using Godot; public partial class PlantField : Node2D { private Sprite2D _plantSetter; private readonly Vector2 tile = new Vector2(Utility.TileWidth, Utility.TileHeight); private bool _canPlace; [Export] private PlantResource _plant; public override void _Ready() { LevelController.Instance.PlantField = this; _plantSetter = GetChild(0); } public override void _Process(double delta) { // Getting and storing global mouse position, setting plant-poiner to it var mouse_pos = GetGlobalMousePosition(); _plantSetter.GlobalPosition = mouse_pos; // Getting position in grid coordinates var expected_pos = (_plantSetter.GlobalPosition / tile).Ceil() * tile - new Vector2(20, 14); // Checking for boundaries bool inBoundary = expected_pos.X > Utility.LeftFieldBoundary.X && expected_pos.X < Utility.RightFieldBoundary.X && expected_pos.Y > Utility.LeftFieldBoundary.Y && expected_pos.Y < Utility.RightFieldBoundary.Y; // Setting visuals if (_plant != null && inBoundary) { _canPlace = true; Material.Set("shader_parameter/amount", 0); Cursor.Instance.SetPlantCursor(); _plantSetter.GlobalPosition = expected_pos; } else { _canPlace = false; Cursor.Instance.SetDefaultCursor(); Material.Set("shader_parameter/amount", 1); } // Spawning plant if (Input.IsMouseButtonPressed(MouseButton.Left) && _canPlace) { var plant = _plant.Scene.Instantiate(); LevelController.Instance.Pools.Plants.AddChild(plant); plant.GlobalPosition = expected_pos; } } }