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This commit is contained in:
		@@ -1,6 +1,6 @@
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[gd_scene load_steps=4 format=3 uid="uid://cbs0x36e3ranm"]
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[ext_resource type="MeshLibrary" uid="uid://dwo1m72yajrb1" path="res://assets/tilesets/tileset.tres" id="1_l447d"]
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[ext_resource type="MeshLibrary" uid="uid://bo7ir5us230sa" path="res://assets/tilesets/tileset.tres" id="1_l447d"]
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[ext_resource type="PackedScene" uid="uid://b5gb5paiupum" path="res://player/player.tscn" id="2_ojnju"]
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[ext_resource type="AudioStream" uid="uid://bba7tiqty57ek" path="res://music/jazz.ogg" id="3_brvx4"]
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@@ -18,8 +18,8 @@ metadata/_editor_floor_ = Vector3(0, 0, 0)
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[node name="player" parent="." instance=ExtResource("2_ojnju")]
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transform = Transform3D(1, 0, 0, 0, 0.388867, 0.921294, 0, -0.921294, 0.388867, -1.19974, 40.1006, 13.3341)
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current = true
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attributes = null
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current = true
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fov = 37.8493
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near = 0.032
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		||||
							
								
								
									
										228
									
								
								player/player.cs
									
									
									
									
									
								
							
							
						
						
									
										228
									
								
								player/player.cs
									
									
									
									
									
