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- /**************************************************************************/
- /* multiplayer_spawner.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifndef MULTIPLAYER_SPAWNER_H
- #define MULTIPLAYER_SPAWNER_H
- #include "scene_replication_config.h"
- #include "core/templates/local_vector.h"
- #include "core/variant/typed_array.h"
- #include "scene/main/node.h"
- #include "scene/resources/packed_scene.h"
- class MultiplayerSpawner : public Node {
- GDCLASS(MultiplayerSpawner, Node);
- public:
- enum {
- INVALID_ID = 0xFF,
- };
- private:
- struct SpawnableScene {
- String path;
- Ref<PackedScene> cache;
- };
- LocalVector<SpawnableScene> spawnable_scenes;
- HashSet<ResourceUID::ID> spawnable_ids;
- NodePath spawn_path;
- struct SpawnInfo {
- Variant args;
- int id = INVALID_ID;
- SpawnInfo(Variant p_args, int p_id) {
- id = p_id;
- args = p_args;
- }
- SpawnInfo() {}
- };
- ObjectID spawn_node;
- HashMap<ObjectID, SpawnInfo> tracked_nodes;
- uint32_t spawn_limit = 0;
- Callable spawn_function;
- void _update_spawn_node();
- void _track(Node *p_node, const Variant &p_argument, int p_scene_id = INVALID_ID);
- void _node_added(Node *p_node);
- void _node_exit(ObjectID p_id);
- void _spawn_notify(ObjectID p_id);
- Vector<String> _get_spawnable_scenes() const;
- void _set_spawnable_scenes(const Vector<String> &p_scenes);
- protected:
- static void _bind_methods();
- void _notification(int p_what);
- #ifdef TOOLS_ENABLED
- bool _set(const StringName &p_name, const Variant &p_value);
- bool _get(const StringName &p_name, Variant &r_ret) const;
- void _get_property_list(List<PropertyInfo> *p_list) const;
- #endif
- public:
- PackedStringArray get_configuration_warnings() const override;
- Node *get_spawn_node() const {
- return spawn_node.is_valid() ? Object::cast_to<Node>(ObjectDB::get_instance(spawn_node)) : nullptr;
- }
- void add_spawnable_scene(const String &p_path);
- int get_spawnable_scene_count() const;
- String get_spawnable_scene(int p_idx) const;
- void clear_spawnable_scenes();
- NodePath get_spawn_path() const;
- void set_spawn_path(const NodePath &p_path);
- uint32_t get_spawn_limit() const { return spawn_limit; }
- void set_spawn_limit(uint32_t p_limit) { spawn_limit = p_limit; }
- void set_spawn_function(Callable p_spawn_function) { spawn_function = p_spawn_function; }
- Callable get_spawn_function() const { return spawn_function; }
- const Variant get_spawn_argument(const ObjectID &p_id) const;
- int find_spawnable_scene_index_from_object(const ObjectID &p_id) const;
- int find_spawnable_scene_index_from_path(const String &p_path) const;
- Node *spawn(const Variant &p_data = Variant());
- Node *instantiate_custom(const Variant &p_data);
- Node *instantiate_scene(int p_idx);
- MultiplayerSpawner() {}
- };
- #endif // MULTIPLAYER_SPAWNER_H
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