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55 lines
2.5 KiB
GDScript
55 lines
2.5 KiB
GDScript
extends Node
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class_name PlayerNodeDirectory
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## The scene to instantiate on creation of a new [PlayerNode].
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@export var playernode_scene: PackedScene = preload("res://scenes/playernode.tscn")
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## Find the subordinate [PlayerNode] with the given player_name, and return it if found, otherwise return null.
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func get_playernode(player_name: String) -> PlayerNode:
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var sanitized_player_name = PlayerNode.sanitize_player_name(player_name)
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return get_node_or_null(sanitized_player_name)
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## Create a new [PlayerNode] for the given [param player_name], giving control of it to [param peer_id].
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##
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## If a node with the given name already exists, only its multiplayer authority is changed, leaving the rest intact.
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##
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## If both node and multiplayer authority match the requested values, nothing is done at all.
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@rpc("authority", "call_local", "reliable")
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func rpc_possess_playernode(player_name: String, peer_id: int):
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var playernode: PlayerNode = get_playernode(player_name)
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# If the playernode does not exist, create it
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if playernode == null:
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playernode = playernode_scene.instantiate()
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playernode.name_changed.connect(_on_playernode_name_changed.bind(playernode))
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playernode.color_changed.connect(_on_playernode_color_changed.bind(playernode))
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playernode.possessed.connect(_on_playernode_possessed.bind(playernode))
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var sanitized_player_name = PlayerNode.sanitize_player_name(player_name)
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playernode.player_name = sanitized_player_name
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playernode.name = sanitized_player_name
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add_child(playernode)
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# If the multiplayer authority does not match the requested one, make it match
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playernode.possess(peer_id)
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func _on_playernode_name_changed(old: String, new: String, playernode: PlayerNode):
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playernode_name_changed.emit(old, new, playernode)
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func _on_playernode_color_changed(old: Color, new: Color, playernode: PlayerNode):
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playernode_color_changed.emit(old, new, playernode)
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func _on_playernode_possessed(old: int, new: int, playernode: PlayerNode):
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playernode_possessed.emit(old, new, playernode)
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## Emitted when the name of one of the children [PlayerNode]s changes on the local scene.
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signal playernode_name_changed(old: String, new: String, playernode: PlayerNode)
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## Emitted when the name of one of the children [PlayerNode]s changes on the local scene.
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signal playernode_color_changed(old: Color, new: Color, playernode: PlayerNode)
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## Emitted everywhere when one of the children [PlayerNode]s has changed multiplayer authority.
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signal playernode_possessed(old: int, new: int, playernode: PlayerNode)
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