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2026-01-21 23:51:53 +01:00
commit 60b208fee0
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extends Node3D
class_name MapLogic
signal onCollision
signal missionLost
@export var debugObj: PackedScene
@export var pathPivot: Node3D
@export var drawDebugCubesPathfinding:= false
@export var pathfindingGridLoader: PathfindingGridLoader
var astar : AStar2D
@export var playerStartPos: Vector3 = Vector3(0,0,0)
func _ready() -> void:
if pathfindingGridLoader: pathfindingGridLoader.loadGrid()
func looseMission() -> void:
missionLost.emit()
func finishAstarSetup() -> void: ##Run this in process or physics process of the child map class
if pathfindingGridLoader:
if pathfindingGridLoader.loading_done:
astar = pathfindingGridLoader.astar
print(astar.get_point_count())
pathfindingGridLoader.queue_free()
if drawDebugCubesPathfinding: #Only for debugging
for point in astar.get_point_ids():
var point_position: Vector2 = astar.get_point_position(point)
addObject(debugObj,pathPivot,Vector3(point_position.x,0.2,point_position.y))
func addObject(AddedObject:PackedScene, Parent: Node, Position: Vector3, Rotation: Vector3= Vector3(0,0,0)):
var obj = AddedObject.instantiate()
Parent.add_child(obj)
obj.position = Position
obj.rotation = Rotation
return obj