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