FuncIt/source/assets/scripts/server_handlers/trinity_site_level_playground.gd
2021-11-14 16:20:34 +02:00

40 lines
1.3 KiB
GDScript

extends Node2D
var current_spawn_location_instance_number = 1
var current_player_location_instance_number = null
var time = 20
var globalActivePhase = null
func _ready() -> void:
get_tree().connect("network_peer_disconnected", self, "_player_disconnected")
if get_tree().is_network_server():
setup_player_positions()
Global.start_game(true)
func setup_player_positions() -> void:
for player in PersistentNodes.get_children():
if player.is_in_group("Player"):
for spawn_location in $spawn_locations.get_children():
if int(spawn_location.name) == current_spawn_location_instance_number and current_player_location_instance_number != player:
player.rpc("update_position", spawn_location.global_position)
current_spawn_location_instance_number += 1
current_player_location_instance_number = player
func _player_disconnected(id) -> void:
if PersistentNodes.has_node(str(id)):
PersistentNodes.get_node(str(id)).username_text_instance.queue_free()
PersistentNodes.get_node(str(id)).health_bar_instance.queue_free()
PersistentNodes.get_node(str(id)).queue_free()
func _on_timer_timeout():
time -= 1
func _process(delta):
globalActivePhase = Global.get_current_phase()
if globalActivePhase["active"] != null:
$timer.text = str(globalActivePhase["active"]["phase_name"])