Files
Decked-Out-Defense/Scenes/TowerBase/tower_base.gd
2025-08-23 20:27:22 +10:00

106 lines
2.7 KiB
GDScript

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: FlowNode
var tower: Tower = null
var has_card: 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)
func add_card(card: Card, caller_id: int) -> void:
inventory.add(card)
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
#enable_duration_sprites()
add_child(tower)
func remove_card() -> void:
var card: Card = inventory.remove_at(0)
if !game_manager.card_gameplay:
game_manager.connected_players_nodes[tower.owner_id].add_card(card)
game_manager.connected_players_nodes[tower.owner_id].unready_self()
tower.queue_free()
#disable_duration_sprites()
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
@rpc("reliable", "call_local", "any_peer")
func networked_spawn_tower(card_index: int, caller_id: int) -> void:
var card: Card = Data.cards[card_index]
inventory.add(card)
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
#enable_duration_sprites()
add_child(tower)
@rpc("reliable", "call_local", "any_peer")
func networked_remove_tower() -> void:
var card: Card = inventory.remove_at(0)
if !game_manager.card_gameplay:
game_manager.connected_players_nodes[tower.owner_id].add_card(card)
game_manager.connected_players_nodes[tower.owner_id].unready_self()
tower.queue_free()
#disable_duration_sprites()
tower = null
minimap_icon.modulate = Color.GREEN