|
extends Node3D |
|
|
|
class_name CarManager |
|
|
|
@export var track: Track |
|
@export var car_scene: PackedScene |
|
|
|
|
|
@export var number_of_car_groups_to_spawn: int = 2 |
|
|
|
var ui: UI |
|
|
|
var training_mode: bool = true |
|
var player_vs_ai_mode: bool = false |
|
var infinite_race: bool = true |
|
var total_laps: int |
|
var seconds_until_race_begins: int |
|
|
|
|
|
|
|
func _ready(): |
|
spawn_cars(number_of_car_groups_to_spawn) |
|
|
|
|
|
func spawn_cars(car_group_amount): |
|
if not training_mode: |
|
car_group_amount = 1 |
|
|
|
var car1color: Color = Color.from_hsv(randf_range(0, 1), 0.6, 0.6) |
|
var car2color: Color = car1color |
|
car2color.h = fmod(car1color.h + randf_range(0.2, 0.8), 1.0) |
|
|
|
var player_car_id: int = randi_range(0, 1) |
|
|
|
for group_id in range(0, car_group_amount): |
|
var spawned_cars: Array[Car] = [] |
|
|
|
for car_id in range(0, 2): |
|
var car = car_scene.instantiate() as Car |
|
car.name = "AI-%d%d" % [group_id, car_id] |
|
car.track = track |
|
|
|
|
|
car.set_collision_mask_value(1, true) |
|
|
|
|
|
var current_car_layer := 2 + car_id + (group_id * 2) |
|
var other_car_layer := 2 + ((car_id + 1) % 2) + (group_id * 2) |
|
car.set_collision_layer_value(current_car_layer, true) |
|
car.set_collision_mask_value(other_car_layer, true) |
|
|
|
var car_transform: Transform3D = track.track_path.curve.sample_baked_with_rotation(0.0) |
|
car_transform = car_transform.rotated_local(Vector3.UP, PI) |
|
car_transform.origin += Vector3.UP |
|
car_transform.origin += car_transform.basis.x * (car_id * 2.0 - 1.5) |
|
car.global_transform = car_transform |
|
|
|
car.infinite_race = infinite_race |
|
car.total_laps = total_laps |
|
car.ui = ui |
|
car.seconds_until_race_begins = seconds_until_race_begins |
|
car.training_mode = training_mode |
|
|
|
var car_body: MeshInstance3D = car.get_node("car_base/Body") as MeshInstance3D |
|
var new_material: StandardMaterial3D = ( |
|
car_body.get_active_material(0).duplicate() as StandardMaterial3D |
|
) |
|
|
|
var color: Color = car1color if car_id == 0 else car2color |
|
new_material.albedo_color = color |
|
car_body.set_surface_override_material(0, new_material) |
|
|
|
spawned_cars.append(car) |
|
add_child(car) |
|
|
|
if car_id == 1: |
|
car.other_car = spawned_cars[0] |
|
spawned_cars[0].other_car = car |
|
|
|
if player_vs_ai_mode and player_car_id == car_id: |
|
car.name = "Player" |
|
car.get_node("Camera3D").current = true |
|
car.get_node("CarAIController").human_controlled_on_inference = true |
|
|
|
|
|
car.raycast_sensor_other_car.set_collision_mask_value(other_car_layer, true) |
|
car.ai_controller.track = track |
|
|
|
car.reset() |
|
|