feat: Introduce LobbyManager to handle room management, player states, and game setting synchronization.
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+15
-27
@@ -70,7 +70,7 @@ var can_finish: bool:
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get: return race_manager.can_finish if race_manager else false
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set(value): if race_manager: race_manager.can_finish = value
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@export var cell_size: Vector3 = Vector3(2, 2, 2)
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@export var cell_size: Vector3 = Vector3(1, 0.05, 1)
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@export var cell_offset: Vector3 = Vector3(0, 0, 0)
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@export var goals: Array[int]:
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@@ -268,9 +268,9 @@ func _ready():
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# Ensure proper initial positioning
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if not LobbyManager.get_randomize_spawn() and not spawn_point_selected:
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global_position = Vector3(
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current_position.x * cell_size.x + cell_size.x * 0.5,
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current_position.x * 1 + 1 * 0.5,
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1.0,
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current_position.y * cell_size.z + cell_size.z * 0.5
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current_position.y * 1 + 1 * 0.5
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)
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target_visual_position = global_position
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if is_multiplayer_authority():
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@@ -1011,31 +1011,17 @@ func find_valid_starting_position() -> Vector2i:
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if is_bot:
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return _find_random_spawn_position()
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else:
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highlight_available_spawn_points()
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# Return temporary position, will be updated when player selects spawn point
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return Vector2i(-1, -1)
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func highlight_available_spawn_points():
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if not is_multiplayer_authority() or is_bot or spawn_point_selected:
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return
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# Auto-assign the first available spawn point for fixed spawning
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for spawn_pos in spawn_locations:
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if not is_position_occupied(spawn_pos):
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return spawn_pos
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# Clear any existing highlights
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clear_highlights()
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highlighted_spawn_points.clear()
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# Get all currently occupied positions
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var occupied_positions = get_occupied_positions()
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# Check each spawn location
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for spawn_pos in spawn_locations:
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if not is_position_occupied(spawn_pos):
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highlighted_spawn_points.append(spawn_pos)
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if enhanced_gridmap:
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# Highlight the cell at y=0 (ground level)
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enhanced_gridmap.set_cell_item(
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Vector3i(spawn_pos.x, 0, spawn_pos.y),
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enhanced_gridmap.hover_item
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)
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# Fallback (should typically not be reached if spawn_locations > max_players)
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return Vector2i(0, 0)
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# highlight_available_spawn_points is no longer needed for manual selection in this mode
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func highlight_available_spawn_points():
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pass
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# Add function to get all occupied positions
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func get_occupied_positions() -> Array:
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@@ -1808,6 +1794,8 @@ func set_spawn_position(pos: Vector2i):
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current_position.y * cell_size.z + cell_size.z * 0.5
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) + cell_offset
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print("[Player %s] set_spawn_position: Grid %s -> World %s (CellSize: %s)" % [name, pos, new_pos, cell_size])
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global_position = new_pos
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target_visual_position = new_pos
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