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class_name TowerManager
extends Node
const TOWER_PLACEMENT_PARTICLES_SCENE := preload("res://Towers/PlacementParticles.tscn")
@export var stage: Stage
@export var towers_container: Node2D
@export var money_manager: MoneyManager
@export var path_manager: PathManager
@export var notification_manager: NotificationManager
func place_tower(tower: Tower):
if not can_place_tower():
return
var network_id = multiplayer.get_unique_id()
tower.owner_id = network_id
tower.name = "Tower@" + str(network_id) + "@" + str(Time.get_ticks_usec())
place_tower_in_stage.rpc(inst_to_dict(tower.to_network_data()))
@rpc("any_peer", "call_local")
func place_tower_in_stage(remote_data: Dictionary):
var data: Tower.NetworkData = dict_to_inst(remote_data)
var tower = Tower.from_network_data(data)
var player = Network.get_player(tower.owner_id)
player.towers[tower.global_position] = tower
player.money -= money_manager.get_tower_price()
Network.players_changed.emit()
tower.get_node("AnimatedSprite2D").modulate = player.get_color()
tower.get_node("%ComponentsAnchor").modulate = player.get_color()
path_manager.fill_tower_region(tower, true)
towers_container.add_child(tower, true)
var particles := TOWER_PLACEMENT_PARTICLES_SCENE.instantiate()
particles.global_position = tower.ground_anchor.global_position
particles.play_sound = multiplayer.get_unique_id() == tower.owner_id
particles.scale = tower.scale
towers_container.add_child(particles)
Client.placed_tower.emit(tower)
func can_place_tower():
if Client.player.money < money_manager.get_tower_price():
notification_manager.add_status_message("Not enough money to build tower")
return false
return true
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