extends Node2D class_name GolfTee ## The [GolfBall] [PackedScene] to [method spawn]. const ball_scene: PackedScene = preload("res://scenes/golf_ball.tscn") ## Create a new [GolfBall] from [field ball_scene], initialize it with details from the given [PlayerNode], and return it. ## ## Note that this does not add the [GolfBall] to the scene tree, as it is the [GolfLevel]'s responsibility to do so. func create(playernode: PlayerNode) -> GolfBall: # Create the [GolfBall] var obj: GolfBall = ball_scene.instantiate() # Setup the initial values obj.global_position = global_position obj.player_name = playernode.player_name obj.player_color = playernode.player_color obj.set_multiplayer_authority(playernode.get_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) # Return the created [GolfBall] return obj func _on_name_changed(_old: String, new: String, obj: GolfBall) -> void: 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) 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)