Add a map-loader sctipt
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52
scenes/maps/base/spawn_controller.gd
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52
scenes/maps/base/spawn_controller.gd
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class_name SpawnController extends Node3D
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@export_category("SpawnController")
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@onready var blue_spawners: Node3D = $Blue
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@onready var red_spawners: Node3D = $Red
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const SINGLE_SPAWN_CONTROLLER_PATH = "res://scenes/maps/base/single_spawn_controller.gd"
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enum Sides {BLUE, RED, UNDEFINED}
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@export var side: Sides = Sides.UNDEFINED
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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var single_spawn_controller: GDScript = ResourceLoader.load(SINGLE_SPAWN_CONTROLLER_PATH)
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for spawn: Node3D in blue_spawners.get_children():
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spawn.set_script(single_spawn_controller)
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for spawn: Node3D in red_spawners.get_children():
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spawn.set_script(single_spawn_controller)
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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func _get_available_spawn(spawn_set: Node3D) -> Node3D:
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if multiplayer.is_server():
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var spawns: Array[Node3D] = []
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for spawn: Node3D in spawn_set.get_children():
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if not spawn.busy:
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spawns.push_back(spawn)
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print(spawns.size())
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var random_index: int = randi_range(0, spawns.size() - 1)
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print(random_index)
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return spawns[random_index]
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return null
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func get_spawner(team: Sides) -> Vector3:
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match team:
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Sides.BLUE:
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var spawn := _get_available_spawn(blue_spawners)
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return spawn.choose_spawn_location()
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Sides.RED:
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print("red")
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return Vector3(0,0,0)
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_:
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print("хз")
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return Vector3(0,0,0)
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# Get all spawners for each team
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