| 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) | |