70 lines
1.9 KiB
GDScript
70 lines
1.9 KiB
GDScript
extends Node3D
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var oldobject:Node3D = null
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#@onready var player_ptr = $player
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@export var PlayerCharacter = preload("res://PlayerB/Player/Player.tscn")
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# Called when the node enters the scene tree for the first time.
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func _ready():
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single_player()
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# $player.connect("switch_to_ship", self.switch_to_ship.bind() )
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# $player_ship.set_process(false)
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# $player_ship.hide()
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func single_player():
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#singleplayer = true
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#$ListenServer.visible = false
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#$DServer.visible = false
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#$Client.visible = false
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#$Singleplayer.visible = false
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var p = PlayerCharacter.instantiate()
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if !weakref(p).get_ref():
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Common.msg_error("Erreur")
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get_tree().quit() # default behavior
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return
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$PlayerSpawnLocation.add_child(p)
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func change_creature( new_model_path ):
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var new_model = load( new_model_path )
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if new_model:
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new_model = new_model.instantiate()
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new_model.translate($player.get_position())
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if $player:
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print("Remove old")
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var old_model = $player
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self.remove_child( old_model )
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#self.animation_object = null
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old_model.queue_free()
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if new_model:
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print("Add new")
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self.add_child( new_model )
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#new_model.connect( "animation_finished", self, "_on_creature_animation_finished" )
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# new_model.duplicate_meshes()
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func switch_to_ship(near_boat):
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near_boat.hide()
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oldobject = near_boat
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print("GO switch_to_ship:", str(near_boat))
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var new_model = load( "res://player/player_ship/player_ship.tscn" )
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if new_model:
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new_model = new_model.instantiate()
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print("A:", near_boat.get_position())
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print("B:", near_boat.get_global_transform().origin )
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var newpos:Vector3 = near_boat.get_global_transform().origin
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new_model.translate(newpos)
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if $player:
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print("Remove old")
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var old_model = $player
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self.remove_child( old_model )
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#self.animation_object = null
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old_model.queue_free()
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if new_model:
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print("Add new")
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self.add_child( new_model )
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# $player.set_process(false)
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# $player.hide()
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# $player_ship.show()
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# $player_ship.set_process(true)
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