class_name TowerBase extends StaticBody3D @export var inventory: Inventory @export var block: Node3D @export var collider: CollisionShape3D @export var minimap_icon: Sprite3D @export var duration_label: Label @export var duration_sprites: Array[Sprite3D] = [] var game_manager: GameManager var owner_id: int var point: FlowNodeData var tower: Tower = null var has_cassette: bool : set(_value): return get: return inventory.size != 0 var duration: int = 0 : set(value): duration = value duration_label.text = str(value) get(): return duration func set_color(color: Color) -> void: $MeshInstance3D.material_override.set("shader_parameter/Color", color) func set_float(value: float) -> void: $MeshInstance3D.material_override.set("shader_parameter/Float", value) @rpc("reliable", "call_local", "any_peer") func networked_spawn_tower(cassette_index: int, caller_id: int) -> void: var cassette: Cassette = Data.cassettes[cassette_index] inventory.add(cassette) tower = inventory.item_at(0).turret_scene.instantiate() as Tower tower.stats = inventory.item_at(0).tower_stats tower.name = "tower" tower.base_name = name tower.owner_id = caller_id tower.position = Vector3(0, 1.2, 0) minimap_icon.modulate = Color.RED duration = 999 add_child(tower) @rpc("reliable", "call_local", "any_peer") func networked_remove_tower() -> void: var cassette: Cassette = inventory.remove_at(0) if !game_manager.cassette_gameplay: game_manager.connected_players_nodes[tower.owner_id].add_cassette(cassette) game_manager.connected_players_nodes[tower.owner_id].unready_self() tower.queue_free() tower = null minimap_icon.modulate = Color.GREEN func toggle_collision() -> void: collider.disabled = !collider.disabled func iterate_duration() -> void: duration -= 1 if duration <= 0: networked_remove_tower.rpc() func enable_duration_sprites() -> void: for sprite: Sprite3D in duration_sprites: sprite.visible = true func disable_duration_sprites() -> void: for sprite: Sprite3D in duration_sprites: sprite.visible = false