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class_name Floor
extends Node3D
var base = Node3D.new()
var item: Item = null
var item_base: Node3D
enum Facing {
NEG_Y = 0,
NEG_X = 1,
Y = 2,
X = 3,
}
func _init(rename: String, _neighbors: Array):
add_child(load("res://models/prefabs/map/floor_kitchen_small.tscn").instantiate())
base.name = "Base"
base.position += Vector3(0.5, 0, 0.5)
add_child(base)
self.name = rename
var item_base_ = Node3D.new()
item_base_.position = interact_target()
item_base_.name = "ItemBase"
base.add_child(item_base_)
item_base = item_base_
func turn_facing(facing: Facing):
base.rotate_y(facing * 0.5 * PI + PI)
func tile_name(idx):
if idx == null:
return null
return Multiplayer.tile_names[idx]
# defines where items go when interacting
static func interact_target() -> Vector3:
return Vector3(0, 0, 0)
# actions when interacting, e.g. animations
func interact():
pass
func put_item(i: Item):
if item != null:
push_error("already holding an item")
item = i
i.owned_by = item_base
func take_item() -> Item:
var i = item
item = null
return i
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