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61 lines
2.1 KiB
61 lines
2.1 KiB
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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