12474fd87a
* Add a button to add properties (which lets you select node and property) * Add ability to drag properties and drop them to the editor. * Made the editor transient (not always visible on the bottom) since its not needed most of the time. * Added the ability to pin the editor, in case dragging properties from other nodes is desired.
120 lines
4.6 KiB
C++
120 lines
4.6 KiB
C++
/*************************************************************************/
|
|
/* multiplayer_spawner.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
|
|
/* */
|
|
/* 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/main/node.h"
|
|
|
|
#include "core/templates/local_vector.h"
|
|
#include "core/variant/typed_array.h"
|
|
#include "scene/resources/packed_scene.h"
|
|
#include "scene/resources/scene_replication_config.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;
|
|
bool auto_spawn = false;
|
|
uint32_t spawn_limit = 0;
|
|
|
|
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 _node_ready(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:
|
|
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; }
|
|
bool is_auto_spawning() const;
|
|
void set_auto_spawning(bool p_enabled);
|
|
|
|
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);
|
|
|
|
GDVIRTUAL1R(Object *, _spawn_custom, const Variant &);
|
|
|
|
MultiplayerSpawner() {}
|
|
};
|
|
|
|
#endif // MULTIPLAYER_SPAWNER_H
|