mirror of
https://github.com/Steffo99/nanogolf.git
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93 lines
No EOL
3 KiB
GDScript
93 lines
No EOL
3 KiB
GDScript
extends Node
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class_name LevelManager
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@export_category("References")
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## The [LevelPlaylist] to use to load [GolfLevel]s from.
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@export var playlist: LevelPlaylist = null
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## The [PlayerNodeDirectory] to use to determine which players to spawn on clients.
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@export var player_dir: PlayerNodeDirectory = null
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## Emitted when the [GolfBall] for the local player was spawned in a level.
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signal local_player_spawned(ball: GolfBall, level: GolfLevel)
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## Emitted when the current level is about to be destroyed.
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signal level_destroying(level: GolfLevel)
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## Emitted when the next level has been determined by calling [LevelPlaylist.advance].
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signal level_determined(scene: PackedScene)
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## Emitted when the new level has been added to the tree, but not built.
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signal level_created(level: GolfLevel)
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## Emitted when a level has been completed.
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signal level_completed(level: GolfLevel)
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## Emitted when all levels in the [field playlist] have been exausted.
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signal playlist_complete(playlist: LevelPlaylist)
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## The blank [GolfLevel] to initialize on clients.
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const base_scene: PackedScene = preload("res://scenes/golf_level.tscn")
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## The currently instantiated [GolfLevel].
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var level: GolfLevel = null
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## Create the empty [GolfLevel] object everywhere.
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@rpc("authority", "call_local", "reliable")
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func rpc_next_level():
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Log.peer(self, "Advancinng to the next level!")
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# Destroy the current level
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if level != null:
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Log.peer(self, "Destroying the current level: %s" % level)
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level_destroying.emit(level)
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level.queue_free()
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level = null
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# Determine the next level
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Log.peer(self, "Determining the next level...")
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var next = playlist.advance()
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Log.peer(self, "Determined the next level: %s" % next)
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level_determined.emit(next)
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## Make sure the playlist hasn't been exausted
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if next == null:
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Log.peer(self, "Playlist is complete, not doing anything.")
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playlist_complete.emit(playlist)
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return
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# Create the new level
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Log.peer(self, "Instantiating empty level template...")
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level = base_scene.instantiate()
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Log.peer(self, "Instantiated empty level template: %s" % level)
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# Configure the new level
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Log.peer(self, "Configuring level variables...")
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level.player_dir = player_dir
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level.local_player_spawned.connect(_on_local_player_spawned)
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level.level_completed.connect(_on_level_completed)
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if multiplayer.is_server():
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Log.peer(self, "Instantiating the target level scene...")
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level.target = next.instantiate()
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Log.peer(self, "Instantiated the target level scene: %s" % level.target)
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# Add the level to the tree
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Log.peer(self, "Adding level to the tree...")
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add_child(level, true)
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level_created.emit(level)
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# Start the replication
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if multiplayer.is_server():
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Log.peer(self, "Building level...")
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level.build()
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func _on_level_completed() -> void:
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Log.peer(self, "Level completed!")
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level_completed.emit(level)
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if is_multiplayer_authority():
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rpc_next_level.rpc()
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func _on_local_player_spawned(ball: GolfBall) -> void:
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Log.peer(self, "Local player spawned: %s" % ball)
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local_player_spawned.emit(ball, level) |