class_name PlayerSpawnerController extends Node3D # Called when the node enters the scene tree for the first time. func _ready() -> void: pass # Replace with function body. # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: pass func _get_spawner() -> MultiplayerSpawner: return $MultiplayerSpawner func _get_root() -> Node3D: return $Players # -- 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 : Node3D = null var player_data: PlayerState = GameServerManager.players[id] char = ResourceLoader.load("res://scenes/player/placeholder.tscn").instantiate() char.name = "PlayerPlaceholder_" + str(player_data.id) char.owner_id = id var position: Vector3 = spawn_location.get_spawner(SpawnController.Sides.BLUE) char.set_server_position(position) _get_root().add_child(char) 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