74 lines
2.3 KiB
GDScript
74 lines
2.3 KiB
GDScript
class_name PlayerSpawnerController
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extends Node3D
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var spawned_players: Dictionary = {}
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@export var spawn_controller: SpawnController
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var server_node: ServerData
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func _get_spawner() -> MultiplayerSpawner:
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return $PlayersSpawner
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func _get_root() -> Node3D:
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return $Players
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func _get_model_spawner() -> MultiplayerSpawner:
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return $ModelSpawner
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func _get_model_root() -> Node3D:
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return $Models
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func _ready() -> void:
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server_node = helpers.get_server_node()
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func _process(delta: float) -> void:
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for player in server_node.players:
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if not spawned_players.has(player):
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logger.debug("Spawning a player with id: " + str(player))
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var err := spawn_players(server_node.players[player])
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if err != OK:
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logger.error("Couldn't spawn a player, err: " + str(err))
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else:
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spawned_players[player] = 1
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# -- Spawn a player node and sync it across all peers
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func spawn_players(player_data: Dictionary) -> Error:
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var char : ServerNode = null
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char = ResourceLoader.load("res://scenes/player/server_node.tscn").instantiate()
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char.name = "PlayerPlaceholder_" + str(player_data.get("id"))
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var side = "attack"
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var spawn
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if side == PlayerData.blue:
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spawn = SpawnController.Sides.BLUE
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elif side == PlayerData.red:
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spawn = SpawnController.Sides.RED
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else:
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return ERR_CANT_CREATE
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var new_position: Vector3 = spawn_controller.get_spawner(spawn)
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char.owner_id = player_data.get("id")
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_get_root().add_child(char)
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char.shared_node.global_position = new_position
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return OK
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func spawn_player_model(owner_node: CharacterBody3D):
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var model_scene: PackedScene = ResourceLoader.load("res://scenes/characters/y-bot/character.tscn")
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var model: CharacterWrapper = model_scene.instantiate()
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model.global_position = owner_node.global_position
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model.owner_placeholder = owner_node
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_get_model_root().add_child(model)
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func remove_player(id: int) -> Error:
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if multiplayer.is_server():
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var found_childen: Array[Node] =_get_root().get_children()
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for found_child in found_childen:
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if found_child.owner_id:
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if found_child.owner_id == id:
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found_child.queue_free()
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return OK
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return ERR_UNAUTHORIZED
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func get_player_node(id: int) -> ServerNode:
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var nodes: Array[Node] = _get_root().get_children().filter(func(x: ServerNode): return x.owner_id == id)
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if nodes.size() > 0:
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return nodes[0]
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return null
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