A Minecraft style clone in Godot
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extends RayCast3D
func _process(_delta: float) -> void:
if Globals.is_options_menu_active: return
if is_colliding():
var collider: Object = get_collider()
if collider is Block:
if Input.is_action_just_pressed("left_click_interact"):
(collider as Block).interact_left_click()
if Input.is_action_just_pressed("right_click_interact"):
EntityManager.create_block.emit(
InventoryManager.quick_slot_item_id,
collider.position + get_collision_normal()
)
if Waila.ref.get_target() == collider:
return
if not Waila.ref.get_target():
hook_block(collider)
else:
release_target()
else: # Not looking at anything
if Waila.ref.get_target():
release_target()
func hook_block(target_block: Block) -> void:
target_block.hook()
Waila.ref.set_target(target_block)
var id: String = target_block.get_id()
Waila.ref.hook_target(id)
func release_target() -> void:
Waila.ref.get_target().release()
Waila.ref.set_target(null)
Waila.ref.release_target()