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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 = 3
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func _process(delta):
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if is_network_master():
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if Input.is_action_just_pressed("hero_1_place_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 is_placing_wall:
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# Find the point we're looking at, and put the wall there
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var aim = get_node("Yaw/Pitch").get_global_transform().basis
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var look_ray = get_node("Yaw/Pitch/Ray")
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var pos = look_ray.get_collision_point()
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placing_wall_node.set_translation(pos)
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var towards = look_ray.get_collision_normal() + pos
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var up = -aim[2] # Wall should be horizontal to my view
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placing_wall_node.look_at(towards, up)
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if Input.is_action_just_pressed("hero_1_confirm_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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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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# 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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get_node("/root/world").add_child(wall)
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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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# Originally, the wall is disabled to avoid weird physics
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wall.get_node("CollisionShape").disabled = false
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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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