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path: root/Game/States/Build/StateBuild.gd
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class_name StateBuild
extends State


static var current_builder_element: BuilderElement


func _state_enter():
	%BuildGrid.visible = true
	
	for tower: Tower in Client.selection.get_nodes().duplicate():
		tower.is_selected = false


func _state_exit():
	%BuildGrid.visible = false


func _state_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
				
				Client.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
		
		set_state("StateDefault")
	
	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 _state_unhandled_input(event: InputEvent) -> void:
	if event.is_action_pressed("select"):
		set_state("StateDefault")