Files
mmo/scenes/entities/portal/portal.gd
2026-05-14 19:11:10 +02:00

85 lines
2.5 KiB
GDScript

extends StaticBody3D
@export var stats_resource: PortalStats
@export var is_red: bool = false
@export var is_return: bool = false
@onready var mesh: MeshInstance3D = $Mesh
@onready var name_label: Label3D = $NameLabel
@onready var enter_area: Area3D = $EnterArea
var triggered: bool = false
func _enter_tree() -> void:
set_multiplayer_authority(1)
func _ready() -> void:
add_to_group("portals")
if is_red:
add_to_group("red_portal")
if stats_resource == null:
stats_resource = PortalStats.new()
stats_resource.max_health = 1.0
stats_resource.is_red = is_red
Stats.register(self, stats_resource)
enter_area.body_entered.connect(_on_body_entered)
if is_return:
var mat: StandardMaterial3D = StandardMaterial3D.new()
mat.albedo_color = Color(1.0, 0.85, 0.3)
mat.emission_enabled = true
mat.emission = Color(1.0, 0.8, 0.2)
mat.emission_energy_multiplier = 1.2
mesh.material_override = mat
name_label.text = "Zurück"
elif is_red:
var mat: StandardMaterial3D = StandardMaterial3D.new()
mat.albedo_color = Color(0.95, 0.2, 0.2)
mat.emission_enabled = true
mat.emission = Color(1.0, 0.4, 0.3)
mat.emission_energy_multiplier = 1.5
mesh.material_override = mat
name_label.text = "Red Portal"
else:
name_label.text = "Portal"
func _exit_tree() -> void:
Stats.deregister(self)
func _on_body_entered(body: Node) -> void:
if not body.is_in_group("player"):
return
if not body.is_multiplayer_authority():
return
if triggered:
return
triggered = true
EventBus.portal_entered.emit(self, body)
if is_return:
_request_return.rpc_id(1)
else:
_request_enter.rpc_id(1, is_red, global_position)
@rpc("any_peer", "reliable", "call_local")
func _request_enter(red: bool, return_pos: Vector3) -> void:
if not multiplayer.is_server() and multiplayer.multiplayer_peer != null:
return
var seed: int = randi()
_do_enter.rpc(seed, red, return_pos)
@rpc("authority", "reliable", "call_local")
func _do_enter(seed: int, red: bool, return_pos: Vector3) -> void:
GameState.dungeon_seed = seed
GameState.dungeon_red = red
GameState.portal_return_position = return_pos
GameState.change_scene(GameState.SCENE_DUNGEON)
@rpc("any_peer", "reliable", "call_local")
func _request_return() -> void:
if not multiplayer.is_server() and multiplayer.multiplayer_peer != null:
return
_do_return.rpc()
@rpc("authority", "reliable", "call_local")
func _do_return() -> void:
GameState.change_scene(GameState.SCENE_WORLD)