class_name MapController extends Node @export_category("MapController") const PLAYER_SPAWNER: String = "res://scenes/maps/base/player_spawner/player_spawner.tscn" const OBJECT_SPAWNER: String = "res://scenes/maps/base/object_spawner/object_spawner.tscn" var player_spawner: PlayerSpawnerController var object_spawner: Node3D @onready var spawn_locations: SpawnController = $SpawnLocations func _on_player_connected(id): if multiplayer.is_server(): GameServerManager.load_map.rpc_id(id, GameServerManager.current_map) # add the player to the # Called when the node enters the scene tree for the first time. func _ready() -> void: # add player spawner var err: Error = OK err = _add_player_spawner() if err != OK: push_error("Couldn't load player spawner") err = _add_object_spawner() if err != OK: push_error("Couldn't load object spawner") # add objects spawner if not OS.has_feature("dedicated_server"): _request_spawn.rpc_id(1, multiplayer.get_unique_id()) pass # Replace with function body. # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: if multiplayer.is_server(): var active_players = player_spawner._get_root().get_children() for n in active_players: if not GameServerManager.players.has(n.owner_id): _remove_player(n.owner_id) @rpc("call_local", "reliable", "any_peer") func _request_spawn(id: int): _spawn_player(id) func _spawn_player(id: int): player_spawner.spawn_players(spawn_locations, id) func _remove_player(id: int): player_spawner.remove_player(id) func _add_player_spawner() -> Error : if not ResourceLoader.exists(PLAYER_SPAWNER): return ERR_DOES_NOT_EXIST var scene: PackedScene = ResourceLoader.load(PLAYER_SPAWNER) if not scene.can_instantiate(): return ERR_CANT_OPEN var node: Node3D = scene.instantiate() add_child(node) player_spawner = node return OK func _add_object_spawner() -> Error : if not ResourceLoader.exists(OBJECT_SPAWNER): return ERR_DOES_NOT_EXIST var scene: PackedScene = ResourceLoader.load(OBJECT_SPAWNER) if not scene.can_instantiate(): return ERR_CANT_OPEN var node: Node3D = scene.instantiate() add_child(node) object_spawner = node return OK var bullet_amount: int = 0 func spawn_bullet(starting_point: Node3D, speed: int, damage: int): var node: Node3D = ResourceLoader.load("res://scenes/weapon/bullet.tscn").instantiate() node.position = starting_point.global_position node.transform.basis = starting_point.global_transform.basis node.name = str(bullet_amount) node.speed = speed node.damage = damage bullet_amount += 1 var spawner: MultiplayerSpawner = object_spawner.find_child("MultiplayerSpawner") var root_node: Node3D = object_spawner.find_child("Objects") spawner.spawn(node) root_node.add_child(node)