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View Code? Open in Web Editor NEWRTS :european_castle: + Godot 3 :robot:
RTS :european_castle: + Godot 3 :robot:
Once braves has finished their task in a Source, they go to the nearest delivery point and deposit all they are carrying
Needs #7
I want to implement a building system. For units movement, I'm using NavigationPolygonInstance, with some "negative" areas where units cannot break through.
Each building type will have its own scene.
The problem is: what happens when a new building is created, a building scene is instanced? How do I edit the NavigationPolygonInstance to add a new "negative" area around the new building has been built, so units cannot break trough?
I thought I could create an NavigationPolygonInstance within the building scene, so both Navigation nodes (in the building scene and the parent scene (called Main)) could merge... but it's not working, so I'm running out of ideas.
Here's a pic of my project, the main building (red roof) and the farm are not instanced scenes, they are embedded in the Main scene.
Currently, units start working in a Source as soon as they enter on Source area.
They must implement the same behaviour as buildings you can take shelter, only start when clicked
When clicking at button to unselect unit, unit is unselected but button is not erased from UI.
Can use the button to count selected units and unselect them all at once...
Tasks (aka farms, trees...) must be autonomous in order to:
Add Global game state for better management
When clicking and dragging, area is draw but selection is not working ๐ฝ
Units that took shelter in some building, must back to the game when needed
The units must appear as unit buttons
Buttons of new units are showing as part of the GUI, but not deleted when selecting the townCenter
Each Source (aka tasks) has 4 slots for braves to work
Select a single unit and then select the CU
A huge refactor is needed in order to determine the selection system, for units and buildings
Similar units must have defined action buttons.
Braves can:
If more unit types are selected, only common action buttons are displayed
Units move in some point around the click, randomized, we need them to move right in the click point
Rename variables, methods, assign responsabilities carefully...
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