Files
tli/scripts/selector.gd

132 lines
3.5 KiB
GDScript

extends Node
const MIN_DRAG_DISTANCE: float = 15
const UNIT_SELECT_OFFSET: float = 0.25
var frustrum_polygon: ConvexPolygonShape3D = ConvexPolygonShape3D.new()
var frustrum_polygon_points: PackedVector3Array = [
Vector3.ZERO,
Vector3.UP,
Vector3.RIGHT,
Vector3.BACK,
Vector3.ONE,
]
var visible_units: Dictionary = {}
var mouse_pressed: bool = false
var selecting: bool = false
var selection_rect: Rect2 = Rect2()
@onready var camera: Camera3D = get_viewport().get_camera_3d()
@onready var frustrum_area: Area3D = $FrustrumArea
@onready var frustrum_collision_shape: CollisionShape3D = (
$FrustrumArea/FrustrumCollisionShape
)
@onready var rect_panel: Panel = $SelectionRect
func _ready() -> void:
frustrum_polygon.points = frustrum_polygon_points
frustrum_collision_shape.shape = frustrum_polygon
rect_panel.visible = false
frustrum_area.body_entered.connect(_on_frustrum_area_unit_entered)
frustrum_area.body_exited.connect(_on_frustrum_area_unit_exited)
func _process(_delta: float) -> void:
selecting = (
mouse_pressed
and selection_rect.size.length() >= MIN_DRAG_DISTANCE
)
_handle_frustrum_shape()
_handle_selection_box()
_handle_unit_selection()
func _input(event: InputEvent) -> void:
if event is InputEventMouseButton:
var button_event := event as InputEventMouseButton
if button_event.button_index == MOUSE_BUTTON_LEFT:
mouse_pressed = button_event.pressed
if mouse_pressed:
selection_rect.position = button_event.position
selection_rect.size = Vector2.ZERO
elif selecting:
_set_selection_state(false)
if event is InputEventMouseMotion and mouse_pressed:
var motion_event := event as InputEventMouseMotion
selection_rect.size = motion_event.position - selection_rect.position
func _handle_frustrum_shape() -> void:
var viewport_size := get_viewport().get_visible_rect().size
var origin := camera.global_position
var far := camera.far - 1
var corner_1 := camera.project_position(Vector2.ZERO, far)
var corner_2 := camera.project_position(Vector2(viewport_size.x, 0), far)
var corner_3 := camera.project_position(Vector2(0, viewport_size.y), far)
var corner_4 := camera.project_position(viewport_size, far)
frustrum_polygon_points[0] = origin
frustrum_polygon_points[1] = corner_1
frustrum_polygon_points[2] = corner_2
frustrum_polygon_points[3] = corner_3
frustrum_polygon_points[4] = corner_4
frustrum_polygon.points = frustrum_polygon_points
func _handle_selection_box() -> void:
rect_panel.visible = selecting
if not selecting:
return
var rect_abs := selection_rect.abs()
rect_panel.position = rect_abs.position
rect_panel.size = rect_abs.size
func _handle_unit_selection() -> void:
if not selecting:
return
_set_selection_state(true)
func _set_selection_state(hover: bool) -> void:
var rect_abs := selection_rect.abs()
for unit: Node3D in visible_units.values():
var point := camera.unproject_position(
unit.global_position
+ (Vector3.UP * UNIT_SELECT_OFFSET)
)
if unit is ControlledUnit:
var controlled_unit := unit as ControlledUnit
if hover:
controlled_unit.set_hovered(rect_abs.has_point(point))
else:
controlled_unit.set_selected(rect_abs.has_point(point))
controlled_unit.set_hovered(false)
func _on_frustrum_area_unit_entered(unit: Node3D) -> void:
var unit_id := unit.get_instance_id()
if visible_units.keys().has(unit_id):
return
visible_units[unit_id] = unit
func _on_frustrum_area_unit_exited(unit: Node3D) -> void:
var unit_id := unit.get_instance_id()
if not visible_units.keys().has(unit_id):
return
visible_units.erase(unit_id)