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class_name UnitManager
extends Node
@export var stage: Stage
@export var units_container: Node2D
@export var money_manager: MoneyManager
@export var path_manager: PathManager
@export var notification_manager: NotificationManager
func spawn_unit(unit: Unit, spawn: Spawn, overwrite_target: PathNode = null):
if not can_spawn_unit(unit):
return
var network_id = multiplayer.get_unique_id()
unit.owner_id = network_id
unit.name = "Unit@" + str(network_id) + "@" + str(Time.get_ticks_usec())
unit.global_position = spawn.spawn_position
unit.target = spawn.next_node
if overwrite_target:
unit.target = overwrite_target
spawn_unit_in_stage.rpc(inst_to_dict(unit.to_network_data()))
@rpc("any_peer", "call_local")
func spawn_unit_in_stage(remote_data: Dictionary):
var data: Unit.NetworkData = dict_to_inst(remote_data)
var unit := Unit.from_network_data(data)
var player = Network.get_player(unit.owner_id)
player.units.append(unit)
player.money -= unit.unit_resource.cost
player.income += unit.unit_resource.income
Network.players_changed.emit()
#if multiplayer.is_server(): # TODO: TeamManager
#unit.reached_goal.connect(func():
#var team = get_team(player)
#if team == teams.top:
#update_lives.rpc("bottom", -1)
#elif team == teams.bottom:
#update_lives.rpc("top", -1)
#)
unit.sprite.modulate = player.get_color()
units_container.add_child(unit, true)
func can_spawn_unit(unit: Unit):
if Client.player.money < unit.unit_resource.cost:
notification_manager.add_status_message("Not enough money to spawn unit")
return false
return true
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