Use team colors for goals even in replay

This commit is contained in:
Sofia 2026-08-03 17:43:41 +03:00
parent efa44cb32e
commit e76d131580
2 changed files with 29 additions and 14 deletions

View File

@ -3,7 +3,10 @@ use godot::{
prelude::*,
};
use crate::{game::Game, net::network_manager::NetworkManager, player::ball::Ball};
use crate::{
game::Game, map::Map, net::network_manager::NetworkManager, player::ball::Ball,
replay::StandaloneReplayManager,
};
#[derive(GodotClass)]
#[class(base=Area3D, init)]
@ -19,24 +22,38 @@ pub struct Goal {
#[godot_api]
impl IArea3D for Goal {
fn ready(&mut self) {
if let Some(game) = Game::singleton() {
if let Some(team) = game.bind().get_team(self.team)
&& let Some(mesh) = &mut self.mesh
&& let Some(mat) = mesh.get_active_material(0)
&& let Ok(mut mat) = mat.try_cast::<ShaderMaterial>()
{
mat.set_shader_parameter("goal_color", &team.bind().color.to_variant());
}
}
self.update_color();
self.base()
.signals()
.body_entered()
.connect_other(self, |s, other| s.on_enter(other));
StandaloneReplayManager::singleton()
.signals()
.on_map_loaded()
.connect_other(self, |s, _| s.update_color());
}
}
impl Goal {
fn update_color(&mut self) {
if let Some(mesh) = &mut self.mesh
&& let Some(mat) = mesh.get_active_material(0)
&& let Ok(mut mat) = mat.try_cast::<ShaderMaterial>()
{
if let Some(game) = Game::singleton()
&& let Some(team) = game.bind().get_team(self.team)
{
mat.set_shader_parameter("goal_color", &team.bind().color.to_variant());
} else if let Some(playback) = &StandaloneReplayManager::singleton().bind().playback
&& let Some(team) = playback.bind().replay.teams.get(self.team as usize)
{
let color: Color = team.color.clone().into();
mat.set_shader_parameter("goal_color", &color.to_variant());
}
}
}
fn on_enter(&self, node: Gd<Node3D>) {
if let Ok(mut ball) = node.try_cast::<Ball>()
&& !ball.bind().entered_goal

View File

@ -4,9 +4,7 @@ use godot::{
};
use crate::{
game::{Game, GameManager},
replay::StandaloneReplayManager,
ui::player_listings::PlayerListings,
game::GameManager, replay::StandaloneReplayManager, ui::player_listings::PlayerListings,
};
#[derive(GodotClass)]