extends Node3D class_name TowerManager enum STATE { IDLE, PLACING } var _state : int = STATE.IDLE @onready var cam : Camera3D = $"../Camera3D" @onready var selection_icon : Sprite3D = $Sprite3DSelection var towers : Dictionary var selected_collider : CollisionObject3D var selected_tower : Tower = null var the_cube : TheCube func _ready() -> void: EventBus.tower_selected.connect(selectTower) EventBus.cube_ready.connect(func(value): the_cube = value) #$AnimationPlayer.play("arrow_bobbing") func _process(_delta: float) -> void: handle_player_controls() if Input.is_action_just_pressed("build"): if not selected_collider: return if selected_collider is Tower && selected_collider != selected_tower: EventBus.tower_selected.emit(selected_collider.tower_type) elif selected_collider.collision_layer == 1: build_tower() if Input.is_action_just_pressed("rest"): if _state == STATE.PLACING: quit_placing() if selected_collider is Tower: selected_collider.is_rest = true selected_collider.global_position = Vector3.ZERO emitTeamChanges() func handle_player_controls() -> void: 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 selected_collider = null return selected_collider = ray_result.get("collider") visible = true selection_icon.visible = true global_position = selected_collider.global_position global_position += Vector3(0.0,0.02,0.0) if _state == STATE.PLACING: selected_tower.sprite.modulate = "ff4545c8" #If the tower can't be placed he is red selection_icon.visible = false if selected_collider is BuildTile: #if we are placing a tower, hide the selector model selected_tower.sprite.modulate = "61ff45c8" #If the tower can be placed he is green func quit_placing() -> void: _state = STATE.IDLE # Refactoriser ce code func build_tower() -> void: if !visible || !selected_tower: return if not selected_tower.builded && selected_tower.price > the_cube.money: #Can't build print("Too costly") return if selected_tower.is_rest: if not selected_tower.builded: #Build Tower selected_tower.build() remove_child(selected_tower) $"../Towers".add_child(selected_tower) quit_placing() selected_tower.is_rest = false selected_tower.global_position = global_position emitTeamChanges() func selectTower(towerType: Tower.TYPE): # Hide current not builded tower if selected_tower && not selected_tower.builded: selected_tower.visible = false _state = STATE.IDLE if selected_tower && selected_tower.tower_type == towerType || towerType == Tower.TYPE.NONE: selected_tower = null elif towers.has(towerType): selected_tower = towers.get(towerType) selected_tower.visible = true else: _state = STATE.PLACING selected_tower = Game.towers.get(towerType).instantiate() towers.set(towerType, selected_tower) selected_tower.collision_layer = 0 add_child(selected_tower) 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) EventBus.team_in_rest_changed.emit(team_in_rest) EventBus.tower_count_changed.emit(tower_count)