Placement check with collision

This commit is contained in:
2025-08-26 22:10:13 +08:00
parent 31723217ea
commit 44cd74b07c
5 changed files with 67 additions and 26 deletions

View File

@@ -24,13 +24,29 @@ public partial class PlacementManager : Node2D
AddChild(_ghostBuilding);
}
_ghostBuilding.Position = GridUtils.GridToWorld(_hoveredCell);
_ghostBuilding.SetGhostMode(true);
var placementPos = GridUtils.GridToWorld(_hoveredCell);
var spaceState = GetWorld2D().DirectSpaceState;
var centerPos = placementPos + new Vector2(GridUtils.TileSize / 2f, GridUtils.TileSize / 2f);
var query = new PhysicsPointQueryParameters2D
{
Position = centerPos,
CollideWithBodies = true,
CollideWithAreas = true,
CollisionMask = uint.MaxValue // check against all layers/masks
// Exclude = new Godot.Collections.Array<Rid>() // optional, see below
};
var collision = spaceState.IntersectPoint(query, 8);
var canPlace = Grid.IsCellFree(_hoveredCell) && collision.Count == 0;
_ghostBuilding.Position = placementPos;
_ghostBuilding.SetGhostMode(canPlace);
// Left click to place
if (!Input.IsActionPressed("build_tile") || !Grid.IsCellFree(_hoveredCell)) return;
if (!Input.IsActionPressed("build_tile") || !canPlace) return;
_ghostBuilding.SetGhostMode(false);
_ghostBuilding.FinalizePlacement();
Grid.OccupyCell(_hoveredCell, _ghostBuilding);
_ghostBuilding = (BaseTile)BuildingScene.Instantiate();