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- extends Node3D
- const SPAWN_RANDOM := 5.0
- func _ready():
- # We only need to spawn players on the server.
- if not multiplayer.is_server():
- return
- multiplayer.peer_connected.connect(add_player)
- multiplayer.peer_disconnected.connect(del_player)
- # Spawn already connected players
- for id in multiplayer.get_peers():
- add_player(id)
- # Spawn the local player unless this is a dedicated server export.
- if not OS.has_feature("dedicated_server"):
- add_player(1)
- func _exit_tree():
- if not multiplayer.is_server():
- return
- multiplayer.peer_connected.disconnect(add_player)
- multiplayer.peer_disconnected.disconnect(del_player)
- func add_player(id: int):
- var character = preload("res://component/entity/player/player.tscn").instantiate()
- # Set player id.
- character.player = id
- # Randomize character position.
- var pos := Vector2.from_angle(randf() * 2 * PI)
- character.position = Vector3(pos.x * SPAWN_RANDOM * randf(), 0, pos.y * SPAWN_RANDOM * randf())
- character.name = str(id)
- $Players.add_child(character, true)
- func del_player(id: int):
- if not $Players.has_node(str(id)):
- return
- $Players.get_node(str(id)).queue_free()
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