(-7,7), Vector2(7,7), Vector2(7,-7)
			]))


func _on_input_event(_viewport: Node, event: InputEvent, _shape_idx: int) -> void:
	if event.is_action_pressed("select"):
		get_viewport().set_input_as_handled()
		var blocker = preload("res://Units/Blocker.tscn").instantiate()
		blocker.position = global_position
		get_tree().current_scene.add_child(blocker)
		queue_free()
	if event.is_action_pressed("select2"):
		get_viewport().set_input_as_handled()
		var blocker = preload("res://Units/Digger.tscn").instantiate()
		blocker.position = global_position
		get_tree().current_scene.add_child(blocker)
		queue_free()