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-rw-r--r--scripts/movement.gd62
1 files changed, 2 insertions, 60 deletions
diff --git a/scripts/movement.gd b/scripts/movement.gd
index 3247a2f..51deffd 100644
--- a/scripts/movement.gd
+++ b/scripts/movement.gd
@@ -1,7 +1,5 @@
extends KinematicBody
-var in_editor : bool = false
-
var vel = Vector3()
var camera = Camera
@@ -15,78 +13,22 @@ var _pivot
var _pivot_dist
var _orbit_timer
-var _world : VoxelMesh
-
-var _gui : Control
-
var _turret_holder : Node
var _attach_point_holder : Node
var path_holder : Node
var load_turrets : Node
-var ptr : Node
var _enemies : Node
-var sel = {
- "type": "idle",
- "name": ""
-}
-
-var highlight : Spatial
-
func _ready():
camera = $camera
placer = $placer
- var root = get_tree().root.get_child(0)
+ var root = get_tree().root.get_node("world")
path_holder = root.get_node("path")
- _gui = root.get_node("gui")
_enemies = root.get_node("enemies")
- ptr = root.find_node("pointer");
-
- var saveload = root.get_node("saveload")
- load_turrets = saveload.get_node("load_turrets")
-
- _gui.refresh(in_editor)
-
- refresh_path()
-
-func refresh_gui():
- _gui.refresh(in_editor)
-
-func gui_editor_toggle_event ():
- in_editor = !in_editor
- _gui.refresh(in_editor)
- refresh_path()
-
-func gui_start_wave_event ():
- refresh_path()
- _enemies.spawn()
- _gui.refresh(in_editor)
-
-func refresh_path():
- if in_editor:
- path_holder.show()
- else:
- var _res = path_holder.load_nodes()
- path_holder.hide()
-
-func selected_event (sel_name, sel_type):
- sel.name = sel_name
- sel.type = sel_type
- _gui.refresh(in_editor)
-
- if sel_type == "turrets":
- for child in ptr.get_children():
- if child.name != "base": child.queue_free();
- var info = load_turrets.info[sel.name]
- var model = load_turrets.models[info.model_name]
- var instance_model = model.instance()
- instance_model.name = "preview"
- ptr.add_child(instance_model)
- elif sel_type != "":
- ptr.get_node("base").visible = true
+
func look_free (m):
self.transform.basis = self.transform.basis.rotated(Vector3.UP, m.x)