Almost separated the buildings editor
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@@ -10,9 +10,9 @@ onready var vmode = {
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7: $"%v_npc",
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}
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func change_building_type(index):
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var item = $"%building_type".get_item_text(index)
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$WorldEditor.editor_command("change_building_type", [selected_building, item])
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#func change_building_type(index):
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# var item = $"%building_type".get_item_text(index)
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# $WorldEditor.editor_command("change_building_type", [selected_building, item])
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func _ready():
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for b in [
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@@ -27,9 +27,9 @@ func _ready():
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$WorldEditor.connect("editor_event", self, "editor_event")
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for k in vmode.keys():
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vmode[k].hide()
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$building_cursor.hide()
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$"%building_cursor".hide()
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$"%line_cursor".hide()
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$"%building_type".connect("item_selected", self, "change_building_type")
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# $"%building_type".connect("item_selected", self, "change_building_type")
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func editor_event(evname: String, args: Array):
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print(evname, args)
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@@ -49,8 +49,9 @@ func editor_event(evname: String, args: Array):
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elif mode_next == 6:
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$WorldEditor.editor_command("get_lines_list", [])
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elif evname == "result:get_closest_building":
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print(evname, args)
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select_building(args[0], args[3], args[4])
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pass
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# print(evname, args)
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# select_building(args[0], args[3], args[4])
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elif evname == "result:get_building_types":
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print(evname, args)
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var btypes = args[0]
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@@ -63,9 +64,11 @@ func editor_event(evname: String, args: Array):
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# elif evname == "edit_update_building":
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# check_edit_building()
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elif evname == "mouse_press":
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mouse_press(args[0])
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pass
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# mouse_press(args[0])
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elif evname == "mouse_drag":
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mouse_drag(args[0])
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pass
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# mouse_drag(args[0])
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elif evname == "mouse_drag_on":
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pass
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elif evname == "mouse_drag_off":
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@@ -74,87 +77,87 @@ func editor_event(evname: String, args: Array):
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pass
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else:
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breakpoint
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func mouse_drag(position):
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if $WorldEditor.get_current_mode() != 2:
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return
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if $WorldEditor.get_camera_mode() != 3:
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return
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# breakpoint
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var camera = get_viewport().get_camera()
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var start = camera.project_ray_origin(position)
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var normal = camera.project_ray_normal(position)
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var end = start + normal * camera.get_zfar()
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var space_state = get_world().direct_space_state
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var result = space_state.intersect_ray(start, end, [], 1 << 15, false, true)
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if result.has("collider"):
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var proj = result.position
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var mode = $"%buildings_edit_mode".selected
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if mode == 1:
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# move
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print(proj)
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var newpos = proj
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newpos.x = stepify(newpos.x, 2.0)
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newpos.z = stepify(newpos.z, 2.0)
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var gen: VoxelGeneratorImgMapper = $VoxelLodTerrain.generator
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var hpos = gen.get_height_full(newpos)
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newpos.y = hpos
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$WorldEditor.editor_command("update_building_transform", [selected_building, Transform(selected_building_xform.basis, newpos)])
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selected_building_xform = Transform(selected_building_xform.basis, newpos)
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$building_cursor.global_transform.origin = newpos
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elif mode == 2:
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# rotate
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var m = proj
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m.y = selected_building_xform.origin.y
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var xform = selected_building_xform.looking_at(m, Vector3.UP)
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$WorldEditor.editor_command("update_building_transform", [selected_building, xform])
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$building_rot_cursor.global_transform = xform
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selected_building_xform = xform
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func mouse_press(position):
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if $WorldEditor.get_current_mode() != 2:
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return
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if $WorldEditor.get_camera_mode() != 3:
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return
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# breakpoint
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# dragging = true
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var camera = get_viewport().get_camera()
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var start = camera.project_ray_origin(position)
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var normal = camera.project_ray_normal(position)
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var end = start + normal * camera.get_zfar()
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var space_state = get_world().direct_space_state
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var result = space_state.intersect_ray(start, end, [], 1 << 15, false, true)
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if result.has("collider"):
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var proj = result.position
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drag_start = proj
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var mode = $"%buildings_edit_mode".selected
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if mode == 0:
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print("get closest building")
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$WorldEditor.editor_command("get_closest_building", [Transform(Basis(), proj)])
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elif mode == 1:
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$WorldEditor.editor_command("checkpoint", [])
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elif mode == 2:
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$WorldEditor.editor_command("checkpoint", [])
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var m = proj
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m.y = selected_building_xform.origin.y
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var xform = selected_building_xform.looking_at(m, Vector3.UP)
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$WorldEditor.editor_command("update_building_transform", [selected_building, xform])
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$building_rot_cursor.global_transform = xform
