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42 lines
1.1 KiB
GDScript
42 lines
1.1 KiB
GDScript
extends Node
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class_name LevelManager
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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 [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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## 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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# Destroy the current level
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if level != null:
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level.queue_free()
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level = null
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# Create the new level
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level = base_scene.instantiate()
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level.player_dir = player_dir
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level.level_completed.connect(_on_level_completed)
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# Determine the next level
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if multiplayer.is_server():
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var target = playlist.advance().instantiate()
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level.target = target
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# Add the level to the tree
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add_child(level, true)
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# Start the replication
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if multiplayer.is_server():
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level.build()
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func _on_level_completed() -> void:
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if multiplayer.is_server():
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rpc_next_level.rpc()
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