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public partial class Item : RigidBody3D
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{
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public MultiplayerSynchronizer Sync { get; internal set; }
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public ItemManager Manager { get; internal set; } = null; // TODO: Replace with Owner?
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public uint TrackingId { get; internal set; }
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/// <summary> Child node representing the 3D model of this item. </summary>
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public virtual Node3D Model => GetNode<Node3D>("Model");
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/// <summary> Whether this item is attached to a grid. </summary>
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public bool IsAttached => GetParent() is Grid;
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/// <summary> Size of the item in grid spaces. </summary>
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[Export] public Vector3I Size { get; set; }
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public override void _Ready()
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{
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// Set the collision properties here so we don't have to specify them in each item scene separately.
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CollisionLayer = (uint)(PhysicsLayer.Small | PhysicsLayer.Interact | PhysicsLayer.Placable);
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CollisionMask = (uint)(PhysicsLayer.Static | PhysicsLayer.Dynamic | PhysicsLayer.Small | PhysicsLayer.Body);
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// TODO: Create a separate area for .Placable.
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// Though gotta keep in mind that for some objects it needs to be same as physics collider, like small box.
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// TODO: Find a better way to better import models with colliders.
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// TODO: Import items dynamically at runtime?
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// TODO: Use PostImport tool script?
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foreach (var body in FindChildren("*", "StaticBody3D").Cast<StaticBody3D>()) {
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foreach (var shape in body.GetChildren().OfType<CollisionShape3D>())
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shape.Reparent(this);
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body.GetParent().RemoveChild(body);
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}
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// Set up syncronization for this item when its physics are enabled.
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// Sync = new() { RootPath = ".." };
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// var config = Sync.ReplicationConfig = new();
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// config.AddProperty(":position");
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// config.AddProperty(":rotation");
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// config.AddProperty(":linear_velocity");
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// config.AddProperty(":angular_velocity");
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// AddChild(Sync);
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UpdatePhysicsState();
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}
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public override void _Notification(int what)
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{
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switch ((long)what) {
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case NotificationParented:
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if (IsInsideTree())
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UpdatePhysicsState();
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break;
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}
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}
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void UpdatePhysicsState()
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{
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Freeze = IsAttached;
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// Sync.PublicVisibility = !IsAttached;
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}
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}
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