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switcher_ui.gd
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extends Window
func _input(event):
print(OS.has_feature("mobile"))
print(event)
if event is InputEventScreenPinch and OS.has_feature("mobile"):
var cam = (get_tree().get_root().get_node('Game/%MapCamera/MapCamera') as Camera3D)
cam.size += -event.relative
cam.size = clamp(cam.size, 20, 600)
if event is InputEventScreenTwist and OS.has_feature("mobile"):
var cam = (get_tree().get_root().get_node('Game/%MapCamera/MapCamera') as Camera3D)
cam.rotation.y += event.relative
if event is InputEventSingleScreenDrag and OS.has_feature("mobile"):
var cam = (get_tree().get_root().get_node('Game/%MapCamera/MapCamera') as Camera3D)
cam.global_position += Vector3(-event.relative.x, 0, -event.relative.y).rotated(Vector3.UP, cam.global_rotation.y) * remap(cam.size, 20, 600, 0.3, 1) * 0.01
if event is InputEventSingleScreenTap and OS.has_feature("mobile"):
_toggle_switch(event.position)
if event is InputEventMouseMotion:
if event.is_command_or_control_pressed() and event.button_mask & MOUSE_BUTTON_LEFT == MOUSE_BUTTON_LEFT:
var cam = (get_tree().get_root().get_node('Game/%MapCamera/MapCamera') as Camera3D)
cam.size += -event.relative.y
cam.size = clamp(cam.size, 20, 600)
if (not event.is_command_or_control_pressed()) and event.button_mask & MOUSE_BUTTON_LEFT == MOUSE_BUTTON_LEFT:
var cam = (get_tree().get_root().get_node('Game/%MapCamera/MapCamera') as Camera3D)
cam.global_position += Vector3(-event.relative.x, 0, -event.relative.y).rotated(Vector3.UP, cam.global_rotation.y) * remap(cam.size, 20, 600, 0.3, 1) * 0.1
if event is InputEventMouseButton:
if event.pressed and event.button_mask & MOUSE_BUTTON_LEFT == MOUSE_BUTTON_LEFT:
var cam = (get_tree().get_root().get_node('Game/%MapCamera/MapCamera') as Camera3D)
var from = cam.project_ray_origin(event.position)
print(from)
var to = from + cam.project_ray_normal(event.position) * 1000
var params = PhysicsRayQueryParameters3D.new()
params.from = from
params.to = to
params.collide_with_areas = true
var collision = cam.get_world_3d().direct_space_state.intersect_ray(params)
if collision.is_empty():
return
if collision.collider is Switch3D:
collision.collider.toggle_switch()
func _toggle_switch(eve_position: Vector2):
var cam = (get_tree().get_root().get_node('Game/%MapCamera/MapCamera') as Camera3D)
var from = cam.project_ray_origin(eve_position)
var to = from + cam.project_ray_normal(eve_position) * 1000
var params = PhysicsRayQueryParameters3D.new()
params.from = from
params.to = to
params.collide_with_areas = true
var collision = cam.get_world_3d().direct_space_state.intersect_ray(params)
if collision.is_empty():
return
if collision.collider is Switch3D:
collision.collider.toggle_switch()