								
							@@ -3,140 +3,140 @@ using System;
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public partial class player : Camera3D
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{
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    private const string _path = "/root/player/";
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    //private Camera3D _cam;
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    [Export]
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    private Label _con;
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    [Export]
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    private Label _mousePosLabel;
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    [Export]
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    private Label _cursorPosLabel;
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    [Export]
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    private RayCast3D _cursor;
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    [Export]
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    private Node3D _cursorPoint;
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    private bool _mUp, _mDown, _mLeft, _mRight, _wIn, _wOut;
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	private const string _path = "/root/player/";
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	//private Camera3D _cam;
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	[Export]
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	private Label _con;
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	[Export]
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	private Label _mousePosLabel;
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	[Export]
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	private Label _cursorPosLabel;
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	[Export]
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	private RayCast3D _cursor;
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	[Export]
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	private Node3D _cursorPoint;
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	private bool _mUp, _mDown, _mLeft, _mRight, _wIn, _wOut;
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    [Export]
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    private PackedScene _test_building;
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	[Export]
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	private PackedScene _test_building;
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    [Export]
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    private TextureProgressBar _nuke, _pr, _kash;
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	[Export]
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	private TextureProgressBar _nuke, _pr, _kash;
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    private float Nuke { get => (float)_nuke.Value; set => _nuke.Value = value; }
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    private float PR { get => (float)_pr.Value; set => _pr.Value = value; }
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    private float Kash { get => (float)_kash.Value; set => _kash.Value = value; }
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	private float Nuke { get => (float)_nuke.Value; set => _nuke.Value = value; }
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	private float PR { get => (float)_pr.Value; set => _pr.Value = value; }
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	private float Kash { get => (float)_kash.Value; set => _kash.Value = value; }
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    public Node3D CurrentBuilding { get; set; }
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	public Node3D CurrentBuilding { get; set; }
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    public override void _Ready()
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    {
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        //for debugging TODO: Remove
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        game_manager.CurrentState = game_manager.State.Building;
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        if (_test_building != null)
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        {
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            CurrentBuilding = _test_building.Instantiate<Node3D>();
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            GD.Print(CurrentBuilding);
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	public override void _Ready()
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	{
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		//for debugging TODO: Remove
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		game_manager.CurrentState = game_manager.State.Building;
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		if (_test_building != null)
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		{
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			CurrentBuilding = _test_building.Instantiate<Node3D>();
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			GD.Print(CurrentBuilding);
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            GetTree().Root.CallDeferred("add_child", CurrentBuilding);
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        }
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    }
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			GetTree().Root.CallDeferred("add_child", CurrentBuilding);
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		}
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	}
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    public override void _Process(double delta)
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    {
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        Vector3 rot = this.Rotation;
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        bool zin = true, zout = true;
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	public override void _Process(double delta)
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	{
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		Vector3 rot = this.Rotation;
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		bool zin = true, zout = true;
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        if (Input.IsActionPressed("CamNorth"))
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            _mUp = true;
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        if (Input.IsActionPressed("CamSouth"))
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            _mDown = true;
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        if (Input.IsActionPressed("CamEast"))
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            _mRight = true;
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        if (Input.IsActionPressed("CamWest"))
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            _mLeft = true;
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		if (Input.IsActionPressed("CamNorth"))
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			_mUp = true;
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		if (Input.IsActionPressed("CamSouth"))
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			_mDown = true;
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		if (Input.IsActionPressed("CamEast"))
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			_mRight = true;
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		if (Input.IsActionPressed("CamWest"))
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			_mLeft = true;
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        this.Rotation -= rot;
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        if (this.Position.Y < 5)
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            zin = false;
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        else if (this.Position.Y > 45)
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            zout = false;
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        if (_mLeft && this.Position.X > -30)
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            this.Translate(new Vector3((float)-delta * 10, 0, 0));
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        if (_mRight && this.Position.X < 30)
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            this.Translate(new Vector3((float)delta * 10, 0, 0));
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        if (_mUp && this.Position.Z > -25)
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            this.Translate(new Vector3(0, 0, (float)-delta * 10));
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        if (_mDown && this.Position.Z < 25)
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            this.Translate(new Vector3(0, 0, (float)delta * 10));
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        this.Rotation += rot;
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		this.Rotation -= rot;
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		if (this.Position.Y < 5)
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			zin = false;
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		else if (this.Position.Y > 45)
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			zout = false;
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		if (_mLeft && this.Position.X > -30)
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			this.Translate(new Vector3((float)-delta * 10, 0, 0));
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		if (_mRight && this.Position.X < 30)
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			this.Translate(new Vector3((float)delta * 10, 0, 0));
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		if (_mUp && this.Position.Z > -25)
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			this.Translate(new Vector3(0, 0, (float)-delta * 10));
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		if (_mDown && this.Position.Z < 25)
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			this.Translate(new Vector3(0, 0, (float)delta * 10));
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		this.Rotation += rot;
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        if (_wIn && zin)
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            this.Translate(new Vector3(0, 0, (float)-delta * 10));
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        if (_wOut && zout)
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            this.Translate(new Vector3(0, 0, (float)delta * 10));
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		if (_wIn && zin)
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			this.Translate(new Vector3(0, 0, (float)-delta * 10));
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		if (_wOut && zout)
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			this.Translate(new Vector3(0, 0, (float)delta * 10));
