class_name World extends Node3D @export var blocks_container: Node3D @export var dropped_items_container: Node3D func _ready() -> void: Input.mouse_mode = Input.MOUSE_MODE_CAPTURED EntityManager.create_block.connect(_create_block.bind()) EntityManager.drop_block.connect(_create_dropped_block.bind()) _initialize_ground() _create_test_blocks() func _create_block(id: String, block_position: Vector3) -> void: var block: Block = Globals.BLOCK_PREFAB.instantiate() block.position = block_position block.set_id(id) blocks_container.add_child(block) func _create_dropped_block(id: String, block_position: Vector3) -> void: var block: DroppedBlock = Globals.DROPPED_BLOCK_PREFAB.instantiate() dropped_items_container.add_child(block) block.initialize(id, block_position) func _create_test_blocks() -> void: var test_blocks: Array = ["001", "002", "003", "004"] for index: int in range(1, test_blocks.size() + 1): _create_block("00" + str(index), Vector3(index, 1, -3)) _create_block("00" + str(index), Vector3(index, 2, -4)) _create_block("00" + str(index), Vector3(index, 3, -5)) _create_dropped_block("00" + str(index), Vector3(index, 2, -3)) func _initialize_ground() -> void: for x: int in range(-10, 11): for z: int in range(-10, 11): var ground_position: Vector3 = Vector3(x, 0, z) var random: int = randi_range(0, 1) if random: # Just for testing.. Would make more sense to just call _create_block() directly EntityManager.create_block.emit("001", ground_position) else: EntityManager.create_block.emit("002", ground_position)