extends Node
@onready var map_test_environment = preload("res://game/maps/map_test/map_test.tscn")
@onready var map_cyber_environment = preload("res://game/maps/map_cyber/map_cyber.tscn")
@onready var map_cyber1_environment = preload("res://game/maps/map_cyber1/map_cyber1.tscn")
func _ready():
pass
func _process(_delta):
pass
func getSpawnLocation(_bodyNode, mapNode) -> Vector3:
# Get Number of Maps
var childCount : int = self.get_child(0).get_child_count()
# Get Random Spawn Location from Map
var playerSpawnNodes = mapNode.find_node("PlayerSpawnNodes", true, false)
# Get Number of Spawn Nodes
childCount = playerSpawnNodes.get_child_count()
# Get Random Spawn Node
var spawnNode : Node3D = playerSpawnNodes.get_child( randi() % childCount )
# Return!
return spawnNode.global_transform.origin
func PurgeAllWorldEnvironmentNodes():
var worldEnvironment = get_tree().get_current_scene().get_node("Maps").get_node("map_test").get_node("WorldEnvironment")
if(worldEnvironment != null):
worldEnvironment.free()
worldEnvironment = get_tree().get_current_scene().get_node("Maps").get_node("map_cyber").get_node("WorldEnvironment")
if(worldEnvironment != null):
worldEnvironment.free()
worldEnvironment = get_tree().get_current_scene().get_node("Maps").get_node("map_cyber1").get_node("WorldEnvironment")
if(worldEnvironment != null):
worldEnvironment.free()