fixed building walls and moving cassettes around
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@@ -32,7 +32,9 @@ func set_float(value: float) -> void:
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$MeshInstance3D.material_override.set("shader_parameter/Float", value)
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func add_card(card: Card, caller_id: int) -> void:
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@rpc("reliable", "call_local", "any_peer")
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func networked_spawn_tower(card_index: int, caller_id: int) -> void:
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var card: Card = Data.cards[card_index]
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inventory.add(card)
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tower = inventory.item_at(0).turret_scene.instantiate() as Tower
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tower.stats = inventory.item_at(0).tower_stats
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@@ -42,17 +44,16 @@ func add_card(card: Card, caller_id: int) -> void:
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tower.position = Vector3(0, 1.2, 0)
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minimap_icon.modulate = Color.RED
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duration = 999
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#enable_duration_sprites()
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add_child(tower)
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func remove_card() -> void:
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@rpc("reliable", "call_local", "any_peer")
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func networked_remove_tower() -> void:
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var card: Card = inventory.remove_at(0)
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if !game_manager.card_gameplay:
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game_manager.connected_players_nodes[tower.owner_id].add_card(card)
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game_manager.connected_players_nodes[tower.owner_id].unready_self()
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tower.queue_free()
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#disable_duration_sprites()
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tower = null
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minimap_icon.modulate = Color.GREEN
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@@ -75,31 +76,3 @@ func enable_duration_sprites() -> void:
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func disable_duration_sprites() -> void:
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for sprite: Sprite3D in duration_sprites:
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sprite.visible = false
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@rpc("reliable", "call_local", "any_peer")
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func networked_spawn_tower(card_index: int, caller_id: int) -> void:
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var card: Card = Data.cards[card_index]
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inventory.add(card)
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tower = inventory.item_at(0).turret_scene.instantiate() as Tower
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tower.stats = inventory.item_at(0).tower_stats
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tower.name = "tower"
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tower.base_name = name
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tower.owner_id = caller_id
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tower.position = Vector3(0, 1.2, 0)
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minimap_icon.modulate = Color.RED
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duration = 999
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#enable_duration_sprites()
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add_child(tower)
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@rpc("reliable", "call_local", "any_peer")
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func networked_remove_tower() -> void:
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var card: Card = inventory.remove_at(0)
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if !game_manager.card_gameplay:
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game_manager.connected_players_nodes[tower.owner_id].add_card(card)
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game_manager.connected_players_nodes[tower.owner_id].unready_self()
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tower.queue_free()
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#disable_duration_sprites()
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tower = null
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minimap_icon.modulate = Color.GREEN
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