TowerDefense/Towers/TowerManager.gd

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GDScript3
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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 = $Sprite3DSelection
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var towers : Dictionary
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var usedLocations : Dictionary
var selectedTile : Vector3
var selected_tower : Tower
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func _ready() -> void:
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EventBus.tower_selected.connect(selectTower)
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#$AnimationPlayer.play("arrow_bobbing")
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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())
if Input.is_action_just_pressed("build"):
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if not collider is GameTile:
return
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if isTileFree(collider):
placeTower()
elif tower && selected_tower.builded:
EventBus.tower_selected.emit(tower.tower_type)
if Input.is_action_just_pressed("rest"):
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if tower:
moveTower(tower, Vector3.INF)
else:
EventBus.tower_selected.emit(Tower.TYPE.NONE)
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func handle_player_controls() -> Node3D:
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
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var collider : Node3D = ray_result.get("collider")
visible = true
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selection_icon.visible = true
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global_position = collider.global_position + Vector3(0.0, 0.21, 0.0)
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if selected_tower && not selected_tower.builded:
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 collider is GameTile && isTileFree(collider):
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 not selected_tower.builded:
if not selected_tower.build():
return
remove_child(selected_tower)
$"../Towers".add_child(selected_tower)
moveTower(selected_tower, global_position)
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func isTileFree(tile: GameTile) -> bool:
return not usedLocations.has(tile.global_position.round()) \
&& tile.type == GameTile.TYPE.TOWER
## 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.resting()
else:
usedLocations.set(global_position.round(), tower)
tower.global_position = toPosition
tower.in_action()
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emitTeamChanges()
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func selectTower(towerType: Tower.TYPE):
# Hide current not builded tower
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if selected_tower && not selected_tower.builded:
selected_tower.visible = false
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if selected_tower && selected_tower.tower_type == towerType || towerType == Tower.TYPE.NONE:
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selected_tower = null
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elif towers.has(towerType):
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selected_tower = towers.get(towerType)
selected_tower.visible = true
else:
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selected_tower = Game.towers.get(towerType).instantiate()
towers.set(towerType, selected_tower)
add_child(selected_tower)
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func emitTeamChanges() -> void:
var team_in_action : int = 0
var team_in_rest : int = 0
var tower_count : int = 0
for towerType in towers:
var tower : Tower = towers[towerType]
if tower.builded:
tower_count += 1
if tower.is_rest:
team_in_rest += 1
else:
team_in_action += 1
EventBus.team_in_action_changed.emit(team_in_action)
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EventBus.team_in_rest_changed.emit(team_in_rest)
EventBus.tower_count_changed.emit(tower_count)