extends Node3D var exits: Array = [false, false, false, false] const STREET_WIDTH: float = 40 @onready var exit_area = $BuildingAreas/B_area_E/Collision @onready var building_area = $BuildingAreas/B_area/Collision var building_scn = preload("res://building.tscn") func _ready() -> void: $Mesh.mesh.size.x = Global.chunk_size $Mesh.mesh.size.y = Global.chunk_size var building_side = (Global.chunk_size - STREET_WIDTH) / 2 var building_center = (building_side + STREET_WIDTH) / 2 building_area.shape.size.z = building_side building_area.shape.size.x = building_side building_area.position.x = building_center building_area.position.z = building_center exit_area.shape.size.z = STREET_WIDTH exit_area.shape.size.x = building_side for st_body in $BuildingAreas.get_children(): st_body.get_node("Collision").position.x = building_center for degree in range(1, 4): var new_area = $BuildingAreas/B_area.duplicate() new_area.rotation.y = deg_to_rad(90) * degree $BuildingAreas.add_child(new_area) func update() -> void: var i = 0 for exit in exits: if not exit: i += 1 continue if i == 0: #n var vertices = PackedVector3Array() vertices.push_back(Vector3(-STREET_WIDTH/2, 0.5, -Global.chunk_size/2)) vertices.push_back(Vector3(STREET_WIDTH/2 , 0.5, -Global.chunk_size/2)) vertices.push_back(Vector3(-STREET_WIDTH/2, 0.5, 0)) vertices.push_back(Vector3(STREET_WIDTH/2, 0.5, -Global.chunk_size/2)) vertices.push_back(Vector3(STREET_WIDTH/2, 0.5, 0)) vertices.push_back(Vector3(-STREET_WIDTH/2, 0.5, 0)) # Initialize the ArrayMesh. var arr_mesh = ArrayMesh.new() var arrays = [] arrays.resize(Mesh.ARRAY_MAX) arrays[Mesh.ARRAY_VERTEX] = vertices # Create the Mesh. arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays) var m = MeshInstance3D.new() m.mesh = arr_mesh add_child(m) $BuildingAreas/B_area_N/Collision.disabled = true $BuildingAreas/B_area_N.visible = false if i == 1: #s var vertices = PackedVector3Array() vertices.push_back(Vector3(-STREET_WIDTH/2, 0.5, 0)) vertices.push_back(Vector3(STREET_WIDTH/2, 0.5, 0)) vertices.push_back(Vector3(-STREET_WIDTH/2, 0.5, Global.chunk_size/2)) vertices.push_back(Vector3(STREET_WIDTH/2, 0.5, 0)) vertices.push_back(Vector3(STREET_WIDTH/2, 0.5, Global.chunk_size/2)) vertices.push_back(Vector3(-STREET_WIDTH/2, 0.5, Global.chunk_size/2)) # Initialize the ArrayMesh. var arr_mesh = ArrayMesh.new() var arrays = [] arrays.resize(Mesh.ARRAY_MAX) arrays[Mesh.ARRAY_VERTEX] = vertices # Create the Mesh. arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays) var m = MeshInstance3D.new() m.mesh = arr_mesh add_child(m) $BuildingAreas/B_area_S/Collision.disabled = true $BuildingAreas/B_area_S.visible = false if i == 2: #w var vertices = PackedVector3Array() vertices.push_back(Vector3(-Global.chunk_size/2, 0.5, -STREET_WIDTH/2)) vertices.push_back(Vector3(0, 0.5, -STREET_WIDTH/2)) vertices.push_back(Vector3(-Global.chunk_size/2, 0.5, STREET_WIDTH/2)) vertices.push_back(Vector3(0, 0.5, -STREET_WIDTH/2)) vertices.push_back(Vector3(0, 0.5, STREET_WIDTH/2)) vertices.push_back(Vector3(-Global.chunk_size/2, 0.5, STREET_WIDTH/2)) # Initialize the ArrayMesh. var arr_mesh = ArrayMesh.new() var arrays = [] arrays.resize(Mesh.ARRAY_MAX) arrays[Mesh.ARRAY_VERTEX] = vertices # Create the Mesh. arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays) var m = MeshInstance3D.new() m.mesh = arr_mesh add_child(m) $BuildingAreas/B_area_W/Collision.disabled = true $BuildingAreas/B_area_W.visible = false if i == 3: #e var vertices = PackedVector3Array() vertices.push_back(Vector3(0, 0.5, -STREET_WIDTH/2)) vertices.push_back(Vector3(Global.chunk_size/2, 0.5, -STREET_WIDTH/2)) vertices.push_back(Vector3(0, 0.5, STREET_WIDTH/2)) vertices.push_back(Vector3(Global.chunk_size/2, 0.5, -STREET_WIDTH/2)) vertices.push_back(Vector3(Global.chunk_size/2, 0.5, STREET_WIDTH/2)) vertices.push_back(Vector3(0, 0.5, STREET_WIDTH/2)) # Initialize the ArrayMesh. var arr_mesh = ArrayMesh.new() var arrays = [] arrays.resize(Mesh.ARRAY_MAX) arrays[Mesh.ARRAY_VERTEX] = vertices # Create the Mesh. arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays) var m = MeshInstance3D.new() m.mesh = arr_mesh add_child(m) $BuildingAreas/B_area_E/Collision.disabled = true $BuildingAreas/B_area_E.visible = false var center_mesh = MeshInstance3D.new() center_mesh.position = Vector3(0,0.6,0) center_mesh.mesh = PlaneMesh.new() center_mesh.mesh.size = Vector2(STREET_WIDTH,STREET_WIDTH) add_child(center_mesh) i += 1