Interior Maps #13
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local_player.scn (Stored with Git LFS)
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local_player.scn (Stored with Git LFS)
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map_editor.scn (Stored with Git LFS)
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map_editor.scn (Stored with Git LFS)
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@ -1,17 +1,5 @@
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class_name MapEditorMenu extends VBoxContainer
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class_name MapEditorMenu extends VBoxContainer
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##
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## [code]edit_action[/code] has been activated for use when the player interacts with the map
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## editor.
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##
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signal edit_activated(edit_action: Callable)
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##
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## Emits [signal edit_activated].
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##
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func activate_editor(edit_action: Callable) -> void:
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edit_activated.emit(edit_action)
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##
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##
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## Resets the state of the menu.
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## Resets the state of the menu.
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##
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##
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@ -1,12 +0,0 @@
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shader_type spatial;
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render_mode unshaded, blend_add, cull_disabled;
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uniform sampler2D source_texture;
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uniform vec4 modulate: source_color = vec4(1.0);
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void fragment() {
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vec4 source = texture(source_texture, UV);
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ALBEDO = (source.rgb * modulate.rgb);
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ALPHA = source.a;
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}
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map_editor/tile_cursor.res (Stored with Git LFS)
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map_editor/tile_cursor.res (Stored with Git LFS)
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@ -4,7 +4,6 @@ class_name PlayerController extends Node3D
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##
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##
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##
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##
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enum SelectAction {
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enum SelectAction {
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kayomn marked this conversation as resolved
Outdated
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NONE,
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PRIMARY,
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PRIMARY,
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SECONDARY,
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SECONDARY,
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}
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}
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@ -25,7 +24,7 @@ signal select_mode_changed(mode: SelectMode)
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##
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##
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## Selection of a point on screenspace has started happening.
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## Selection of a point on screenspace has started happening.
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##
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##
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signal selection_started()
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signal selection_started(select_action: SelectAction)
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kayomn marked this conversation as resolved
Outdated
kayomn
commented
Purpose of Purpose of `select_action` is not explained in doc comment.
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##
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##
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## Selection of a point on screenspace has stopped happening.
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## Selection of a point on screenspace has stopped happening.
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@ -63,8 +62,6 @@ var _cursor_point := Vector2.ZERO
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var _is_drag_panning := false
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var _is_drag_panning := false
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var _select_action := SelectAction.NONE
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var _select_mode := SelectMode.NONE
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var _select_mode := SelectMode.NONE
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@export
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@export
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@ -76,58 +73,6 @@ var _target_position := position
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@onready
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@onready
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var _target_orientation := global_rotation.y
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var _target_orientation := global_rotation.y
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func _input(event: InputEvent) -> void:
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if event is InputEventMouseButton:
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match event.button_index:
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MOUSE_BUTTON_MIDDLE:
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_is_drag_panning = event.is_pressed() and not(is_frozen())
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if\
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_is_drag_panning else Input.MOUSE_MODE_VISIBLE
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MOUSE_BUTTON_LEFT:
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if event.is_pressed():
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_select_action = SelectAction.PRIMARY
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selection_started.emit()
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else:
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_select_action = SelectAction.NONE
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selection_stopped.emit()
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MOUSE_BUTTON_RIGHT:
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if event.is_pressed():
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_select_action = SelectAction.SECONDARY
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selection_started.emit()
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else:
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_select_action = SelectAction.NONE
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selection_stopped.emit()
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return
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if (event is InputEventMouseMotion) and _is_drag_panning:
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var global_basis := global_transform.basis
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var camera_settings := GameSettings.camera_settings
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var dampened_speed := camera_settings.movement_speed_modifier * _DRAG_SPEED_BASE_MODIFIER
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_target_position += dampened_speed.y * (-global_basis.z) *\
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event.relative.y * (-1.0 if camera_settings.is_y_inverted else 1.0)
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_target_position += dampened_speed.x * (-global_basis.x) *\
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event.relative.x * (-1.0 if camera_settings.is_x_inverted else 1.0)
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return
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if event is InputEventScreenDrag:
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return
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if event is InputEventScreenTouch:
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return
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func _process(delta: float) -> void:
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func _process(delta: float) -> void:
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if not(is_frozen()):
