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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")
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