extends Node2D @onready var world: World = $".." var base = preload("res://scene/base.tscn") func _unhandled_input(event): if event is InputEventMouseButton and event.is_pressed() and event.button_index == MOUSE_BUTTON_LEFT: var build: Base = base.instantiate() build.position = get_global_mouse_position() build.world = world build.corruption_pattern = ExpansionSquarePattern.new() build.corruption_pattern.expansion_finished.connect(build.on_corruption_finished) add_child(build) #world_grid.set_cell(2, world_grid.local_to_map(get_global_mouse_position()), 0, Vector2i(16,2))