class_name StarterIslandRegion extends GrayboxRegion const FishingShopInteractionType = preload( "res://world/fishing_shop_interaction.gd" ) @export var visual_mesh_path: NodePath = ( ^"Visuals/StarterIslandModel/starter_island" ) @export var terrain_collision_shape_path: NodePath = ( ^"StaticCollision/Terrain/Shape" ) @export var player_spawn_path: NodePath = ^"PlayerSpawn" @export var fishing_shop_path: NodePath = ( ^"Interactables/FishingShopWorld/FishingShopInteraction" ) @export var pelican_landmark_path: NodePath = ( ^"Interactables/PelicanCoolerPerch" ) @export_group("Grass Surface") @export var grass_material: Material @export_range(0, 16, 1) var grass_surface_index: int = 0 func _ready() -> void: _apply_grass_material() _build_terrain_collision() func get_player_spawn_transform() -> Transform3D: var spawn: Marker3D = get_node_or_null(player_spawn_path) as Marker3D return spawn.global_transform if spawn != null else global_transform func get_fishing_shop() -> FishingShopInteractionType: return get_node_or_null(fishing_shop_path) as FishingShopInteractionType func get_pelican_landmark() -> Node3D: return get_node_or_null(pelican_landmark_path) as Node3D func has_terrain_collision() -> bool: var collision_shape: CollisionShape3D = ( get_node_or_null(terrain_collision_shape_path) as CollisionShape3D ) return collision_shape != null and collision_shape.shape != null func _apply_grass_material() -> void: var visual_mesh: MeshInstance3D = ( get_node_or_null(visual_mesh_path) as MeshInstance3D ) if visual_mesh == null or visual_mesh.mesh == null: push_error("Starter island visual mesh is unavailable.") return if grass_material == null: push_error("Starter island grass material is unavailable.") return if grass_surface_index >= visual_mesh.mesh.get_surface_count(): push_error("Starter island grass surface index is invalid.") return if visual_mesh.mesh.surface_get_name(grass_surface_index) != "grass": push_error("Starter island grass surface name does not match.") return visual_mesh.set_surface_override_material( grass_surface_index, grass_material ) func _build_terrain_collision() -> void: var visual_mesh: MeshInstance3D = ( get_node_or_null(visual_mesh_path) as MeshInstance3D ) var collision_shape: CollisionShape3D = ( get_node_or_null(terrain_collision_shape_path) as CollisionShape3D ) if visual_mesh == null or visual_mesh.mesh == null: push_error("Starter island visual mesh is unavailable.") return if collision_shape == null: push_error("Starter island collision owner is unavailable.") return var terrain_shape: ConcavePolygonShape3D = ( visual_mesh.mesh.create_trimesh_shape() ) if terrain_shape == null or terrain_shape.get_faces().is_empty(): push_error("Starter island terrain collision could not be created.") return collision_shape.shape = terrain_shape