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			117 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			117 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**************************************************************************/
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/*  multiplayer_spawner.h                                                 */
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/**************************************************************************/
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/*                         This file is part of:                          */
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/*                             GODOT ENGINE                               */
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/*                        https://godotengine.org                         */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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/*                                                                        */
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/* Permission is hereby granted, free of charge, to any person obtaining  */
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/* a copy of this software and associated documentation files (the        */
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/* "Software"), to deal in the Software without restriction, including    */
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/* without limitation the rights to use, copy, modify, merge, publish,    */
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/* distribute, sublicense, and/or sell copies of the Software, and to     */
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/* permit persons to whom the Software is furnished to do so, subject to  */
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/* the following conditions:                                              */
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/*                                                                        */
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/* The above copyright notice and this permission notice shall be         */
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/* included in all copies or substantial portions of the Software.        */
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/*                                                                        */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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/**************************************************************************/
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#pragma once
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#include "core/templates/local_vector.h"
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#include "scene/main/node.h"
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#include "scene/resources/packed_scene.h"
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class MultiplayerSpawner : public Node {
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	GDCLASS(MultiplayerSpawner, Node);
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public:
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	enum {
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		INVALID_ID = 0xFF,
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	};
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private:
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	struct SpawnableScene {
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		String path;
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		Ref<PackedScene> cache;
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	};
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	LocalVector<SpawnableScene> spawnable_scenes;
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	HashSet<ResourceUID::ID> spawnable_ids;
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	NodePath spawn_path;
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	struct SpawnInfo {
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		Variant args;
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		int id = INVALID_ID;
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		SpawnInfo(Variant p_args, int p_id) {
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			id = p_id;
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			args = p_args;
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		}
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		SpawnInfo() {}
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	};
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	ObjectID spawn_node;
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	HashMap<ObjectID, SpawnInfo> tracked_nodes;
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	uint32_t spawn_limit = 0;
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	Callable spawn_function;
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	void _update_spawn_node();
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	void _track(Node *p_node, const Variant &p_argument, int p_scene_id = INVALID_ID);
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	void _node_added(Node *p_node);
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	void _node_exit(ObjectID p_id);
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	void _spawn_notify(ObjectID p_id);
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	Vector<String> _get_spawnable_scenes() const;
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	void _set_spawnable_scenes(const Vector<String> &p_scenes);
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protected:
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	static void _bind_methods();
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	void _notification(int p_what);
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#ifdef TOOLS_ENABLED
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	bool _set(const StringName &p_name, const Variant &p_value);
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	bool _get(const StringName &p_name, Variant &r_ret) const;
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	void _get_property_list(List<PropertyInfo> *p_list) const;
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#endif
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public:
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	PackedStringArray get_configuration_warnings() const override;
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	Node *get_spawn_node() const {
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		return spawn_node.is_valid() ? ObjectDB::get_instance<Node>(spawn_node) : nullptr;
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	}
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	void add_spawnable_scene(const String &p_path);
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	int get_spawnable_scene_count() const;
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	String get_spawnable_scene(int p_idx) const;
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	void clear_spawnable_scenes();
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	NodePath get_spawn_path() const;
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	void set_spawn_path(const NodePath &p_path);
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	uint32_t get_spawn_limit() const { return spawn_limit; }
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	void set_spawn_limit(uint32_t p_limit) { spawn_limit = p_limit; }
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	void set_spawn_function(Callable p_spawn_function) { spawn_function = p_spawn_function; }
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	Callable get_spawn_function() const { return spawn_function; }
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	const Variant get_spawn_argument(const ObjectID &p_id) const;
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	int find_spawnable_scene_index_from_object(const ObjectID &p_id) const;
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	int find_spawnable_scene_index_from_path(const String &p_path) const;
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	Node *spawn(const Variant &p_data = Variant());
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	Node *instantiate_custom(const Variant &p_data);
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	Node *instantiate_scene(int p_idx);
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	MultiplayerSpawner() {}
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};
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