- Added some basic code that reacts to a bug being clicked.

- No need to check if the BugMarker dummy is valid any more, because it's definitely valid.
This commit is contained in:
Jamie Greunbaum 2024-05-17 01:49:10 -04:00
parent 8062cd3641
commit 49a9f775b8
2 changed files with 13 additions and 7 deletions

View File

@ -32,8 +32,9 @@ mesh = SubResource("QuadMesh_dd1nc")
[node name="Info" type="Area3D" parent="Billboard" groups=["BugMarkerInfo"]]
collision_layer = 4294967295
collision_mask = 4294967295
collision_mask = 0
monitoring = false
monitorable = false
[node name="CollisionShape3D" type="CollisionShape3D" parent="Billboard/Info"]
shape = SubResource("SphereShape3D_t2p88")

View File

@ -292,6 +292,12 @@ func __raycast_to_world():
__laser_beam.visible = false
func __place_marker(_position:Vector3, _normal:Vector3):
if __raycast_collision:
var collider : Area3D = __raycast_collision["collider"] as Area3D
if collider and collider.is_in_group("BugMarkerInfo"):
print("Hit a guy!")
return
var marker : BugMarker = (load(bug_marker) as PackedScene).instantiate() as BugMarker
get_tree().get_root().add_child(marker)
marker.global_position = _position
@ -300,7 +306,6 @@ func __place_marker(_position:Vector3, _normal:Vector3):
func __place_dummy_marker():
if __bug_marker_dummy:
if __raycast_collision:
__bug_marker_dummy.set_rotation_to_normal(__raycast_collision["normal"])
__bug_marker_dummy.visible = true