extends Node2D class_name GolfTee ## Emitted when all connected [GolfBall]s have entered the hole. signal everyone_entered_hole ## The [GolfBall] [PackedScene] to [method spawn]. const ball_scene: PackedScene = preload("res://scenes/golf_ball.tscn") ## Add a new [GolfBall] from [field ball_scene], initialize it with details from the given [PlayerNode], and return it. func spawn(playernode: PlayerNode) -> GolfBall: # Create the [GolfBall] var obj: GolfBall = ball_scene.instantiate() # Setup the initial values obj.position = Vector2.ZERO obj.name = "GolfBall__%s" % playernode.player_name obj.player_name = playernode.player_name obj.player_color = playernode.player_color obj.set_multiplayer_authority(playernode.get_multiplayer_authority()) obj.putt_controller.can_putt = not multiplayer.is_server() and playernode.is_multiplayer_authority() # Create callables to be able to cleanup signals on destruction var on_name_changed: Callable = _on_name_changed.bind(obj) var on_color_changed: Callable = _on_color_changed.bind(obj) var on_possessed: Callable = _on_possessed.bind(obj) var on_cleanup: Callable = _on_cleanup.bind(playernode, on_name_changed, on_color_changed, on_possessed) # Setup signals to keep properties updated playernode.name_changed.connect(on_name_changed) playernode.color_changed.connect(on_color_changed) playernode.possessed.connect(on_possessed) obj.tree_exiting.connect(on_cleanup) obj.entered_hole.connect(_on_entered_hole.bind(playernode)) # Add the golf ball as a child of the tee add_child(obj) # Return the created [GolfBall] return obj func is_everyone_in_hole() -> bool: for child in get_children(): var ball: GolfBall = child as GolfBall if ball == null: # Ignore collision sounds continue if ball.get_multiplayer_authority() == 1: continue if not ball.in_hole: return false return true func _on_name_changed(_old: String, new: String, obj: GolfBall) -> void: obj.name = "GolfBall__%s" % new obj.player_name = new func _on_color_changed(_old: Color, new: Color, obj: GolfBall) -> void: obj.player_color = new func _on_possessed(_old: int, new: int, obj: GolfBall) -> void: obj.set_multiplayer_authority(new) obj.putt_controller.can_putt = is_multiplayer_authority() func _on_cleanup(playernode: PlayerNode, on_name_changed: Callable, on_color_changed: Callable, on_possessed: Callable) -> void: playernode.name_changed.disconnect(on_name_changed) playernode.color_changed.disconnect(on_color_changed) playernode.possessed.disconnect(on_possessed) func _on_entered_hole(strokes: int, playernode: PlayerNode) -> void: if playernode.is_multiplayer_authority(): playernode.report_score(strokes) if is_everyone_in_hole(): everyone_entered_hole.emit()