extends TileMapLayer @export var building_spots: Array[Vector2i] var building_data = {} func _process(delta: float) -> void: var tile = local_to_map(get_global_mouse_position()) var building_mode = Persister.get_value("building_mode") for spot in building_spots: if not building_data.has(spot): erase_cell(spot) if not building_mode: return if building_spots.has(tile): set_cell(tile, 0, Vector2i(0,0), 0) func place_building(): var tile = local_to_map(get_global_mouse_position()) if building_spots.has(tile): Persister.persist_data("building_mode", false) building_data[tile] = { "key": Persister.get_value("building_key"), } Persister.persist_data("drag_mode", false) func show_info_building(): var tile = local_to_map(get_global_mouse_position()) if building_data.has(tile): Triggerer.trigger("show_info", building_data[tile])