132 lines
4.7 KiB
GDScript
132 lines
4.7 KiB
GDScript
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
|