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

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GDScript3
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2025-07-22 17:30:44 +00:00
extends Control
var selecting:=false
var drag_start: Vector2
var select_box: Rect2
@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)
@export var rect_style: StyleBoxFlat
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:
selecting = true
drag_start = e.position
else: # when button is released
selecting = false
if drag_start.is_equal_approx(e.position):
select_box = Rect2(e.position, Vector2.ZERO) # when just clicked
queue_redraw()
update_selected_units()
elif selecting and e is InputEventMouseMotion:
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)
update_selected_units()
queue_redraw()
#HACK :https://www.youtube.com/watch?v=NxW9t-YgJkM
func update_selected_units() -> int:
var units_selected := 0
for unit in get_tree().get_nodes_in_group('selectable-units'): #TODO: currently searching in all unit in the world. Should search in spawned in the chunk
if unit.is_in_selection(select_box):
unit.select()
units_selected += 1
else:
unit.deselect()
return units_selected
func _draw() -> void:
if not selecting: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)