Files
VRyHungry1/Stations/station_movement.gd
T

151 lines
4.5 KiB
GDScript

extends Node
@export var snap_grid_size: float = 0.6
@export var move_handle: XRToolsPickable
@export var move_ghost: Area3D
@export var station: StaticBody3D
var move_handle_rigid: RigidBody3D
var original_collision_layer: int = 0
var original_y_pos: float = 0.0
var original_station_transform: Transform3D = Transform3D.IDENTITY
var moving: bool = false
var ghost_materials: Array[StandardMaterial3D] = []
const GHOST_COLOR_VALID: Color = Color(0, 1, 0, 0.35)
const GHOST_COLOR_INVALID: Color = Color(1, 0, 0, 0.35)
func set_move_handle_enabled(enabled: bool) -> void:
move_handle.visible = enabled
move_handle.enabled = enabled
if enabled:
move_handle.drop()
func _on_game_state_changed(new_state: GameManager.GameState) -> void:
set_move_handle_enabled(new_state == GameManager.GameState.BUILDING)
func _ready() -> void:
if not station:
push_error("StationMovement is missing referece to station")
if not move_handle:
push_error("StationMovement is missing reference to move_handle")
if not move_ghost:
push_error("StationMovement is missing reference to move_ghost")
move_handle_rigid = move_handle as RigidBody3D
original_collision_layer = station.collision_layer
original_y_pos = move_handle.transform.origin.y
original_station_transform = station.global_transform
move_handle.picked_up.connect(_handle_pickup)
move_handle.dropped.connect(_handle_drop)
move_ghost.monitoring = true
move_ghost.visible = false
_cache_ghost_materials()
_set_ghost_color(GHOST_COLOR_VALID)
set_move_handle_enabled(false)
Signals.game_state_changed.connect(_on_game_state_changed)
func _cache_ghost_materials() -> void:
var combiner = move_ghost.get_node_or_null("CSGCombiner3D")
if not combiner:
return
_collect_ghost_materials(combiner)
func _collect_ghost_materials(node: Node) -> void:
if node is CSGCombiner3D:
# Combiner nodes do not expose a material property to modify.
for child in node.get_children():
_collect_ghost_materials(child)
return
if node is CSGShape3D:
var material = node.material
if material and material is StandardMaterial3D:
var instance = material.duplicate() as StandardMaterial3D
instance.transparency = material.transparency
instance.albedo_color = material.albedo_color
node.material = instance
ghost_materials.append(instance)
for child in node.get_children():
_collect_ghost_materials(child)
func _set_ghost_color(color: Color) -> void:
for material in ghost_materials:
material.albedo_color = color
func _handle_pickup(_by: Node) -> void:
print("StationMovement handle pickup")
if move_handle.get_picked_up_by() is XRToolsSnapZone:
print("StationMovement handle pickup by snap zone, dropping and resetting position")
move_handle.drop()
move_handle.global_position = station.global_position + Vector3(0, original_y_pos, 0)
move_handle.rotation = station.rotation
return
moving = true
move_ghost.visible = true
station.visible = false
station.collision_layer = 0
original_station_transform = station.global_transform
move_ghost.global_transform = original_station_transform
func _handle_drop(_by: Node) -> void:
print("StationMovement handle drop")
moving = false
move_ghost.visible = false
station.visible = true
station.collision_layer = original_collision_layer
if _is_move_position_valid():
station.global_transform = move_ghost.global_transform
else:
station.global_transform = original_station_transform
move_handle.global_position = station.global_position + Vector3(0, original_y_pos, 0)
move_handle.rotation = station.rotation
func _process(_delta: float) -> void:
if not moving:
return
var target_transform: Transform3D = move_handle.global_transform
target_transform.origin.x = snappedf(target_transform.origin.x, snap_grid_size)
target_transform.origin.z = snappedf(target_transform.origin.z, snap_grid_size)
target_transform.origin.y = original_station_transform.origin.y
var target_yaw: float = snappedf(move_handle.global_rotation_degrees.y, 90)
target_transform.basis = Basis(Vector3.UP, deg_to_rad(target_yaw))
move_ghost.global_transform = target_transform
if _is_move_position_valid():
_set_ghost_color(GHOST_COLOR_VALID)
else:
_set_ghost_color(GHOST_COLOR_INVALID)
func _is_move_position_valid() -> bool:
for body in move_ghost.get_overlapping_bodies():
print("Overlapping body: ", body)
if body == move_handle:
continue
if body == station:
continue
return false
for area in move_ghost.get_overlapping_areas():
print("Overlapping area: ", area)
if area == move_ghost:
continue
return false
return true