extends TileMapLayer @onready var building_level = get_parent().get_child(0) 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_level.building_spots: erase_cell(spot) if not building_mode and building_level.building_spots.has(tile): set_cell(tile, 4, Vector2i(0, 0), 0)