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selected_building_xform = xform
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#func mouse_drag(position):
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# if $WorldEditor.get_current_mode() != 2:
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# return
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# if $WorldEditor.get_camera_mode() != 3:
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# return
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## breakpoint
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# var camera = get_viewport().get_camera()
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# var start = camera.project_ray_origin(position)
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# var normal = camera.project_ray_normal(position)
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# var end = start + normal * camera.get_zfar()
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# var space_state = get_world().direct_space_state
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# var result = space_state.intersect_ray(start, end, [], 1 << 15, false, true)
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# if result.has("collider"):
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# var proj = result.position
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# var mode = $"%buildings_edit_mode".selected
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# if mode == 1:
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# # move
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# print(proj)
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# var newpos = proj
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# newpos.x = stepify(newpos.x, 2.0)
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# newpos.z = stepify(newpos.z, 2.0)
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# var gen: VoxelGeneratorImgMapper = $"%VoxelLodTerrain".generator
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# var hpos = gen.get_height_full(newpos)
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# newpos.y = hpos
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# $WorldEditor.editor_command("update_building_transform", [selected_building, Transform(selected_building_xform.basis, newpos)])
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# selected_building_xform = Transform(selected_building_xform.basis, newpos)
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# $"%building_cursor".global_transform.origin = newpos
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# elif mode == 2:
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# # rotate
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# var m = proj
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# m.y = selected_building_xform.origin.y
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# var xform = selected_building_xform.looking_at(m, Vector3.UP)
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# $WorldEditor.editor_command("update_building_transform", [selected_building, xform])
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# $"%building_rot_cursor".global_transform = xform
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# selected_building_xform = xform
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#func mouse_press(position):
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# if $WorldEditor.get_current_mode() != 2:
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# return
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# if $WorldEditor.get_camera_mode() != 3:
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# return
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## breakpoint
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## dragging = true
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# var camera = get_viewport().get_camera()
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# var start = camera.project_ray_origin(position)
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# var normal = camera.project_ray_normal(position)
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# var end = start + normal * camera.get_zfar()
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# var space_state = get_world().direct_space_state
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# var result = space_state.intersect_ray(start, end, [], 1 << 15, false, true)
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# if result.has("collider"):
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# var proj = result.position
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# drag_start = proj
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# var mode = $"%buildings_edit_mode".selected
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# if mode == 0:
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# print("get closest building")
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# $WorldEditor.editor_command("get_closest_building", [Transform(Basis(), proj)])
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# elif mode == 1:
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# $WorldEditor.editor_command("checkpoint", [])
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# elif mode == 2:
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# $WorldEditor.editor_command("checkpoint", [])
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# var m = proj
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# m.y = selected_building_xform.origin.y
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# var xform = selected_building_xform.looking_at(m, Vector3.UP)
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# $WorldEditor.editor_command("update_building_transform", [selected_building, xform])
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# $"%building_rot_cursor".global_transform = xform
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# selected_building_xform = xform
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var selected_building
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#var selected_building
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var selected_building_xform
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func select_building(xform, id, mid):
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selected_building = id
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selected_building_xform = xform
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print("selected id: ", id)
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$WorldEditor.select_building(xform, id, mid)
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#func select_building(xform, id, mid):
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# selected_building = id
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# selected_building_xform = xform
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# print("selected id: ", id)
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# $WorldEditor.select_building(xform, id, mid)
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# for h in range($"%building_type".get_item_count()):
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# var item = $"%building_type".get_item_text(h)
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# if item == mid:
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# $"%building_type".select(h)
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# break
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if !$building_cursor.visible:
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$building_cursor.show()
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$building_cursor.global_transform.origin = xform.origin
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# if !$"%building_cursor".visible:
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# $"%building_cursor".show()
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# $"%building_cursor".global_transform.origin = xform.origin
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func _process(delta):
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# if Input.is_action_just_pressed("editor_cam1"):
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# setup_cam1()
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@@ -163,13 +166,13 @@ func _process(delta):
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# if Input.is_action_just_pressed("editor_cam3"):
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# setup_cam3()
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var mode = $"%buildings_edit_mode".selected
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if mode == 2:
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$building_rot_cursor.global_transform = selected_building_xform
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if !$building_rot_cursor.visible:
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$building_rot_cursor.show()
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else:
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if $building_rot_cursor.visible:
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$building_rot_cursor.hide()
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# if mode == 2:
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# $"%building_rot_cursor".global_transform = selected_building_xform
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# if !$"%building_rot_cursor".visible:
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# $"%building_rot_cursor".show()
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# else:
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# if $"%building_rot_cursor".visible:
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# $"%building_rot_cursor".hide()
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# if dragging:
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# if !Input.is_action_pressed("mouse1"):
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# dragging = false
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