Chelimbalo/scripts/multiplayer/team_spawner.gd
2025-11-29 23:46:16 +05:00

53 lines
1.5 KiB
GDScript

extends Node3D
@export var team: Session.TEAMS
@export var spawn_radius: float
func _ready() -> void:
if not multiplayer.is_server():
queue_free()
return
Session.round_started.connect(spawn)
func _exit_tree() -> void:
if not multiplayer.is_server():
return
Session.round_started.disconnect(spawn)
func spawn():
match team:
Session.TEAMS.ATTACK:
for attacker in Lobby.attack_team:
spawn_player(attacker)
Session.TEAMS.DEFENCE:
for defender in Lobby.defence_team:
spawn_player(defender)
Session.TEAMS.SPECTATE:
for specator in Lobby.specators_team:
spawn_spectator(specator)
func spawn_player(id: int) -> void:
var player: PackedScene = load("res://scenes/molikman.tscn")
var inst: Player = player.instantiate()
Session.player_nodes[id] = inst
inst.name = str(id)
if team == Session.TEAMS.DEFENCE:
Session.defenders_alive += 1
elif team == Session.TEAMS.ATTACK:
Session.attackers_alive += 1
deferred_setup.bind(inst,team).call_deferred()
func spawn_spectator(id: int) -> void:
var spectator: PackedScene = load("res://scenes/spectator.tscn")
var inst = spectator.instantiate()
inst.name = str(id)
deferred_setup.bind(inst,Session.TEAMS.SPECTATE).call_deferred()
func deferred_setup(what: Node3D, new_team: Session.TEAMS):
get_parent().add_child(what,true)
var distance = randf_range(0,spawn_radius)
var angle = randf_range(0,TAU)
var new_position = global_position + Vector3.RIGHT.rotated(Vector3.UP,angle) * distance
what.set_after_spawn.rpc_id(int(what.name),new_position,new_team)