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- extends "res://scripts/player.gd"
-
- var walls = []
- var placing_wall_node
- var is_placing_wall = false
-
- const max_walls = 7
-
- func _process(delta):
- if is_network_master():
-
- if Input.is_action_just_pressed("hero_1_place_wall"):
- # Press button twice to cancel
- if is_placing_wall:
- # We changed our mind, delete the placing wall
- placing_wall_node.queue_free()
- is_placing_wall = false
- else:
- # Make a floating placement wall
- placing_wall_node = add_wall()
- is_placing_wall = true
-
- if is_placing_wall:
- # Find the point we're looking at, and put the wall there
- var aim = get_node("Yaw/Pitch").get_global_transform().basis
- var look_ray = get_node("TPCamera/Camera/Ray")
- var pos = look_ray.get_collision_point()
- placing_wall_node.set_translation(pos)
- var towards = look_ray.get_collision_normal() + pos
- var up = -aim[2] # Wall should be horizontal to my view
- placing_wall_node.look_at(towards, up)
-
- if Input.is_action_just_pressed("hero_1_confirm_wall"):
- finalize_wall(placing_wall_node)
- rpc("slave_place_wall", placing_wall_node.get_transform())
- placing_wall_node = null
- is_placing_wall = false
-
- func _exit_tree():
- for wall in walls:
- wall.queue_free()
-
- slave func slave_place_wall(tf):
- var wall = add_wall()
- finalize_wall(wall, tf)
-
- # Creates wall, adds to world, and returns the node
- func add_wall():
- var wall = preload("res://scenes/wall.tscn").instance()
- var friendly = player_info.is_right_team == master_player.player_info.is_right_team
- var color = friend_color if friendly else enemy_color
- wall.init(self, color)
- get_node("/root/Level").add_child(wall)
- return wall
-
- func finalize_wall(wall, tf=null):
- if tf:
- wall.set_transform(tf)
- wall.place()
- # Remember this wall, and return to non-placing state
- # We need to do this even as slave, because we keep track of the count
- walls.append(wall)
- check_wall_count()
-
- func check_wall_count():
- # If we've made max_walls, remove the first we made
- if walls.size() > max_walls:
- walls[0].queue_free()
- walls.pop_front()
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