diff options
Diffstat (limited to 'Game/States')
-rw-r--r-- | Game/States/Build/StateBuild.gd | 4 | ||||
-rw-r--r-- | Game/States/Default/StateDefault.gd | 5 |
2 files changed, 7 insertions, 2 deletions
diff --git a/Game/States/Build/StateBuild.gd b/Game/States/Build/StateBuild.gd index 303a2b1..84bfa2c 100644 --- a/Game/States/Build/StateBuild.gd +++ b/Game/States/Build/StateBuild.gd @@ -4,11 +4,13 @@ extends State static var current_builder_element: BuilderElement +@export var selection_manager: SelectionManager + func _state_enter(): %BuildGrid.visible = true - for tower: Tower in Client.selection.get_nodes().duplicate(): + for tower: Tower in selection_manager.get_nodes().duplicate(): tower.is_selected = false diff --git a/Game/States/Default/StateDefault.gd b/Game/States/Default/StateDefault.gd index 014eb40..205fa3f 100644 --- a/Game/States/Default/StateDefault.gd +++ b/Game/States/Default/StateDefault.gd @@ -2,6 +2,9 @@ class_name StateDefault extends State +@export var selection_manager: SelectionManager + + func _state_input(event: InputEvent) -> void: if event.is_action_pressed("build_mode_start"): set_state("StateBuild") @@ -16,5 +19,5 @@ func _state_unhandled_input(event: InputEvent) -> void: if event.is_action_pressed("select"): # if not multi selecting if not event.is_double_click() and not Input.is_action_pressed("select_multiple"): - for tower: Tower in Client.selection.get_nodes().duplicate(): + for tower: Tower in selection_manager.get_nodes().duplicate(): tower.is_selected = false |