TowerDefense/Towers/TowerManager.gd

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extends Node3D
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class_name TowerManager
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@onready var cam : Camera3D = $"../Camera3D"
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@onready var selection_icon : Sprite3D = $Sprite3DSelection
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var usedLocations : Dictionary
var selectedTile : Vector3
var selected_tower : Tower
var buildedTower : int = 0
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var is_on_gui : bool = false
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func _ready() -> void:
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EventBus.tower_selected.connect(onTowerSelect)
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#$AnimationPlayer.play("arrow_bobbing")
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EventBus.mouse_entered_gui.connect(onMouseEnteredGui)
EventBus.mouse_exited_gui.connect(onMouseExitedGui)
Game.allowed_tower_has_change.connect(connectTowerSignals)
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func _process(_delta: float) -> void:
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var collider : CollisionObject3D = handle_player_controls()
var tower : Tower
if collider is GameTile:
tower = usedLocations.get(collider.global_position.round())
selection_icon.frame = 5
selection_icon.axis = Vector3.Axis.AXIS_Y
selection_icon.pixel_size = .03
else:
selection_icon.frame = 68
selection_icon.pixel_size = .02 if collider is Tower else .01
selection_icon.axis = Vector3.Axis.AXIS_Z
if collider is Tower:
tower = collider
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if Input.is_action_just_pressed("build"):
if tower == selected_tower && selected_tower:
return
if isTileAndFree(collider):
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placeTower()
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elif tower:
selectTower(tower.type)
elif collider is TheCube:
selected_tower = null
EventBus.cube_selected.emit()
if Input.is_action_just_pressed("rest"):
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if tower:
moveTower(tower, Vector3.INF)
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if tower != selected_tower:
EventBus.tower_selected.emit(tower.type)
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else:
EventBus.tower_selected.emit(Tower.TYPE.NONE)
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func _input(event: InputEvent) -> void:
if event is InputEventKey:
handleTowerShortCuts(event)
func handle_player_controls() -> CollisionObject3D:
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#If the player has the mouse on the GUI, player can't place tower
if is_on_gui:
return
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var space_state : PhysicsDirectSpaceState3D = get_world_3d().direct_space_state
var mouse_pos : Vector2 = get_viewport().get_mouse_position()
var origin : Vector3 = cam.project_ray_origin(mouse_pos)
var end : Vector3 = origin + cam.project_ray_normal(mouse_pos) * 100
var ray : PhysicsRayQueryParameters3D = PhysicsRayQueryParameters3D.create(origin, end)
ray.collide_with_bodies = true
var ray_result : Dictionary = space_state.intersect_ray(ray)
if ray_result.is_empty():
visible = false
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return null
var collider : CollisionObject3D = ray_result.get("collider")
visible = true
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selection_icon.visible = true
global_position = collider.global_position
global_position.y += Helper.getHitBoxLocation(collider, Helper.POSITION.TOP) + .01
if selected_tower && selected_tower.state == Tower.STATE.BLUEPRINT:
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selected_tower.sprite.modulate = "ff4545c8" # If the tower can't be placed he is red
selection_icon.visible = false # If we are placing a tower, hide the selector model
if isTileAndFree(collider):
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selected_tower.sprite.modulate = "61ff45c8" # If the tower can be placed he is green
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return collider
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func placeTower() -> void:
if not selected_tower:
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return
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if selected_tower.state == Tower.STATE.BLUEPRINT:
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if not selected_tower.build():
return
buildedTower += 1
EventBus.tower_count_changed.emit(buildedTower)
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remove_child(selected_tower)
$"../Towers".add_child(selected_tower)
moveTower(selected_tower, global_position)
func isTileAndFree(collider: CollisionObject3D) -> bool:
return collider is GameTile && collider.type == GameTile.TYPE.TOWER \
&& not usedLocations.has(collider.global_position.round())
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## Set [param toPosition] with [Vector3.INF] to make the tower rest
func moveTower(tower: Tower, toPosition: Vector3) -> void:
usedLocations.erase(tower.global_position.round())
if toPosition == Vector3.INF:
tower.changeState(Tower.STATE.REST)
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else:
usedLocations.set(toPosition.round(), tower)
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tower.global_position = toPosition
tower.changeState(Tower.STATE.ACTION)
var inAction : int = usedLocations.size()
EventBus.team_in_action_changed.emit(inAction)
EventBus.team_in_rest_changed.emit(buildedTower - inAction)
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func onTowerSelect(towerType: Tower.TYPE):
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# Hide current not builded tower
if selected_tower && selected_tower.state == Tower.STATE.BLUEPRINT:
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selected_tower.visible = false
if selected_tower && selected_tower.type == towerType || towerType == Tower.TYPE.NONE:
if selected_tower && selected_tower.state == Tower.STATE.BLUEPRINT:
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remove_child(selected_tower)
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selected_tower = null
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else:
selected_tower = Game.towers.get(towerType)
if selected_tower.state == Tower.STATE.BLUEPRINT:
selected_tower.visible = true
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add_child(selected_tower)
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func selectTower(towerType: Tower.TYPE, force : bool = false) -> void:
if towerType && (force || not selected_tower || selected_tower.state):
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EventBus.tower_selected.emit(towerType)
func handleTowerShortCuts(event: InputEventKey) -> void:
if event.pressed:
return
var towerType : Tower.TYPE = Tower.TYPE.NONE
match event.physical_keycode:
KEY_Q: towerType = Tower.TYPE.PIERRE
KEY_W: towerType = Tower.TYPE.ALINE
KEY_E: towerType = Tower.TYPE.MAXENCE
KEY_R: towerType = Tower.TYPE.VICTORIA
KEY_A: towerType = Tower.TYPE.EVAN
KEY_S: towerType = Tower.TYPE.ALEX
KEY_D: towerType = Tower.TYPE.GERALDINE
#KEY_F: towerType = Tower.TYPE
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if Game.towers.has(towerType):
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selectTower(towerType, true)
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func onMouseEnteredGui() -> void:
is_on_gui = true
func onMouseExitedGui() -> void:
is_on_gui = false
func connectTowerSignals() -> void:
for tower : Tower in Game.towers.values():
tower.state_changed.connect(onTowerStateChange.bind(tower))
func onTowerStateChange(tower : Tower) -> void:
if tower.state == Tower.STATE.DISABLED && tower == selected_tower:
EventBus.tower_selected.emit(Tower.TYPE.NONE)
moveTower(tower, Vector3.INF)