Godot-RTS-Template/player/player_selection_manager.gd

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extends Control
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class_name SelectionManager
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@export_category("Controls")
@export var hover:Control
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@export var selecteddisplay:Control
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@export_category("Settings")
@export var rect_style: StyleBoxFlat
var draw_selection := false
var drag_start: Vector2
var select_box: Rect2
var perform_selection := false # Flag to trigger selection in _physics_process
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var mouse_position:Vector2 # Storing mous eposition to use it on differents processes
@onready var box_color: Color = ProjectSettings.get_setting("game/interface/selection_rectangle_color", Color("#00ff0066"))
@onready var box_color_outline: Color = ProjectSettings.get_setting("game/interface/selection_rectangle_color_outline", Color("#00ff00"))
@onready var optimized_rect: bool = ProjectSettings.get_setting("game/interface/optimized_rectangle", false)
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@onready var cam = get_viewport().get_camera_3d()
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@onready var debug_mode = get_tree().debug_collisions_hint #ProjectSettings.get_setting("debug/collisions/show_mouse_trace", false)
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func _ready() -> void:
if !hover:
hover = %HoverLabel
func _unhandled_input(e: InputEvent) -> void:
if e is InputEventMouseButton and e.button_index == MOUSE_BUTTON_LEFT:
if e.pressed:
draw_selection = true
drag_start = e.position
else:
draw_selection = false
if drag_start.is_equal_approx(e.position):
# Single click: set a zero-sized selection box
select_box = Rect2(e.position, Vector2.ZERO)
print("one click")
else:
# Drag: calculate the final selection box
var x_min = min(drag_start.x, e.position.x)
var y_min = min(drag_start.y, e.position.y)
select_box = Rect2(x_min, y_min,
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max(drag_start.x, e.position.x) - x_min,
max(drag_start.y, e.position.y) - y_min)
perform_selection = true
queue_redraw()
elif draw_selection and e is InputEventMouseMotion:
# Update selection box for drawing during drag
var x_min = min(drag_start.x, e.position.x)
var y_min = min(drag_start.y, e.position.y)
select_box = Rect2(x_min, y_min,
max(drag_start.x, e.position.x) - x_min,
max(drag_start.y, e.position.y) - y_min)
queue_redraw()
if !draw_selection and e is InputEventMouseMotion:
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mouse_position = e.position
func _physics_process(_delta: float) -> void:
if perform_selection:
update_selected_units()
perform_selection = false
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else:
check_hover(mouse_position)
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func check_hover(mouse_pos:Vector2):
# TODO: Hovering and display names
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var raycast = check_raycast(mouse_pos)
if raycast.is_empty():
hover.text = ""
elif raycast.collider:
var hovered_entity = raycast.collider.get_parent()
hover.text = hovered_entity.name
var selected = get_selected()
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selecteddisplay.text = ""
if selected.size() > 0:
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for s in selected:
selecteddisplay.text += ","+s.name
else:
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selecteddisplay.text = ""
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selecteddisplay.queue_redraw()
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## Returns an array of entities selected by the player, using multiplayer-unique group names
func get_selected() -> Array[Entity]:
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var selected: Array[Node] = get_tree().get_nodes_in_group('selected-by-' + str(get_tree().get_multiplayer().get_unique_id()))
var selected_entity: Array[Entity]
selected_entity.assign(selected)
return selected_entity
## [param collision_mask] is 32768 by default, so the collision channel 16
func check_raycast(mouse_pos: Vector2, collision_mask: int = 32768) -> Dictionary:
var from = cam.project_ray_origin(mouse_pos)
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var to = from + cam.project_ray_normal(mouse_pos) * 1000 #FIXME: Magic number
var query = PhysicsRayQueryParameters3D.create(from,to,collision_mask)
query.collide_with_areas = true
query.collide_with_bodies = false
var space_state = cam.get_world_3d().direct_space_state
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if space_state:
return space_state.intersect_ray(query)
return {}
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## Deselects all currently selected entities
func deselect_all() -> void:
var selected = get_selected()
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for entity: Entity in selected:
entity.deselect()
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## Updates selection state of entities based on single-click (raycast) or drag (box) selection [br]
## Iterate on every entities inside the [param selectable-entity] group
func update_selected_units() -> void:
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## FIXME: Could be optimized if we store an array of visible entity by adding[br]
## an [Area3D] child of the camera OR changing the group based on if the 3d model is loaded
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## Seems like storing references of the [method Object.get_instance_id]
var units_array = get_tree().get_nodes_in_group("selectable-entity")
var raycast = {}
# Only perform raycast if it's a single click (zero-sized select_box)
if select_box.size == Vector2.ZERO:
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raycast = check_raycast(select_box.position)
if raycast.is_empty():
deselect_all()
return
if raycast.collider:
if debug_mode:
DebugTools.DrawCube(raycast.position,0.02,3.0,Color())
# select entity under mouse
# maybe can be extracted from hover instead?
var entity = raycast.collider.get_parent()
deselect_all()
entity.select()
return
for entity: Entity in units_array:
# TODO: Optimize by searching only in spawned chunks
# select entities within the selection/draggin box
if entity.is_in_selection(select_box, cam):
entity.select()
else:
entity.deselect()
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## Draws the selection rectangle during drag or selection, using optimized or styled rendering
func _draw() -> void:
if not (draw_selection or perform_selection):return
if select_box and rect_style:
if optimized_rect:
draw_rect(select_box,box_color)
draw_rect(select_box,box_color_outline,false,2.0,true)
elif rect_style:
draw_style_box(rect_style,select_box)