88 lines
2.8 KiB
Rust
88 lines
2.8 KiB
Rust
use godot::{classes::CharacterBody3D, prelude::*};
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use crate::{
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game_manager::{Game, Player},
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player::{IPlayer, LocalPlayer, NetPlayerTransform, RemotePlayer},
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};
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#[derive(GodotClass)]
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#[class(base=Node3D, init)]
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pub struct Map {
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#[export]
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pub spawner: Option<Gd<Node3D>>,
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#[export]
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pub local_player: Option<Gd<PackedScene>>,
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#[export]
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pub remote_player: Option<Gd<PackedScene>>,
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base: Base<Node3D>,
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}
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#[godot_api]
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impl INode3D for Map {
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fn ready(&mut self) {
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if let Some(game) = &mut Game::singleton() {
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game.bind_mut().on_map_loaded(self.to_gd());
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}
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}
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}
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#[godot_api]
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impl Map {
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#[signal]
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pub fn on_loaded();
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pub fn spawn_player(
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&mut self,
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player_id: u16,
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is_local: bool,
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transform: Option<NetPlayerTransform>,
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) -> Option<DynGd<CharacterBody3D, dyn IPlayer + 'static>> {
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if is_local {
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if let Some(local_player) = &self.local_player {
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let mut node = local_player.instantiate_as::<LocalPlayer>();
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node.bind_mut().player_id = Some(player_id);
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self.base_mut().add_child(&node);
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if let Some(transform) = transform {
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node.bind_mut()
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.base_mut()
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.set_global_position(transform.location.into());
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node.bind_mut()
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.base_mut()
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.set_global_rotation(transform.rotation.into());
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} else {
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if let Some(spawner) = &self.spawner {
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node.bind_mut()
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.base_mut()
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.set_global_position(spawner.get_global_position());
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}
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}
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Some(node.into_dyn::<dyn IPlayer>().upcast())
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} else {
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None
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}
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} else if let Some(remote_player) = &self.remote_player {
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let mut node = remote_player.instantiate_as::<RemotePlayer>();
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node.bind_mut().player_id = Some(player_id);
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self.base_mut().add_child(&node);
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if let Some(transform) = transform {
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node.bind_mut()
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.base_mut()
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.set_global_position(transform.location.into());
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node.bind_mut()
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.base_mut()
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.set_global_rotation(transform.rotation.into());
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} else {
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if let Some(spawner) = &self.spawner {
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node.bind_mut()
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.base_mut()
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.set_global_position(spawner.get_global_position());
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}
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}
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Some(node.into_dyn::<dyn IPlayer>().upcast())
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} else {
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None
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}
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}
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}
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