Godot-RTS-Template/core/scripts/player_selection_manager.gd

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extends Control
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class_name SelectionManager
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var draw_selection := false
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var drag_start: Vector2
var select_box: Rect2
var perform_selection := false # Flag to trigger selection in _physics_process
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@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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@export var rect_style: StyleBoxFlat
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@onready var cam = get_viewport().get_camera_3d()
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func _ready() -> void:
if optimized_rect:return
func _unhandled_input(e: InputEvent) -> void:
if e is InputEventMouseButton and e.button_index == MOUSE_BUTTON_LEFT:
if e.pressed:
draw_selection = true
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drag_start = e.position
else:
# When button is released
draw_selection = false
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if drag_start.is_equal_approx(e.position):
# Single click: set a zero-sized selection box
select_box = Rect2(e.position, Vector2.ZERO)
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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,
max(drag_start.x, e.position.x) - x_min,
max(drag_start.y, e.position.y) - y_min)
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perform_selection = true # Trigger selection in _physics_process
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queue_redraw()
elif draw_selection and e is InputEventMouseMotion:
# Update selection box for drawing during drag
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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)
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queue_redraw()
func _physics_process(_delta: float) -> void:
if perform_selection:
update_selected_units()
perform_selection = false
func check_raycast(mouse_pos: Vector2, collision_mask: int = 4294967295) -> Dictionary:
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var from = cam.project_ray_origin(mouse_pos)
var to = from + cam.project_ray_normal(mouse_pos) * 1000 # Magic number
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var query = PhysicsRayQueryParameters3D.new()
query.from = from
query.to = to
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query.collision_mask = collision_mask
var space_state = cam.get_world_3d().direct_space_state
#DebugTools.DrawLine(from,to,25.0)
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return space_state.intersect_ray(query)
func update_selected_units() -> void:
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:
raycast = check_raycast(select_box.position)
if raycast:
print("found ",raycast.collider.name)
#breakpoint
for entity: Entity in units_array:
# TODO: Optimize by searching only in spawned chunks
if select_box.size == Vector2.ZERO:
# Single click: select entity under mouse via raycast
if raycast and entity.is_under_mouse(raycast):
entity.select()
else:
entity.deselect()
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else:
# Drag: select entities within the selection box
if entity.is_in_selection(select_box, cam):
entity.select()
else:
entity.deselect()
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func _draw() -> void:
if not (draw_selection or perform_selection):return
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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)