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Diffstat (limited to 'Game/States/Build/StateBuild.gd')
-rw-r--r--Game/States/Build/StateBuild.gd30
1 files changed, 25 insertions, 5 deletions
diff --git a/Game/States/Build/StateBuild.gd b/Game/States/Build/StateBuild.gd
index 84bfa2c..bd44524 100644
--- a/Game/States/Build/StateBuild.gd
+++ b/Game/States/Build/StateBuild.gd
@@ -4,11 +4,18 @@ extends State
static var current_builder_element: BuilderElement
+@export var hud: HUD
@export var selection_manager: SelectionManager
+@export var tower_manager: TowerManager
+
+
+func _ready() -> void:
+ Client.placed_tower.connect(_on_placed_tower)
func _state_enter():
%BuildGrid.visible = true
+ hud.tower_configurations_container.visible = true
for tower: Tower in selection_manager.get_nodes().duplicate():
tower.is_selected = false
@@ -16,9 +23,10 @@ func _state_enter():
func _state_exit():
%BuildGrid.visible = false
+ hud.tower_configurations_container.visible = false
-func _state_input(event: InputEvent):
+func _input(event: InputEvent):
if event.is_action_pressed("builder_tower_select"):
if current_builder_element:
get_viewport().set_input_as_handled()
@@ -28,7 +36,7 @@ func _state_input(event: InputEvent):
placed_tower.global_position = current_builder_element.global_position
- Client.place_tower(placed_tower)
+ tower_manager.place_tower(placed_tower)
if not Input.is_action_pressed("builder_tower_place_keep"):
current_builder_element.queue_free()
@@ -41,7 +49,7 @@ func _state_input(event: InputEvent):
current_builder_element.queue_free()
current_builder_element = null
- set_state("StateDefault")
+ state_manager.set_state(state_manager.state_default)
if event.is_action_pressed("builder_cancel") and current_builder_element:
get_viewport().set_input_as_handled()
@@ -50,6 +58,18 @@ func _state_input(event: InputEvent):
current_builder_element = null
-func _state_unhandled_input(event: InputEvent) -> void:
+func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("select"):
- set_state("StateDefault")
+ state_manager.set_state(state_manager.state_default)
+
+
+func _on_placed_tower(tower: Tower) -> void:
+ tower.selected_secondary.connect(_on_tower_selected_secondary.bind(tower))
+
+
+func _on_tower_selected_secondary(tower: Tower) -> void:
+ if state_manager.current_state != self:
+ return
+
+ if Input.is_action_just_pressed("builder_cancel"):
+ Client.remove_tower(tower)