From 25e06c7bf18f8a37f973fcc1f2d8e086184d75c9 Mon Sep 17 00:00:00 2001 From: Ryan Reed Date: Sun, 30 Mar 2025 17:30:08 -0400 Subject: [PATCH] Minor cleanup --- scenes/player/ray_cast_look.gd | 17 +++++++---------- 1 file changed, 7 insertions(+), 10 deletions(-) diff --git a/scenes/player/ray_cast_look.gd b/scenes/player/ray_cast_look.gd index 88e91d1..21bcdcc 100644 --- a/scenes/player/ray_cast_look.gd +++ b/scenes/player/ray_cast_look.gd @@ -12,15 +12,12 @@ func _process(_delta: float) -> void: if Input.is_action_just_pressed("right_click_interact"): (collider as Block).destroy_block() if Input.is_action_just_pressed("left_click_interact"): - var new_block_pos: Vector3i = Vector3i(collider.position + get_collision_normal()) + var block_pos: Vector3i = Vector3i(collider.position + get_collision_normal()) - if !is_valid_placement_target(new_block_pos): + if !is_valid_placement_target(block_pos): return - EntityManager.create_block.emit( - InventoryManager.quick_slot_item_id, - new_block_pos - ) + EntityManager.create_block.emit(InventoryManager.quick_slot_item_id, block_pos) if Waila.ref.get_target() == collider: return @@ -33,7 +30,7 @@ func _process(_delta: float) -> void: release_target() -func is_valid_placement_target(new_block_pos: Vector3i) -> bool: +func is_valid_placement_target(block_pos: Vector3i) -> bool: # This could probably use some work var collision_shape_radius: float = player.collision_shape_standing.shape.radius @@ -42,9 +39,9 @@ func is_valid_placement_target(new_block_pos: Vector3i) -> bool: var position_max: Vector3i = Vector3i(player.global_position + maximums) if ( - new_block_pos.x >= position_min.x and new_block_pos.x <= position_max.x and - new_block_pos.y >= position_min.y and new_block_pos.y <= position_max.y and - new_block_pos.z >= position_min.z and new_block_pos.z <= position_max.z + block_pos.x >= position_min.x and block_pos.x <= position_max.x and + block_pos.y >= position_min.y and block_pos.y <= position_max.y and + block_pos.z >= position_min.z and block_pos.z <= position_max.z ): return false