extends Node3D @onready var tower_blueprint = preload("res://Towers/tower.tscn") @onready var cam : Camera3D = $Camera3D @onready var selector : Node3D = $Selector var team_in_action : Array[Tower] var team_in_rest : Array[Tower] var target_tower : Tower var in_build_menu : bool = false func _ready() -> void: $Spawner.spawn_next_wave() $CanvasLayer/UI/ShopPanel.visible = in_build_menu EventBus.tower_selected.connect(_on_EventBus_tower_selected) func _process(delta: float) -> void: handle_player_controls() if Input.is_action_just_pressed("build"): build_tower(tower_blueprint) if Input.is_action_just_pressed("rest") && target_tower: send_to_rest(target_tower) 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(): selector.visible = false return selector.visible = true var collider : CollisionObject3D = ray_result.get("collider") selector.global_position = collider.global_position selector.global_position += Vector3(0.0,0.2,0.0) if collider is Tower: target_tower = collider else: target_tower = null func build_tower(scene : PackedScene) -> void: if !selector.visible: return var temp_tower : Tower = scene.instantiate() for tower : Tower in team_in_action: if tower.tower_name == temp_tower.tower_name: move_tower(tower) return for tower : Tower in team_in_rest: if tower.tower_name == temp_tower.tower_name: move_tower(tower) send_to_action(tower) return add_child(temp_tower) team_in_action.append(temp_tower) temp_tower.global_position = selector.global_position func move_tower(tower : Tower): tower.global_position = selector.global_position func send_to_rest(tower : Tower): team_in_action.erase(tower) team_in_rest.append(tower) tower.visible = false func send_to_action(tower : Tower): team_in_rest.erase(tower) team_in_action.append(tower) tower.visible = true func _on_EventBus_tower_selected(tower : PackedScene): tower_blueprint = tower func _on_recrutement_button_pressed() -> void: in_build_menu = !in_build_menu $CanvasLayer/UI/ShopPanel.visible = in_build_menu