class_name PlayerSpawnerController extends Node3D func _get_spawner() -> MultiplayerSpawner: return $PlayersSpawner func _get_root() -> Node3D: return $Players func _get_model_spawner() -> MultiplayerSpawner: return $ModelSpawner func _get_model_root() -> Node3D: return $Models # -- Spawn a player node and sync it across all peers func spawn_players(spawn_location: SpawnController, id: int) -> Error: if multiplayer.is_server(): var char : ServerNode = null var player_data: PlayerData = GameServerAutoload.players[id] char = ResourceLoader.load("res://scenes/player/server_node.tscn").instantiate() char.name = "PlayerPlaceholder_" + str(player_data.id) var new_position: Vector3 = spawn_location.get_spawner(SpawnController.Sides.BLUE) char.owner_id = id _get_root().add_child(char) char.shared_node.global_position = new_position var model_scene: PackedScene = ResourceLoader.load("res://scenes/characters/y-bot/character.tscn") var model: CharacterWrapper = model_scene.instantiate() model.global_position = new_position _get_model_root().add_child(model) return OK return ERR_UNAUTHORIZED func remove_player(id: int) -> Error: if multiplayer.is_server(): var found_childen: Array[Node] =_get_root().get_children() for found_child in found_childen: if found_child.owner_id: if found_child.owner_id == id: found_child.queue_free() return OK return ERR_UNAUTHORIZED func get_player_node(id: int) -> ServerNode: var nodes: Array[Node] = _get_root().get_children().filter(func(x: ServerNode): return x.owner_id == id) if nodes.size() > 0: return nodes[0] return null