extends RayCast3D
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@export var player: Player
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func _process(_delta: float) -> void:
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if is_colliding():
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var collider: Object = get_collider()
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if collider is Block:
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if Input.is_action_just_pressed("right_click_interact"):
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(collider as Block).destroy_block()
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if Input.is_action_just_pressed("left_click_interact"):
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var block_pos: Vector3i = Vector3i(collider.position + get_collision_normal())
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if !is_valid_placement_target(block_pos):
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return
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EntityManager.create_block.emit(InventoryManager.quick_slot_item_id, block_pos)
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if Waila.ref.get_target() == collider:
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return
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if not Waila.ref.get_target():
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hook_block(collider)
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else:
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release_target()
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else: # Not looking at anything
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if Waila.ref.get_target():
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release_target()
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func is_valid_placement_target(block_pos: Vector3i) -> bool:
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# This needs some work as it's still not quite reliable
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# Sometimes can't place in the position directly in front of the player
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var collision_shape_radius: float = player.collision_shape_standing.shape.radius - 0.2 # Fuzzy magic number (bad dev, bad)
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var maximums: Vector3 = Vector3(collision_shape_radius, 0, collision_shape_radius)
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var position_min: Vector3i = Vector3i(player.global_position - maximums)
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var position_max: Vector3i = Vector3i(player.global_position + maximums)
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position_max.y = player.current_height
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if (
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block_pos.x >= position_min.x and block_pos.x <= position_max.x and
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block_pos.y >= position_min.y and block_pos.y <= position_max.y and
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block_pos.z >= position_min.z and block_pos.z <= position_max.z
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):
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return false
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return true
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func hook_block(target_block: Block) -> void:
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target_block.hook()
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Waila.ref.set_target(target_block)
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var id: String = target_block.get_id()
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Waila.ref.hook_target(id)
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func release_target() -> void:
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Waila.ref.get_target().release()
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Waila.ref.set_target(null)
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Waila.ref.release_target()
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