Files
tekton/scripts/static_tekton_stand.gd
T

77 lines
2.3 KiB
GDScript

extends StaticBody3D
@onready var seat_container: Node3D = $SeatContainer
# Preload the new seat models
var SEAT_1 = load("res://scenes/tekton_stand/tekton_seat.tscn")
var SEAT_2 = load("res://scenes/tekton_stand/tekton_seat_2.tscn")
# Sync the chosen shape so all clients see the same one
@export var shape_index: int = -1:
set(value):
shape_index = value
if is_inside_tree():
_update_mesh_from_index()
func _ready():
add_to_group("StaticTektonStands")
print("Static Stand Ready: ", name)
# Clear 3x3 local GridMap void for late joiners
call_deferred("_clear_local_gridmap_area")
if multiplayer.is_server():
# Only randomize if not already set (Main.gd sets it now)
if shape_index == -1:
shape_index = randi() % 2 # Randomize between seat 1 and 2
_update_mesh_from_index()
else:
# Client side:
if shape_index != -1:
_update_mesh_from_index()
func _clear_local_gridmap_area():
var main = get_tree().get_root().get_node_or_null("Main")
if not main: return
var gridmap = main.get_node_or_null("EnhancedGridMap")
if not gridmap or not "cell_size" in gridmap: return
var grid_x = int(round((global_position.x - gridmap.cell_size.x / 2.0) / gridmap.cell_size.x))
var grid_z = int(round((global_position.z - gridmap.cell_size.z / 2.0) / gridmap.cell_size.z))
var floor_count = 3
if "floors" in gridmap: floor_count = gridmap.floors
for dx in range(-1, 2):
for dy in range(-1, 2):
for f in range(floor_count):
gridmap.set_cell_item(Vector3i(grid_x + dx, f, grid_z + dy), -1)
# Force pathfinding update if methods exist
if gridmap.has_method("update_grid_data"):
gridmap.update_grid_data()
if gridmap.has_method("update_astar_costs"):
gridmap.update_astar_costs()
func _update_mesh_from_index():
if not is_inside_tree() or not seat_container: return
# Clear existing models
for child in seat_container.get_children():
child.queue_free()
var seats = [SEAT_1, SEAT_2]
var idx = shape_index % seats.size()
var selected_scene = seats[idx]
if not selected_scene:
push_error("[StaticStand] Failed to load seat model at index %d. Path may be incorrect." % idx)
return
var seat_instance = selected_scene.instantiate()
seat_container.add_child(seat_instance)
# Ensure the model is centered
seat_instance.position = Vector3.ZERO
print("[StaticStand] Instantiated Seat Model %d" % idx)