2024-03-12 16:31:26 +00:00
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extends Node2D
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class_name GolfTee
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2024-03-14 04:17:00 +00:00
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## The [GolfBall] [PackedScene] to [method spawn].
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const ball_scene: PackedScene = preload("res://scenes/golf_ball.tscn")
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## Create a new [GolfBall] from [field ball_scene], initialize it with details from the given [PlayerNode], and return it.
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##
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## Note that this does not add the [GolfBall] to the scene tree, as it is the [GolfLevel]'s responsibility to do so.
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func create(playernode: PlayerNode) -> GolfBall:
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# Create the [GolfBall]
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var obj: GolfBall = ball_scene.instantiate()
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# Setup the initial values
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obj.global_position = global_position
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obj.player_name = playernode.player_name
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obj.player_color = playernode.player_color
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obj.set_multiplayer_authority(playernode.get_multiplayer_authority())
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# Create callables to be able to cleanup signals on destruction
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var on_name_changed: Callable = _on_name_changed.bind(obj)
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var on_color_changed: Callable = _on_color_changed.bind(obj)
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var on_possessed: Callable = _on_possessed.bind(obj)
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var on_cleanup: Callable = _on_cleanup.bind(playernode, on_name_changed, on_color_changed, on_possessed)
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# Setup signals to keep properties updated
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playernode.name_changed.connect(on_name_changed)
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playernode.color_changed.connect(on_color_changed)
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playernode.possessed.connect(on_possessed)
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obj.tree_exiting.connect(on_cleanup)
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# Return the created [GolfBall]
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return obj
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func _on_name_changed(_old: String, new: String, obj: GolfBall) -> void:
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obj.player_name = new
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func _on_color_changed(_old: Color, new: Color, obj: GolfBall) -> void:
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obj.player_color = new
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func _on_possessed(_old: int, new: int, obj: GolfBall) -> void:
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obj.set_multiplayer_authority(new)
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func _on_cleanup(playernode: PlayerNode, on_name_changed: Callable, on_color_changed: Callable, on_possessed: Callable) -> void:
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playernode.name_changed.disconnect(on_name_changed)
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playernode.color_changed.disconnect(on_color_changed)
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playernode.possessed.disconnect(on_possessed)
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