89 lines
3.3 KiB
GDScript
89 lines
3.3 KiB
GDScript
extends Node3D
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var exits: Array = [false, false, false, false]
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const STREET_WIDTH: float = 40
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const ASPHALT_WIDTH: float = 20
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@onready var exit_area = $BuildingAreas/B_area_E/Collision
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@onready var building_area = $BuildingAreas/B_area/Collision
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var building_scn = preload("res://building.tscn")
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func _ready() -> void:
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$Mesh.mesh.size.x = Global.chunk_size
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$Mesh.mesh.size.y = Global.chunk_size
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var building_side = (Global.chunk_size - STREET_WIDTH) / 2
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var building_center = (building_side + STREET_WIDTH) / 2
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building_area.shape.size.z = building_side
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building_area.shape.size.x = building_side
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building_area.position.x = building_center
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building_area.position.z = building_center
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exit_area.shape.size.z = STREET_WIDTH
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exit_area.shape.size.x = building_side
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var pavement_side = (Global.chunk_size - ASPHALT_WIDTH) / 2
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var pavement_center = (pavement_side + ASPHALT_WIDTH) / 2
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$BuildingAreas/B_area/Pavement.mesh.size.x = pavement_side
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$BuildingAreas/B_area/Pavement.mesh.size.z = pavement_side
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$BuildingAreas/B_area/Pavement.position.x = pavement_center
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$BuildingAreas/B_area/Pavement.position.z = pavement_center
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$BuildingAreas/B_area_E/Pavement.mesh.size.z = Global.chunk_size
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$BuildingAreas/B_area_E/Pavement.mesh.size.x = pavement_side
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var z_correction_factor = STREET_WIDTH / 40
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var x_correction_factor = building_side / 55
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for st_body in $BuildingAreas.get_children():
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st_body.get_node("Collision").position.x = building_center
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if st_body.name != "B_area":
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st_body.get_node("Building").scale.z = 0.8 * z_correction_factor
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st_body.get_node("Building").scale.x = 1.1 * x_correction_factor
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st_body.get_node("Building").position.x = building_center
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st_body.get_node("Pavement").position.x = pavement_center
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else:
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st_body.get_node("Building").scale.z = 1.1 * x_correction_factor
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st_body.get_node("Building").scale.x = 1.1 * x_correction_factor
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st_body.get_node("Building").position.x = building_center
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st_body.get_node("Building").position.z = building_center
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for degree in range(1, 4):
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var new_area = $BuildingAreas/B_area.duplicate()
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new_area.rotation.y = deg_to_rad(90) * degree
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$BuildingAreas.add_child(new_area)
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func update() -> void:
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$BuildingAreas/B_area_N/Building.visible = true
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$BuildingAreas/B_area_S/Building.visible = true
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$BuildingAreas/B_area_E/Building.visible = true
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$BuildingAreas/B_area_W/Building.visible = true
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$BuildingAreas/B_area_N/Pavement.visible = true
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$BuildingAreas/B_area_S/Pavement.visible = true
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$BuildingAreas/B_area_E/Pavement.visible = true
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$BuildingAreas/B_area_W/Pavement.visible = true
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var i = 0
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for exit in exits:
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if not exit:
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i += 1
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continue
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if i == 0: #n
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$BuildingAreas/B_area_N/Collision.disabled = true
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$BuildingAreas/B_area_N/Building.visible = false
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$BuildingAreas/B_area_N/Pavement.visible = false
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if i == 1: #s
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$BuildingAreas/B_area_S/Collision.disabled = true
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$BuildingAreas/B_area_S/Building.visible = false
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$BuildingAreas/B_area_S/Pavement.visible = false
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if i == 2: #w
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$BuildingAreas/B_area_W/Collision.disabled = true
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$BuildingAreas/B_area_W/Building.visible = false
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$BuildingAreas/B_area_W/Pavement.visible = false
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if i == 3: #e
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$BuildingAreas/B_area_E/Collision.disabled = true
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$BuildingAreas/B_area_E/Building.visible = false
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$BuildingAreas/B_area_E/Pavement.visible = false
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i += 1
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