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public partial class PickupController : Node3D
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{
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public Item CurrentItem { get; private set; }
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public bool IsCurrentItemHeld { get; private set; }
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MeshInstance3D _placementPreview;
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[Export] public Camera3D Camera { get; set; }
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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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public override void _Ready()
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{
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_player = GetParent<Player>();
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// TODO: Find a better way to find the world.
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// For now we just use the parent of the `Player` object.
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_world = _player.GetParent<Node3D>();
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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 (!IsCurrentItemHeld) {
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IsCurrentItemHeld = true;
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// Parent item to the `PickupController`.
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var prevRot = CurrentItem.GlobalRotation;
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CurrentItem.GetParent().RemoveChild(CurrentItem);
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AddChild(CurrentItem);
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CurrentItem.Mesh.Layers &= (uint)~RenderLayer.Outline;
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CurrentItem.Position = Vector3.Zero;
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CurrentItem.GlobalRotation = prevRot;
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CurrentItem.CollisionLayer &= (uint)~PhysicsLayer.Static;
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// CurrentItem.Freeze = true;
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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 (IsCurrentItemHeld) {
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IsCurrentItemHeld = false;
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// Parent item back to the world.
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var prevTransform = CurrentItem.GlobalTransform;
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CurrentItem.CollisionLayer |= (uint)PhysicsLayer.Static;
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// CurrentItem.Freeze = false;
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RemoveChild(CurrentItem);
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_world.AddChild(CurrentItem);
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CurrentItem.GlobalTransform = prevTransform;
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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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if (IsCurrentItemHeld) {
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if ((RayToMouseCursor() is RayResult ray) && (ray.Collider is Grid)) {
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// Snao rotation to nearest axis.
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// FIXME: This needs to snap to the
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// var globalRot = CurrentItem.GlobalRotation;
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// globalRot.X = Snapped(globalRot.X, Tau / 4);
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// globalRot.Y = Snapped(globalRot.Y, Tau / 4);
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// globalRot.Z = Snapped(globalRot.Z, Tau / 4);
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// CurrentItem.GlobalRotation = globalRot;
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// Snap the position to the grid.
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var halfSize = (Vector3)CurrentItem.Size * Grid.StepSize / 2;
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var pos = ray.Position + halfSize * (ray.Normal * CurrentItem.GlobalTransform.Basis);
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pos = pos.Snapped(Grid.StepSize * Vector3.One); // FIXME: This does global snapping only
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CurrentItem.GlobalPosition = pos;
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}
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} else {
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var interactable = RayToMouseCursor()?.Collider;
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// Remove the outline from the previously looked-at item.
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if (CurrentItem != null) CurrentItem.Mesh.Layers &= (uint)~RenderLayer.Outline;
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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) CurrentItem.Mesh.Layers |= (uint)RenderLayer.Outline;
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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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IsCurrentItemHeld = false;
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_placementPreview.QueueFree();
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}
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}
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RayResult RayToMouseCursor()
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{
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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)PhysicsLayer.Interactable;
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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 = IsCurrentItemHeld ? [ CurrentItem.GetRid() ] : [];
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var result = GetWorld3D().DirectSpaceState.IntersectRay(query);
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return (result.Count > 0) ? new(result) : null;
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}
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class RayResult(Dictionary dict)
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{
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public CollisionObject3D Collider { get; } = dict["collider"].As<CollisionObject3D>();
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public Vector3 Position { get; } = (Vector3)dict["position"];
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public Vector3 Normal { get; } = (Vector3)dict["normal"];
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}
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}
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