Interior Maps #13

Merged
kayomn merged 30 commits from interior-maps into main 2023-02-01 01:16:16 +01:00
8 changed files with 63 additions and 112 deletions
Showing only changes of commit 176b18866f - Show all commits

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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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@ -1,17 +1,5 @@
class_name MapEditorMenu extends VBoxContainer
##
## [code]edit_action[/code] has been activated for use when the player interacts with the map
## editor.
##
signal edit_activated(edit_action: Callable)
##
## Emits [signal edit_activated].
##
func activate_editor(edit_action: Callable) -> void:
edit_activated.emit(edit_action)
##
## Resets the state of the menu.
##

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map_editor/selection_area_mesh.res (Stored with Git LFS) Normal file

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@ -1,12 +0,0 @@
shader_type spatial;
render_mode unshaded, blend_add, cull_disabled;
uniform sampler2D source_texture;
uniform vec4 modulate: source_color = vec4(1.0);
void fragment() {
vec4 source = texture(source_texture, UV);
ALBEDO = (source.rgb * modulate.rgb);
ALPHA = source.a;
}

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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
##
##
enum SelectAction {
kayomn marked this conversation as resolved Outdated

Missing doc comment.

Missing doc comment.
NONE,
PRIMARY,
SECONDARY,
}
@ -25,7 +24,7 @@ signal select_mode_changed(mode: SelectMode)
##
## Selection of a point on screenspace has started happening.
##
signal selection_started()
signal selection_started(select_action: SelectAction)
kayomn marked this conversation as resolved Outdated

Purpose of select_action is not explained in doc comment.

Purpose of `select_action` is not explained in doc comment.
##
## Selection of a point on screenspace has stopped happening.
@ -63,8 +62,6 @@ var _cursor_point := Vector2.ZERO
var _is_drag_panning := false
var _select_action := SelectAction.NONE
var _select_mode := SelectMode.NONE
@export
@ -76,58 +73,6 @@ var _target_position := position
@onready
var _target_orientation := global_rotation.y
func _input(event: InputEvent) -> void:
if event is InputEventMouseButton:
match event.button_index:
MOUSE_BUTTON_MIDDLE:
_is_drag_panning = event.is_pressed() and not(is_frozen())
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if\
_is_drag_panning else Input.MOUSE_MODE_VISIBLE
MOUSE_BUTTON_LEFT:
if event.is_pressed():
_select_action = SelectAction.PRIMARY
selection_started.emit()
else:
_select_action = SelectAction.NONE
selection_stopped.emit()
MOUSE_BUTTON_RIGHT:
if event.is_pressed():
_select_action = SelectAction.SECONDARY
selection_started.emit()
else:
_select_action = SelectAction.NONE
selection_stopped.emit()
return
if (event is InputEventMouseMotion) and _is_drag_panning:
var global_basis := global_transform.basis
var camera_settings := GameSettings.camera_settings
var dampened_speed := camera_settings.movement_speed_modifier * _DRAG_SPEED_BASE_MODIFIER
_target_position += dampened_speed.y * (-global_basis.z) *\
event.relative.y * (-1.0 if camera_settings.is_y_inverted else 1.0)
_target_position += dampened_speed.x * (-global_basis.x) *\
event.relative.x * (-1.0 if camera_settings.is_x_inverted else 1.0)
return
if event is InputEventScreenDrag:
return
if event is InputEventScreenTouch:
return
func _process(delta: float) -> void:
if not(is_frozen()):
var global_basis := global_transform.basis
@ -173,6 +118,50 @@ func _ready() -> void:
select_mode_changed.emit(SelectMode.NONE))
_selection_area.gui_input.connect(func (event: InputEvent) -> void:
if event is InputEventMouseButton:
match event.button_index:
MOUSE_BUTTON_MIDDLE:
_is_drag_panning = event.is_pressed() and not(is_frozen())
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if\
_is_drag_panning else Input.MOUSE_MODE_VISIBLE
MOUSE_BUTTON_LEFT:
if event.is_pressed():
selection_started.emit(SelectAction.PRIMARY)
else:
selection_stopped.emit()
MOUSE_BUTTON_RIGHT:
if event.is_pressed():
selection_started.emit(SelectAction.SECONDARY)
else:
selection_stopped.emit()
return
if (event is InputEventMouseMotion) and _is_drag_panning:
var global_basis := global_transform.basis
var camera_settings := GameSettings.camera_settings
var dampened_speed := camera_settings.movement_speed_modifier * _DRAG_SPEED_BASE_MODIFIER
_target_position += dampened_speed.y * (-global_basis.z) *\
event.relative.y * (-1.0 if camera_settings.is_y_inverted else 1.0)
_target_position += dampened_speed.x * (-global_basis.x) *\
event.relative.x * (-1.0 if camera_settings.is_x_inverted else 1.0)
return
if event is InputEventScreenDrag:
return
if event is InputEventScreenTouch:
return)
##
## Returns the position of the selection cursor with respect to the select current mode being used.
##
@ -180,8 +169,15 @@ func _ready() -> void:
## touchscreen interactions, this will be the location of an active gesture. Finally, for all other
## states - including gamepad - this will be the middle of screenspace at all times.
##
func get_cursor_point() -> Vector2:
return _cursor_point
func get_plane_cursor() -> Vector2:
if _camera != null:
var plane_cursor = Plane(Vector3.UP, 0.0).intersects_ray(
_camera.global_position, _camera.project_ray_normal(_cursor_point))
if plane_cursor is Vector3:
return Vector2(plane_cursor.x, plane_cursor.z)
return Vector2.ZERO
func is_frozen() -> bool:
kayomn marked this conversation as resolved Outdated

Missing doc comment.

Missing doc comment.
assert(_control_override_count > -1, "control override count cannot be less than 0")
@ -194,13 +190,6 @@ func is_frozen() -> bool:
func in_select_area() -> bool:
kayomn marked this conversation as resolved Outdated

Missing doc comment.

Missing doc comment.
return _select_mode != SelectMode.NONE
##
## Returns the [code]SelectAction[/code] currently being performed, or
## [code]SelectAction.NONE[/code] if no action is currently being performed.
##
func get_select_action() -> SelectAction:
return _select_action
##
##
##
@ -212,20 +201,3 @@ func override_controls(unlock_signal: Signal) -> void:
unlock_signal.connect(func () -> void:
assert(_control_override_count > 0, "control override count cannot be less than 1")
_control_override_count -= 1, Object.CONNECT_ONE_SHOT)
##
## Attempts to convert the screen coordinates in [code]screen_point[/code] into 2D worldspace
## coordinate relative to an infinite ground plane at y offset [code]0.0[/code].
##
## Successful point intersection will return the plane coordinates in a [class Vector2], otherwise
## [code]null[/code] is returned.
##
func screen_to_plane(screen_point: Vector2) -> Variant:
if _camera != null:
var plane_target = Plane(Vector3.UP, 0.0).intersects_ray(
_camera.global_position, _camera.project_ray_normal(screen_point))
if plane_target is Vector3:
return Vector2(plane_target.x, plane_target.z)
return null