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        _con.Set("text", this.Position);
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		_con.Set("text", this.Position);
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        if (_cursor != null && _cursorPoint != null)
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        {
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            //Get the collision with map and change its X and Z value to always be in the center of a tile
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            Vector3I collisionVector = (Vector3I)_cursor.GetCollisionPoint();
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            _cursorPosLabel.Text = "Virtual Cursor Postion" + collisionVector.ToString();
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            _cursorPoint.GlobalPosition = new Vector3(collisionVector.X - collisionVector.X % 2, collisionVector.Y + 0.1f, collisionVector.Z - collisionVector.Z % 2);
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		if (_cursor != null && _cursorPoint != null)
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		{
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			//Get the collision with map and change its X and Z value to always be in the center of a tile
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			Vector3I collisionVector = (Vector3I)_cursor.GetCollisionPoint();
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			_cursorPosLabel.Text = "Virtual Cursor Postion" + collisionVector.ToString();
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			_cursorPoint.GlobalPosition = new Vector3(collisionVector.X - collisionVector.X % 2, collisionVector.Y + 0.1f, collisionVector.Z - collisionVector.Z % 2);
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            if (game_manager.CurrentState == game_manager.State.Building)
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                HandleBuilding();
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        }
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    }
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			if (game_manager.CurrentState == game_manager.State.Building)
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				HandleBuilding();
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		}
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	}
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    public override void _Input(InputEvent @event)
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    {
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        _mLeft = _mRight = _mUp = _mDown = _wIn = _wOut = false;
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	public override void _Input(InputEvent @event)
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	{
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		_mLeft = _mRight = _mUp = _mDown = _wIn = _wOut = false;
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        if (@event is InputEventMouseMotion mouse)
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        {
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            Vector2 vec = mouse.Position;
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            if (vec.X < 5)
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                _mLeft = true;
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            else if (vec.X > 1915)
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                _mRight = true;
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            if (vec.Y < 20)
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                _mUp = true;
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            else if (vec.Y > 1060)
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                _mDown = true;
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		if (@event is InputEventMouseMotion mouse)
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		{
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			Vector2 vec = mouse.Position;
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			if (vec.X < 5)
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				_mLeft = true;
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			else if (vec.X > 1915)
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				_mRight = true;
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			if (vec.Y < 20)
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				_mUp = true;
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			else if (vec.Y > 1060)
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				_mDown = true;
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            _mousePosLabel.Text = "Mouse position: " + vec.ToString();
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			_mousePosLabel.Text = "Mouse position: " + vec.ToString();
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            _cursor.Position = new Vector3(
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                (vec.X - GetViewport().GetVisibleRect().Size.X / 2) * this.Position.Y / 700,
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                -((vec.Y - GetViewport().GetVisibleRect().Size.Y / 2) * this.Position.Y / 700)
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                , 0
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                );
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        }
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        else if (@event is InputEventMouseButton mousebtn)
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        {
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            if (mousebtn.ButtonIndex == MouseButton.WheelUp)
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                _wIn = true;
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            else if (mousebtn.ButtonIndex == MouseButton.WheelDown)
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                _wOut = true;
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        }
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			_cursor.Position = new Vector3(
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				(vec.X - GetViewport().GetVisibleRect().Size.X / 2) * this.Position.Y / 700,
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				-((vec.Y - GetViewport().GetVisibleRect().Size.Y / 2) * this.Position.Y / 700)
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				, 0
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				);
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		}
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		else if (@event is InputEventMouseButton mousebtn)
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		{
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			if (mousebtn.ButtonIndex == MouseButton.WheelUp)
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				_wIn = true;
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			else if (mousebtn.ButtonIndex == MouseButton.WheelDown)
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				_wOut = true;
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		}
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    }
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	}
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    public void HandleBuilding()
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    {
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        if (CurrentBuilding != null)
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        {
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            CurrentBuilding.GlobalPosition = _cursorPoint.GlobalPosition;
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	public void HandleBuilding()
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	{
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		if (CurrentBuilding != null)
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		{
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			CurrentBuilding.GlobalPosition = _cursorPoint.GlobalPosition;
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            if (Input.IsActionJustPressed("build"))
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            {
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                Node3D tempBuilding = (Node3D)CurrentBuilding.Duplicate();
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                GetTree().Root.CallDeferred("add_child", tempBuilding);
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            }
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        }
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    }
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			if (Input.IsActionJustPressed("build"))
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			{
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				Node3D tempBuilding = (Node3D)CurrentBuilding.Duplicate();
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				GetTree().Root.CallDeferred("add_child", tempBuilding);
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			}
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		}
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	}
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}
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@@ -1,7 +1,6 @@
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[gd_scene load_steps=19 format=3 uid="uid://b5gb5paiupum"]
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[gd_scene load_steps=18 format=3 uid="uid://b5gb5paiupum"]
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[ext_resource type="Script" path="res://player/player.cs" id="1_of2l4"]
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[ext_resource type="PackedScene" uid="uid://2pw0p13lcklv" path="res://buildings/kash_buildings/factory.tscn" id="2_mspwe"]
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[sub_resource type="CameraAttributesPhysical" id="CameraAttributesPhysical_1ejpb"]
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frustum_near = 0.032
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@@ -72,7 +71,6 @@ _mousePosLabel = NodePath("Debug info/mousePos")
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_cursorPosLabel = NodePath("Debug info/cursorPointPos")
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_cursor = NodePath("cursor")
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_cursorPoint = NodePath("cursorPoint")
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_test_building = ExtResource("2_mspwe")
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_nuke = NodePath("NukeBar")
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_pr = NodePath("PrBar")
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_kash = NodePath("KashBar")
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		Reference in New Issue
	
	Block a user