/*************************************************************************/ /* 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/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: TypedArray spawnable_scenes; HashSet 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 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); protected: static void _bind_methods(); void _notification(int p_what); public: Node *get_spawn_node() const { return spawn_node.is_valid() ? Object::cast_to(ObjectDB::get_instance(spawn_node)) : nullptr; } TypedArray get_spawnable_scenes(); void set_spawnable_scenes(TypedArray p_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 get_spawn_id(const ObjectID &p_id) const; int get_scene_id(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