multiplayer_spawner.h 4.5 KB

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  1. /**************************************************************************/
  2. /* multiplayer_spawner.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #pragma once
  31. #include "core/templates/local_vector.h"
  32. #include "scene/main/node.h"
  33. #include "scene/resources/packed_scene.h"
  34. class MultiplayerSpawner : public Node {
  35. GDCLASS(MultiplayerSpawner, Node);
  36. public:
  37. enum {
  38. INVALID_ID = 0xFF,
  39. };
  40. private:
  41. struct SpawnableScene {
  42. String path;
  43. Ref<PackedScene> cache;
  44. };
  45. LocalVector<SpawnableScene> spawnable_scenes;
  46. HashSet<ResourceUID::ID> spawnable_ids;
  47. NodePath spawn_path;
  48. struct SpawnInfo {
  49. Variant args;
  50. int id = INVALID_ID;
  51. SpawnInfo(Variant p_args, int p_id) {
  52. id = p_id;
  53. args = p_args;
  54. }
  55. SpawnInfo() {}
  56. };
  57. ObjectID spawn_node;
  58. HashMap<ObjectID, SpawnInfo> tracked_nodes;
  59. uint32_t spawn_limit = 0;
  60. Callable spawn_function;
  61. void _update_spawn_node();
  62. void _track(Node *p_node, const Variant &p_argument, int p_scene_id = INVALID_ID);
  63. void _node_added(Node *p_node);
  64. void _node_exit(ObjectID p_id);
  65. void _spawn_notify(ObjectID p_id);
  66. Vector<String> _get_spawnable_scenes() const;
  67. void _set_spawnable_scenes(const Vector<String> &p_scenes);
  68. protected:
  69. static void _bind_methods();
  70. void _notification(int p_what);
  71. #ifdef TOOLS_ENABLED
  72. bool _set(const StringName &p_name, const Variant &p_value);
  73. bool _get(const StringName &p_name, Variant &r_ret) const;
  74. void _get_property_list(List<PropertyInfo> *p_list) const;
  75. #endif
  76. public:
  77. PackedStringArray get_configuration_warnings() const override;
  78. Node *get_spawn_node() const {
  79. return spawn_node.is_valid() ? ObjectDB::get_instance<Node>(spawn_node) : nullptr;
  80. }
  81. void add_spawnable_scene(const String &p_path);
  82. int get_spawnable_scene_count() const;
  83. String get_spawnable_scene(int p_idx) const;
  84. void clear_spawnable_scenes();
  85. NodePath get_spawn_path() const;
  86. void set_spawn_path(const NodePath &p_path);
  87. uint32_t get_spawn_limit() const { return spawn_limit; }
  88. void set_spawn_limit(uint32_t p_limit) { spawn_limit = p_limit; }
  89. void set_spawn_function(Callable p_spawn_function) { spawn_function = p_spawn_function; }
  90. Callable get_spawn_function() const { return spawn_function; }
  91. const Variant get_spawn_argument(const ObjectID &p_id) const;
  92. int find_spawnable_scene_index_from_object(const ObjectID &p_id) const;
  93. int find_spawnable_scene_index_from_path(const String &p_path) const;
  94. Node *spawn(const Variant &p_data = Variant());
  95. Node *instantiate_custom(const Variant &p_data);
  96. Node *instantiate_scene(int p_idx);
  97. MultiplayerSpawner() {}
  98. };