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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@ -1,5 +1,14 @@
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class_name PlayerController extends Node3D
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class_name PlayerController extends Node3D
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##
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##
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##
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enum SelectAction {
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NONE,
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PRIMARY,
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SECONDARY,
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}
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##
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##
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## Supported selection input devices.
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## Supported selection input devices.
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##
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##
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@ -54,7 +63,7 @@ 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 _is_selecting := 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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@ -77,12 +86,25 @@ func _input(event: InputEvent) -> void:
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_is_drag_panning else Input.MOUSE_MODE_VISIBLE
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_is_drag_panning else Input.MOUSE_MODE_VISIBLE
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MOUSE_BUTTON_LEFT:
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MOUSE_BUTTON_LEFT:
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_is_selecting = event.is_pressed()
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if event.is_pressed():
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_select_action = SelectAction.PRIMARY
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if _is_selecting:
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selection_started.emit()
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selection_started.emit()
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else:
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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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selection_stopped.emit()
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return
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return
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@ -173,14 +195,11 @@ func in_select_area() -> bool:
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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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##
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## Returns [code]true[/code] if the player controller is currently selecting a location on the
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## Returns the [code]SelectAction[/code] currently being performed, or
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## screen, otherwise [code]false[/code].
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## [code]SelectAction.NONE[/code] if no action is currently being performed.
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##
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##
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## *Note* that it is discouraged that this be continuously polled for single-fire events. Instead,
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func get_select_action() -> SelectAction:
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## see [signal selection_started] and [signal selection_stopped].
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return _select_action
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##
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func is_selecting() -> bool:
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return _is_selecting
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##
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##
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##
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##
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