Godot update, camera nav widget, closes #35

This commit is contained in:
2024-09-17 02:27:31 +03:00
parent 49e7b9f970
commit 43bc11b6e8
6 changed files with 220 additions and 24 deletions

View File

@@ -14,6 +14,19 @@ onready var vmode = {
# var item = $"%building_type".get_item_text(index)
# $WorldEditor.editor_command("change_building_type", [selected_building, item])
#var nav_active = false
#func nav_gui_input(event: InputEvent):
# if Input.is_action_just_pressed("mouse1"):
# Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
# nav_active = true
# elif Input.is_action_just_released("mouse1"):
# Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
# nav_active = false
# if nav_active && Input.is_action_pressed("mouse1"):
# if event is InputEventMouseMotion:
# get_viewport().get_camera().global_transform.origin.x += event.relative.x
# get_viewport().get_camera().global_transform.origin.z -= event.relative.y
func _ready():
for b in [
$"%select_buildings",
@@ -30,7 +43,7 @@ func _ready():
$"%building_cursor".hide()
$"%line_cursor".hide()
# $"%building_type".connect("item_selected", self, "change_building_type")
# $"%NavPanel".connect("gui_input", self, "nav_gui_input")
var ignore_events = [
"result:get_closest_building",
"mouse_drag",