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https://github.com/Relintai/broken_seals.git
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85 lines
1.9 KiB
GDScript
85 lines
1.9 KiB
GDScript
extends Entity
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# Copyright Péter Magyar relintai@gmail.com
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# MIT License, functionality from this class needs to be protable to the entity spell system
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var _timer : float = randf() * 2.0
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var _query : PhysicsShapeQueryParameters
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var _shape : SphereShape
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func _ready():
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_shape = SphereShape.new()
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_shape.radius = 50
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_query = PhysicsShapeQueryParameters.new()
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_query.collision_mask = 2
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_query.exclude = [ self ]
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_query.shape_rid = _shape.get_rid()
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set_physics_process(true)
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func _physics_process(delta):
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# if (multiplayer.has_network_peer() and multiplayer.is_network_server()) or not multiplayer.has_network_peer():
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if multiplayer.has_network_peer() and multiplayer.is_network_server():
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_timer += delta
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if _timer > 3:
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_timer -= 3
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update_visibility()
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func update_visibility() -> void:
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_query.transform = Transform(Basis(), translation)
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var res : Array = get_world().direct_space_state.intersect_shape(_query)
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#warning-ignore:unassigned_variable
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var currenty_sees : Array = Array()
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for collision in res:
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var collider = collision["collider"]
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if collider is Entity and not currenty_sees.has(collider):
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currenty_sees.append(collider)
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#warning-ignore:unassigned_variable
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var used_to_see : Array = Array()
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for i in range(gets_sees_count()):
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var ent : Entity = gets_sees(i)
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used_to_see.append(ent)
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#warning-ignore:unassigned_variable
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var currenty_sees_filtered : Array = Array()
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for e in currenty_sees:
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currenty_sees_filtered.append(e)
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for e in currenty_sees:
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if used_to_see.has(e):
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used_to_see.erase(e)
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currenty_sees_filtered.erase(e)
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for e in used_to_see:
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var ent : Entity = e as Entity
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if self.get_network_master() != 1:
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Entities.despawn_for(self, ent)
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removes_sees(ent)
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for e in currenty_sees_filtered:
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var ent : Entity = e as Entity
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if self.get_network_master() != 1:
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Entities.spawn_for(self, ent)
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adds_sees(ent)
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