extends Entity class_name PlayerGD # Copyright Péter Magyar relintai@gmail.com # MIT License, functionality from this class needs to be protable to the entity spell system # Copyright (c) 2019 Péter Magyar # 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. func _from_dict(dict): ._from_dict(dict) randomize() sseed = randi() #The world will propbably need to set these later #func update_visibility() -> void: # _query.collision_layer = body_get().get_collision_layer() # # _query.transform = Transform2D(0, body_get().position) # var res : Array = body_get().get_world_2d().direct_space_state.intersect_shape(_query) # # #warning-ignore:unassigned_variable # var currenty_sees : Array = Array() # # for collision in res: # var collider = collision["collider"] # # if collider is Entity and not currenty_sees.has(collider): # currenty_sees.append(collider) # # # #warning-ignore:unassigned_variable # var used_to_see : Array = Array() # # for i in range(sees_gets_count()): # var ent : Entity = sees_gets(i) # # used_to_see.append(ent) # # # #warning-ignore:unassigned_variable # var currenty_sees_filtered : Array = Array() # # for e in currenty_sees: # currenty_sees_filtered.append(e) # # for e in currenty_sees: # if used_to_see.has(e): # used_to_see.erase(e) # currenty_sees_filtered.erase(e) # # for e in used_to_see: # var ent : Entity = e as Entity # # if self.get_network_master() != 1: # ESS.entity_spawner.despawn_for(self, ent) # # sees_removes(ent) # # for e in currenty_sees_filtered: # var ent : Entity = e as Entity # # if self.get_network_master() != 1: # ESS.entity_spawner.spawn_for(self, ent) # # sees_adds(ent) #remote func set_position_remote(pos : Vector2) -> void: # if get_tree().is_network_server(): # rpc("set_position_remote", pos) # #print(position) # body_get().position = pos