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 $BuildingAreas/B_area_N/Collision.disabled = true $BuildingAreas/B_area_N.visible = false if i == 1: #s $BuildingAreas/B_area_S/Collision.disabled = true $BuildingAreas/B_area_S.visible = false if i == 2: #w $BuildingAreas/B_area_W/Collision.disabled = true $BuildingAreas/B_area_W.visible = false if i == 3: #e $BuildingAreas/B_area_E/Collision.disabled = true $BuildingAreas/B_area_E.visible = false i += 1