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@ -1,123 +1,34 @@ |
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extends "res://scripts/player.gd" |
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var walls = [] |
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var placing_wall_node |
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var is_placing_wall = false |
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const max_walls = 100 |
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onready var placement = preload("res://scripts/placement.gd").new() |
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# --- Godot overrides --- |
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func _ready(): |
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# connect("start_placement", self, "add_wall") |
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# connect("confirm_placement", self, "finalize_wall") |
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placement.player = self |
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placement.start_action = "hero_1_place_wall" |
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placement.confirm_action = "hero_1_confirm_wall" |
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placement.delete_action = "hero_1_remove_wall" |
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placement.scene_path = "res://scenes/heroes/1_wall.tscn" |
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placement.max_placed = 100 |
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func _process(delta): |
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if is_network_master(): |
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# We allow you to just click to place, without needing to press E |
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var place_wall = Input.is_action_just_pressed("hero_1_confirm_wall") |
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if Input.is_action_just_pressed("hero_1_place_wall") or (place_wall and not is_placing_wall): |
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# Press button twice to cancel |
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if is_placing_wall: |
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# We changed our mind, delete the placing wall |
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placing_wall_node.queue_free() |
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is_placing_wall = false |
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else: |
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# Make a floating placement wall |
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placing_wall_node = add_wall() |
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is_placing_wall = true |
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if Input.is_action_just_pressed("hero_1_remove_wall"): |
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var look_ray = get_node("TPCamera/Camera/Ray") |
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var removing = look_ray.get_collider() |
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var wall = walls.find(removing) |
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if wall != -1: |
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rpc("remove_wall", wall) |
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if is_placing_wall or place_wall: |
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position_wall(placing_wall_node) |
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if place_wall: |
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finalize_wall(placing_wall_node) |
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rpc("slave_place_wall", placing_wall_node.get_transform()) |
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placing_wall_node = null |
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is_placing_wall = false |
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placement.place_input() |
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func _exit_tree(): |
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clear_walls() |
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._exit_tree() |
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if placement: |
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placement.clear() |
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# --- Player overrides --- |
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func spawn(): |
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.spawn() |
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clear_walls() |
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if placement: |
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placement.clear() |
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# --- Own --- |
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# Find the point we're looking at, and put the wall there |
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func position_wall(wall): |
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var aim = get_node("Yaw/Pitch").get_global_transform().basis |
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var look_ray = get_node("TPCamera/Camera/Ray") |
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var pos = look_ray.get_collision_point() |
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wall.set_translation(pos) |
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var normal = look_ray.get_collision_normal() |
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var towards = normal + pos |
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var up = aim[2] # Wall should be horizontal to my view |
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# This helps nearly horizontal walls be easier to make flat |
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# We have two methods I'm deciding between |
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var use_method_two = true |
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if not use_method_two: |
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# Method one: only allow horizontal or vertical, based on whether the surface faces you |
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var wall_wall_margin = 0.75 |
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if normal.dot(Vector3(0,1,0)) < wall_wall_margin: |
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var margin = 0.8 |
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if up.dot(normal) > margin: # The wall is facing us |
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# We want flat |
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up = Vector3(0,1,0) |
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else: |
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# We want straight |
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up.y = 0 |
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else: |
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# Method two: Make y more aggressive than other dimensions |
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up.y = 3 * tanh(up.y) |
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up = up.normalized() |
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wall.look_at(towards, up) |
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func clear_walls(): |
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for wall in walls: |
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wall.queue_free() |
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walls = [] |
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slave func slave_place_wall(tf): |
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var wall = add_wall() |
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finalize_wall(wall, tf) |
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sync func remove_wall(index): |
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walls[index].queue_free() |
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walls.remove(index) |
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# Creates wall, adds to world, and returns the node |
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func add_wall(): |
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var wall = preload("res://scenes/wall.tscn").instance() |
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var friendly = player_info.is_right_team == master_player.player_info.is_right_team |
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var color = friend_color if friendly else enemy_color |
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get_node("/root/Level").add_child(wall) |
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wall.init(self, color) |
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return wall |
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func finalize_wall(wall, tf=null): |
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if tf: |
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wall.set_transform(tf) |
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wall.place() |
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# Remember this wall, and return to non-placing state |
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# We need to do this even as slave, because we keep track of the count |
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walls.append(wall) |
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check_wall_count() |
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func check_wall_count(): |
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# If we've made max_walls, remove the first we made |
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if walls.size() > max_walls: |
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walls[0].queue_free() |
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walls.pop_front() |
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# When placing, make the about-to-disappear wall translucent |
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if walls.size() >= max_walls: |
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walls[0].make_last() |
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