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extends Node |
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var players = {} |
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var n_waypoints = -1 |
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var waypoints : Node3D = null: |
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get: return waypoints |
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set(value): |
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waypoints = value |
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waypoints.get_children()[0].visible = true |
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var ui = null |
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var current_player_index = 0 |
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var player_list = [] |
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var countdown_scene = preload("res://UICountDown.tscn") |
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var fly_cam : Node3D |
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func _process(_delta): |
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if Input.is_action_just_pressed("ui_cancel"): |
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if Input.mouse_mode == Input.MOUSE_MODE_VISIBLE else Input.MOUSE_MODE_VISIBLE |
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if Input.is_action_just_pressed("next_player"): |
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player_list[current_player_index].set_control(false) |
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current_player_index = wrap(current_player_index+1, 0, len(player_list)) |
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player_list[current_player_index].set_control(true) |
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if Input.is_action_just_pressed("previous_player"): |
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player_list[current_player_index].set_control(false) |
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current_player_index = wrap(current_player_index-1, 0, len(player_list)) |
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player_list[current_player_index].set_control(true) |
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if Input.is_action_just_pressed("toggle_flycam"): |
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if fly_cam.is_controlled: |
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fly_cam.set_control(false) |
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player_list[current_player_index].set_control(true) |
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else: |
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player_list[current_player_index].set_control(false) |
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fly_cam.set_control(true) |
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func register_player(player : VehicleBody3D): |
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players[player] = 0 |
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if player.controlled: |
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current_player_index = len(player_list) |
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player_list.append(player) |
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#player.set_physics_process(false) |
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func register_flycam(camera : Node3D): |
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print("camera registered") |
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fly_cam = camera |
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func player_crossed_waypoint(player : VehicleBody3D, id : int): |
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if players[player] == id: |
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#waypoints.get_children()[players[player]].visible = false |
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players[player] += 1 |
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if players[player] == n_waypoints: |
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EventManager.lap_finished(player) |
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players[player] = players[player] % n_waypoints |
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player.crossed_waypoint() |
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#waypoints.get_children()[players[player]].visible = true |
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func get_next_waypoint(player : VehicleBody3D): |
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return waypoints.get_children()[players[player]] |
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func get_next_next_waypoint(player : VehicleBody3D): |
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return waypoints.get_children()[(players[player]+1) % n_waypoints] |
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func reset_waypoints(player): |
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players[player] = 0 |
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func unpause_players(): |
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for player in players.keys(): |
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EventManager.lap_started(player) |
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player.set_physics_process(true) |
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