class_name Block
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extends StaticBody3D
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@onready var collision_shape: CollisionShape3D = $CollisionShape3D
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@onready var highlight_mesh: MeshInstance3D = $HighlightMesh
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@onready var block_mesh: MeshInstance3D = $BlockMesh
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var id: String
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var resource: BlockResource
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func _exit_tree() -> void:
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if Waila.ref.get_target() == self:
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Waila.ref.release_target()
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func _ready() -> void:
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_apply_material()
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func get_id() -> String:
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return id
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func hook() -> void:
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if not GameSettingsManager.settings.game_options.enable_block_highlight: return
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highlight_mesh.visible = true
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# TODO: Rename to something else (maybe remove())
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# Move to signal?
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func interact_left_click() -> void:
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queue_free()
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func release() -> void:
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highlight_mesh.visible = false
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func set_id(block_id: String) -> void:
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id = block_id
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_load_resource_data()
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_apply_material()
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func _apply_material() -> void:
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if block_mesh == null: return
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if resource == null: return
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block_mesh.set_surface_override_material(0, resource.material_texture)
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func _load_resource_data() -> void:
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if not id:
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printerr("Could not load resource data. Block ID was empty.")
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return
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if not id in DBItems.data:
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printerr("Could not load resource data. Unknown Block ID: ", id)
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return
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resource = DBItems.data[id]
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