class_name StateBuild 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 func _state_exit(): %BuildGrid.visible = false hud.tower_configurations_container.visible = false func _input(event: InputEvent): if event.is_action_pressed("builder_tower_select"): if current_builder_element: get_viewport().set_input_as_handled() if current_builder_element.can_build(): var placed_tower = current_builder_element.element.instantiate() as Tower placed_tower.global_position = current_builder_element.global_position tower_manager.place_tower(placed_tower) if not Input.is_action_pressed("builder_tower_place_keep"): current_builder_element.queue_free() current_builder_element = null if event.is_action_pressed("build_mode_start"): get_viewport().set_input_as_handled() if current_builder_element: current_builder_element.queue_free() current_builder_element = null 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() current_builder_element.queue_free() current_builder_element = null func _unhandled_input(event: InputEvent) -> void: if event.is_action_pressed("select"): 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)