mtd/Scripts/tower_base.gd
2024-03-30 00:54:41 +11:00

99 lines
2.6 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 north_icon: Sprite3D
@export var south_icon: Sprite3D
@export var east_icon: Sprite3D
@export var west_icon: Sprite3D
@export var north_mesh: CSGBox3D
@export var south_mesh: CSGBox3D
@export var east_mesh: CSGBox3D
@export var west_mesh: CSGBox3D
@export var north_collider: CollisionShape3D
@export var south_collider: CollisionShape3D
@export var east_collider: CollisionShape3D
@export var west_collider: CollisionShape3D
var owner_id: int
var point_id: int
var tower: Tower = null
var has_card: bool :
set(_value):
return
get:
return inventory.size != 0
func set_color(color: Color) -> void:
$MeshInstance3D.set_instance_shader_parameter("Color", color)
func set_float(value: float) -> void:
$MeshInstance3D.set_instance_shader_parameter("Float", value)
func add_card(card: Card, caller_id: int) -> void:
networked_spawn_tower.rpc(Data.cards.find(card), caller_id)
func remove_card() -> void:
networked_remove_tower.rpc()
func toggle_collision() -> void:
collider.disabled = !collider.disabled
func set_north_wall(value: bool) -> void:
north_mesh.set_visible(value)
north_collider.disabled = !value
func set_south_wall(value: bool) -> void:
south_mesh.set_visible(value)
south_collider.disabled = !value
func set_east_wall(value: bool) -> void:
east_mesh.set_visible(value)
east_collider.disabled = !value
func set_west_wall(value: bool) -> void:
west_mesh.set_visible(value)
west_collider.disabled = !value
@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.contents.keys()[0].turret_scene.instantiate() as Tower
tower.stats = inventory.contents.keys()[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
north_icon.modulate = Color.RED
south_icon.modulate = Color.RED
west_icon.modulate = Color.RED
east_icon.modulate = Color.RED
add_child(tower)
@rpc("reliable", "call_local", "any_peer")
func networked_remove_tower() -> void:
Game.connected_players_nodes[tower.owner_id].add_card(inventory.remove_at(0))
Game.connected_players_nodes[tower.owner_id].unready_self()
tower.queue_free()
tower = null
minimap_icon.modulate = Color.GREEN
north_icon.modulate = Color.GREEN
south_icon.modulate = Color.GREEN
west_icon.modulate = Color.GREEN
east_icon.modulate = Color.GREEN