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public partial class PickupController : Node3D
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{
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static readonly Color OutlinePickup = Colors.White with { A = 0.75f };
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static readonly Color OutlineYesPlace = Colors.Green with { A = 0.75f };
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static readonly Color OutlineNoPlace = Colors.Red with { A = 0.75f };
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Node3D _preview; // Placement preview of the item - a duplicate of its model.
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Grid _grid; // Grid currently being hovered over.
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public Item CurrentItem { get; private set; }
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public bool HasItemsHeld => GetChildCount() > 0;
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[Export] public float PickupDistance { get; set; } = 2.0f;
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Player _player;
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Node3D _world;
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ShaderMaterial _outlineShaderMaterial;
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public override void _Ready()
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{
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_player = GetParent<Player>();
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_world = GetNode<Node3D>("/root/Game/Workshop"); // TODO: Find a better way to get the world.
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_outlineShaderMaterial = Load<ShaderMaterial>("res://assets/shaders/outline_material.tres");
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}
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public override void _UnhandledInput(InputEvent @event)
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{
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if (!_player.IsLocal) return;
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EnsureCurrentItemValid();
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if (CurrentItem == null) return;
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if (@event.IsActionPressed("interact_pickup")) {
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if (!HasItemsHeld) {
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// Create clone of the item's model, use it as placement preview.
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_preview = (Node3D)CurrentItem.Model.Duplicate(0);
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_preview.Name = "PlacementPreview";
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_preview.TopLevel = true;
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_preview.Visible = false;
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SetMeshLayerOutline(_preview, OutlineMode.Exclusive);
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AddChild(_preview);
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// Parent item to the `PickupController`.
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var prevRot = CurrentItem.GlobalRotation;
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CurrentItem.Freeze = true;
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SetMeshLayerOutline(CurrentItem.Model, OutlineMode.Disable);
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CurrentItem.GetParent().RemoveChild(CurrentItem);
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AddChild(CurrentItem);
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CurrentItem.Position = Vector3.Zero;
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CurrentItem.GlobalRotation = prevRot;
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GetViewport().SetInputAsHandled();
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}
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} else if (@event.IsActionPressed("interact_place")) {
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if (HasItemsHeld) {
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// Parent item back to the world.
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var prevTransform = CurrentItem.GlobalTransform;
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RemoveChild(CurrentItem);
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if (_preview.Visible && _grid != null) {
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_grid.AddChild(CurrentItem);
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CurrentItem.GlobalTransform = _preview.GlobalTransform;
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} else {
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_world.AddChild(CurrentItem);
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CurrentItem.GlobalTransform = prevTransform;
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CurrentItem.Freeze = false;
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// Throw item forward and up a bit.
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var basis = _player.Camera.Camera.GlobalBasis;
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var direction = -basis.Z + basis.Y;
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CurrentItem.ApplyImpulse(direction * 2);
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}
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// Reset the color of the outline shader material.
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_outlineShaderMaterial.SetShaderParameter("line_color", OutlinePickup);
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RemoveChild(_preview);
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_preview.QueueFree();
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_preview = null;
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_grid = null;
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GetViewport().SetInputAsHandled();
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}
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}
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}
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public override void _PhysicsProcess(double delta)
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{
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if (!_player.IsLocal) return;
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EnsureCurrentItemValid();
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static bool CanPlaceAgainst(Grid grid, Vector3 normal)
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{
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normal = grid.GlobalBasis.Inverse() * normal;
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return normal.IsEqualApprox(Vector3.Up);
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}
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if (HasItemsHeld) {
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// This ray will be blocked by static and dynamic objects.
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const PhysicsLayer Mask = PhysicsLayer.Place | PhysicsLayer.Static | PhysicsLayer.Dynamic;
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if ((RayToMouseCursor(Mask) is RayResult ray) && (ray.Collider is Grid grid)
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// Make sure this is placed against the top of the grid.
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&& CanPlaceAgainst(grid, ray.Normal)
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// Ensure item is not being added to itself or nested items.
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&& !((grid.GetParent() == CurrentItem) || grid.ContainsItem(CurrentItem))) {
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var transform = CurrentItem.GlobalTransform with { Origin = ray.Position };
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transform = grid.Snap(transform, ray.Normal, CurrentItem);
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_preview.GlobalTransform = transform;
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var canPlace = grid.CanPlaceAt(CurrentItem, transform);
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var outlineColor = canPlace ? OutlineYesPlace : OutlineNoPlace;
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_outlineShaderMaterial.SetShaderParameter("line_color", outlineColor);
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_preview.Visible = true;
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_grid = canPlace ? grid : null;
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} else {
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_preview.Visible = false;
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_grid = null;
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}
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} else {
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var interactable = RayToMouseCursor(PhysicsLayer.Pickup)?.Collider;
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// Remove the outline from the previously looked-at item.
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if (CurrentItem != null) SetMeshLayerOutline(CurrentItem.Model, OutlineMode.Disable);
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// If the ray hits anything and the object hit is an item, set it as current.
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CurrentItem = interactable as Item;
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// Add the outline to the currently looked-at item.
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if (CurrentItem != null) SetMeshLayerOutline(CurrentItem.Model, OutlineMode.Enable);
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}
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}
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void EnsureCurrentItemValid()
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{
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if (CurrentItem == null) return;
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if (!IsInstanceValid(CurrentItem)) {
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CurrentItem = null;
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if (_preview != null) {
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RemoveChild(_preview);
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_preview.QueueFree();
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_preview = null;
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}
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}
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}
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record class RayResult(CollisionObject3D Collider, Vector3 Position, Vector3 Normal);
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RayResult RayToMouseCursor(PhysicsLayer collisionMask)
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{
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var camera = _player.Camera.Camera;
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var mouse = GetViewport().GetMousePosition();
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var from = camera.ProjectRayOrigin(mouse);
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var to = from + camera.ProjectRayNormal(mouse) * PickupDistance;
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var query = PhysicsRayQueryParameters3D.Create(from, to);
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query.CollisionMask = (uint)collisionMask;
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query.CollideWithAreas = true;
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// Exclude the `CurrentItem` from collision checking if it's being held.
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query.Exclude = HasItemsHeld ? [ CurrentItem.GetRid() ] : [];
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var result = GetWorld3D().DirectSpaceState.IntersectRay(query);
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return (result.Count > 0) ? new(
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result["collider"].As<CollisionObject3D>(),
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(Vector3)result["position"],
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(Vector3)result["normal"]
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) : null;
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}
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enum OutlineMode { Disable, Enable, Exclusive }
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static void SetMeshLayerOutline(Node3D parent, OutlineMode mode)
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{
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var children = parent.FindChildren("*", "MeshInstance3D", owned: false);
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foreach (var mesh in children.Cast<MeshInstance3D>())
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switch (mode) {
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case OutlineMode.Disable: mesh.Layers &= ~(uint)RenderLayer.Outline; break;
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case OutlineMode.Enable: mesh.Layers |= (uint)RenderLayer.Outline; break;
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case OutlineMode.Exclusive: mesh.Layers = (uint)RenderLayer.Outline; break;
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}
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}
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}
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