Browse Source

Minor cleanup

pull/23/head
Ryan Reed 1 month ago
parent
commit
25e06c7bf1
1 changed files with 7 additions and 10 deletions
  1. +7
    -10
      scenes/player/ray_cast_look.gd

+ 7
- 10
scenes/player/ray_cast_look.gd View File

@ -12,15 +12,12 @@ func _process(_delta: float) -> void:
if Input.is_action_just_pressed("right_click_interact"): if Input.is_action_just_pressed("right_click_interact"):
(collider as Block).destroy_block() (collider as Block).destroy_block()
if Input.is_action_just_pressed("left_click_interact"): 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 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: if Waila.ref.get_target() == collider:
return return
@ -33,7 +30,7 @@ func _process(_delta: float) -> void:
release_target() 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 # This could probably use some work
var collision_shape_radius: float = player.collision_shape_standing.shape.radius 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) var position_max: Vector3i = Vector3i(player.global_position + maximums)
if ( 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 return false


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