Unit now does not handle the MovementMarker anymore.
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@@ -2,26 +2,36 @@ extends Node2D
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class_name Unit
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var _spawnPosition: Vector2
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### Marker
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# For now the marker will be spawned and deleted by the unit.
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# Later it will be handled by the main scene.
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# Load marker scene.
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var marker_scene = preload("res://Scenes/Unit/marker.tscn")
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var marker
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# var marker_scene: PackedScene = preload("res://Scenes/Unit/marker.tscn")
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# var marker
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## WE NOW USE A SIMPLE SPRITE2D FOR THE MARKER
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@onready var _readyToSelectMarker = $ReadyToSelectMarker
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@onready var _selectedMarker = $SelectedMarker
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var _selected = false
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var _readyToSelect = false
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@onready var _readyToSelectMarker: Sprite2D = $ReadyToSelectMarker
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@onready var _selectedMarker: Sprite2D = $SelectedMarker
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#@onready var _movingMarker: Sprite2D = $MovingMarker
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var _readyToSelect: bool = false
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var _selected: bool = false
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#var _moving: bool = false
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var TargetPosition: Vector2
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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marker = marker_scene.instantiate()
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marker.hide()
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# marker = marker_scene.instantiate()
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# marker.hide()
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global_position = _spawnPosition
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_readyToSelectMarker.hide()
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_selectedMarker.hide()
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# _movingMarker.hide()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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@@ -36,10 +46,14 @@ func _input(event: InputEvent):
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else: _deselectUnit()
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if event.is_action_pressed("SetMarker") and _selected:
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marker.global_position = event.position
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marker.show()
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print_debug("Setting marker")
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# if event.is_action_pressed("SetMarker"):
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# print("Action is SetMarker")
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# if _selected:
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# print("Setting marker to ", event.position)
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# #marker.global_position = event.position
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## marker.show()
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## _movingMarker.position = get_global_mouse_position()
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## _movingMarker.show()
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func _getUnitPosition():
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return $AnimatedSprite2D.global_position
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@@ -66,3 +80,6 @@ func _markUnit():
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func _unMarkUnit():
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_readyToSelect = false
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_readyToSelectMarker.hide()
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func moveToTarget():
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