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if not(is_frozen()):
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var global_basis := global_transform.basis
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var global_basis := global_transform.basis
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@ -173,6 +118,50 @@ func _ready() -> void:
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select_mode_changed.emit(SelectMode.NONE))
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select_mode_changed.emit(SelectMode.NONE))
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_selection_area.gui_input.connect(func (event: InputEvent) -> void:
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if event is InputEventMouseButton:
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match event.button_index:
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MOUSE_BUTTON_MIDDLE:
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_is_drag_panning = event.is_pressed() and not(is_frozen())
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if\
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_is_drag_panning else Input.MOUSE_MODE_VISIBLE
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MOUSE_BUTTON_LEFT:
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if event.is_pressed():
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selection_started.emit(SelectAction.PRIMARY)
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else:
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selection_stopped.emit()
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MOUSE_BUTTON_RIGHT:
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if event.is_pressed():
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selection_started.emit(SelectAction.SECONDARY)
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else:
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selection_stopped.emit()
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return
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if (event is InputEventMouseMotion) and _is_drag_panning:
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var global_basis := global_transform.basis
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var camera_settings := GameSettings.camera_settings
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var dampened_speed := camera_settings.movement_speed_modifier * _DRAG_SPEED_BASE_MODIFIER
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_target_position += dampened_speed.y * (-global_basis.z) *\
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event.relative.y * (-1.0 if camera_settings.is_y_inverted else 1.0)
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_target_position += dampened_speed.x * (-global_basis.x) *\
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event.relative.x * (-1.0 if camera_settings.is_x_inverted else 1.0)
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return
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if event is InputEventScreenDrag:
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return
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if event is InputEventScreenTouch:
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return)
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##
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##
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## Returns the position of the selection cursor with respect to the select current mode being used.
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## Returns the position of the selection cursor with respect to the select current mode being used.
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##
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##
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@ -180,8 +169,15 @@ func _ready() -> void:
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## touchscreen interactions, this will be the location of an active gesture. Finally, for all other
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## touchscreen interactions, this will be the location of an active gesture. Finally, for all other
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## states - including gamepad - this will be the middle of screenspace at all times.
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## states - including gamepad - this will be the middle of screenspace at all times.
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##
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##
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func get_cursor_point() -> Vector2:
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func get_plane_cursor() -> Vector2:
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return _cursor_point
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if _camera != null:
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var plane_cursor = Plane(Vector3.UP, 0.0).intersects_ray(
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_camera.global_position, _camera.project_ray_normal(_cursor_point))
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if plane_cursor is Vector3:
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return Vector2(plane_cursor.x, plane_cursor.z)
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return Vector2.ZERO
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func is_frozen() -> bool:
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func is_frozen() -> bool:
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kayomn marked this conversation as resolved
Outdated
kayomn
commented
Missing doc comment. Missing doc comment.
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assert(_control_override_count > -1, "control override count cannot be less than 0")
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assert(_control_override_count > -1, "control override count cannot be less than 0")
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func in_select_area() -> bool:
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func in_select_area() -> bool:
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kayomn marked this conversation as resolved
Outdated
kayomn
commented
Missing doc comment. Missing doc comment.
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return _select_mode != SelectMode.NONE
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return _select_mode != SelectMode.NONE
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##
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## Returns the [code]SelectAction[/code] currently being performed, or
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## [code]SelectAction.NONE[/code] if no action is currently being performed.
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##
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func get_select_action() -> SelectAction:
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return _select_action
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##
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##
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##
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##
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##
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##
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unlock_signal.connect(func () -> void:
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unlock_signal.connect(func () -> void:
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assert(_control_override_count > 0, "control override count cannot be less than 1")
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assert(_control_override_count > 0, "control override count cannot be less than 1")
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_control_override_count -= 1, Object.CONNECT_ONE_SHOT)
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_control_override_count -= 1, Object.CONNECT_ONE_SHOT)
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##
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## Attempts to convert the screen coordinates in [code]screen_point[/code] into 2D worldspace
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## coordinate relative to an infinite ground plane at y offset [code]0.0[/code].
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##
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## Successful point intersection will return the plane coordinates in a [class Vector2], otherwise
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## [code]null[/code] is returned.
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##
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func screen_to_plane(screen_point: Vector2) -> Variant:
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if _camera != null:
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var plane_target = Plane(Vector3.UP, 0.0).intersects_ray(
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_camera.global_position, _camera.project_ray_normal(screen_point))
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if plane_target is Vector3:
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return Vector2(plane_target.x, plane_target.z)
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return null
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Missing doc comment.