extends Node3D class_name CarManager @export var track: Track @export var car_scene: PackedScene ## Each car group consists of 2 cars @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 # Called when the node enters the scene tree for the first time. 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 # Detect collision with walls car.set_collision_mask_value(1, true) # Detect collision with other car 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 # Raycast detect collision with other car car.raycast_sensor_other_car.set_collision_mask_value(other_car_layer, true) car.ai_controller.track = track car.reset()