mirror of
https://github.com/godotengine/tps-demo.git
synced 2026-01-01 01:48:39 +03:00
128 lines
4.1 KiB
GDScript
128 lines
4.1 KiB
GDScript
extends Node3D
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signal quit
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const RedRobot: PackedScene = preload("res://enemies/red_robot/red_robot.tscn")
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const PlayerScene: PackedScene = preload("res://player/player.tscn")
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var lightmap_gi: LightmapGI = null
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@onready var world_environment: WorldEnvironment = $WorldEnvironment
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@onready var robot_spawn_points: Node3D = $RobotSpawnpoints
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@onready var player_spawn_points: Node3D = $PlayerSpawnpoints
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@onready var spawned_nodes: Node3D = $SpawnedNodes
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func _ready() -> void:
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Settings.apply_graphics_settings(get_window(), world_environment.environment, self)
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if Settings.config_file.get_value("rendering", "gi_type") == Settings.GIType.SDFGI:
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setup_sdfgi()
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elif Settings.config_file.get_value("rendering", "gi_type") == Settings.GIType.VOXEL_GI:
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setup_voxelgi()
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else:
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setup_lightmapgi()
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if multiplayer.is_server():
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# Server will spawn the red robots
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for child in robot_spawn_points.get_children():
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spawn_robot(child)
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# Then spawn already connected players at random location
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randomize()
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var spawn_points = player_spawn_points.get_children()
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spawn_points.shuffle()
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add_player(1, spawn_points.pop_front())
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for id in multiplayer.get_peers():
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add_player(id, spawn_points.pop_front())
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# Then spawn/despawn players as they connect/disconnect
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multiplayer.peer_connected.connect(add_player)
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multiplayer.peer_disconnected.connect(del_player)
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func setup_sdfgi() -> void:
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world_environment.environment.sdfgi_enabled = true
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$VoxelGI.hide()
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$ReflectionProbes.hide()
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# LightmapGI nodes override SDFGI (even when hidden)
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# so we need to free the LightmapGI node if it exists
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if lightmap_gi != null:
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lightmap_gi.queue_free()
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if Settings.config_file.get_value("rendering", "gi_quality") == Settings.GIQuality.HIGH:
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RenderingServer.environment_set_sdfgi_ray_count(RenderingServer.ENV_SDFGI_RAY_COUNT_96)
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elif Settings.config_file.get_value("rendering", "gi_quality") == Settings.GIQuality.LOW:
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RenderingServer.environment_set_sdfgi_ray_count(RenderingServer.ENV_SDFGI_RAY_COUNT_32)
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else:
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world_environment.environment.sdfgi_enabled = false
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func setup_voxelgi() -> void:
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world_environment.environment.sdfgi_enabled = false
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$VoxelGI.show()
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$ReflectionProbes.hide()
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# LightmapGI nodes override VoxelGI (even when hidden)
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# so we need to free the LightmapGI node if it exists
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if lightmap_gi != null:
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lightmap_gi.queue_free()
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if Settings.config_file.get_value("rendering", "gi_quality") == Settings.GIQuality.HIGH:
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RenderingServer.voxel_gi_set_quality(RenderingServer.VOXEL_GI_QUALITY_HIGH)
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elif Settings.config_file.get_value("rendering", "gi_quality") == Settings.GIQuality.LOW:
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RenderingServer.voxel_gi_set_quality(RenderingServer.VOXEL_GI_QUALITY_LOW)
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else:
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$VoxelGI.hide()
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func setup_lightmapgi() -> void:
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world_environment.environment.sdfgi_enabled = false
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$VoxelGI.hide()
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$ReflectionProbes.show()
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# If no LightmapGI node, create one
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if lightmap_gi == null:
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var new_gi := LightmapGI.new()
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new_gi.light_data = load("res://level/level.lmbake")
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new_gi.name = "LightmapGI"
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lightmap_gi = new_gi
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add_child(new_gi)
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if Settings.config_file.get_value("rendering", "gi_quality") == Settings.GIQuality.DISABLED:
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lightmap_gi.hide()
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$ReflectionProbes.hide()
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func spawn_robot(spawn_point) -> void:
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var robot: CharacterBody3D = RedRobot.instantiate()
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robot.transform = spawn_point.transform
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robot.exploded.connect(_respawn_robot.bind(spawn_point))
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spawned_nodes.add_child(robot, true)
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func _respawn_robot(spawn_point) -> void:
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await get_tree().create_timer(15.0).timeout
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spawn_robot(spawn_point)
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func del_player(id: int) -> void:
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if not spawned_nodes.has_node(str(id)):
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return
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spawned_nodes.get_node(str(id)).queue_free()
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func add_player(id: int, spawn_point: Marker3D = null) -> void:
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if spawn_point == null:
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spawn_point = player_spawn_points.get_child(randi() % player_spawn_points.get_child_count())
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var player: CharacterBody3D = PlayerScene.instantiate()
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player.name = str(id)
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player.player_id = id
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player.transform = spawn_point.transform
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spawned_nodes.add_child(player)
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func _input(input_event: InputEvent) -> void:
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if input_event.is_action_pressed(&"quit"):
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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quit.emit()
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