Files
turnbasedstrategygame/Scenes/Unit/unit.gd

85 lines
2.1 KiB
GDScript

extends Node2D
class_name Unit
var _spawnPosition: Vector2
### Marker
# For now the marker will be spawned and deleted by the unit.
# Later it will be handled by the main scene.
# Load marker scene.
# var marker_scene: PackedScene = preload("res://Scenes/Unit/marker.tscn")
# var marker
## WE NOW USE A SIMPLE SPRITE2D FOR THE MARKER
@onready var _readyToSelectMarker: Sprite2D = $ReadyToSelectMarker
@onready var _selectedMarker: Sprite2D = $SelectedMarker
#@onready var _movingMarker: Sprite2D = $MovingMarker
var _readyToSelect: bool = false
var _selected: bool = false
#var _moving: bool = false
var TargetPosition: Vector2
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
# marker = marker_scene.instantiate()
# marker.hide()
global_position = _spawnPosition
_readyToSelectMarker.hide()
_selectedMarker.hide()
# _movingMarker.hide()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _input(event: InputEvent):
if event.is_action_pressed("Select"):
print_debug("Action is Select")
# We combine it with the fact that it is already marked (@see _markUnit)
if _readyToSelect: _selectUnit()
else: _deselectUnit()
# if event.is_action_pressed("SetMarker"):
# print("Action is SetMarker")
# if _selected:
# print("Setting marker to ", event.position)
# #marker.global_position = event.position
## marker.show()
## _movingMarker.position = get_global_mouse_position()
## _movingMarker.show()
func _getUnitPosition():
return $AnimatedSprite2D.global_position
func _setSelected(selected: bool):
_selected = selected
func _selectUnit():
_setSelected(true)
_selectedMarker.show()
func _deselectUnit():
_setSelected(false)
_selectedMarker.hide()
func _gets_selected(viewport: Node, event: InputEvent, shape_index: int):
if event.is_action_pressed("Select") and event.position == position:
_selectUnit()
func _markUnit():
_readyToSelect = true
_readyToSelectMarker.show()
func _unMarkUnit():
_readyToSelect = false
_readyToSelectMarker.hide()
func moveToTarget():