generated from krampus/template-godot4
48 lines
1.3 KiB
GDScript
48 lines
1.3 KiB
GDScript
class_name BallPoint extends Node3D
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## Ball spawn point & origin. I.E. the "tee".
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## Emitted when a new ball is placed.
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signal ball_changed(ball: GameBall)
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## Scenes for each type of ball.
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const SCENE_MAP: Dictionary = {
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GameBall.Type.BASIC: preload("res://src/equipment/balls/physics_ball/physics_ball.tscn"),
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GameBall.Type.PLASMA: preload("res://src/equipment/balls/plasma_ball/plasma_ball.tscn"),
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GameBall.Type.BRICK: preload("res://src/equipment/balls/brick/brick.tscn"),
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}
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@export var ball: GameBall:
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set(value):
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ball = value
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ball_changed.emit(ball)
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@onready var shot_setup: ShotSetup = $".."
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## Get a new instance of a ball of the given type.
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## Returns null if the type can't be instantiated (e.g. NONE type)
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func get_instance(type: GameBall.Type) -> GameBall:
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if type in SCENE_MAP:
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var scene: PackedScene = SCENE_MAP.get(type)
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var instance: GameBall = scene.instantiate()
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instance.player = shot_setup.player
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return instance
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return null
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## Clear any existing ball, instantiate a new one of the given type, and place it at the ball point.
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func spawn_ball(type: GameBall.Type) -> void:
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# Clear existing ball
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if is_instance_valid(ball):
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ball.queue_free()
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ball = get_instance(type)
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if is_instance_valid(ball):
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add_child(ball)
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snap()
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## Snap the ball back to the ball point.
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func snap() -> void:
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ball.global_transform = global_transform
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