godot_rl_3DCarParking / scenes /game_scene /ParkingSpotManager.gd
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extends Node3D
class_name ParkingSpotManager
var total_cars: int
var parking_spots: Array[Node3D]
var free_parking_spots: Array[Node3D]
var parked_car_transform_randomness
func _ready():
total_cars = get_child_count()
parking_spots.append_array(get_children())
func disable_random_cars(number_of_cars_to_disable: int):
assert(number_of_cars_to_disable <= total_cars,
"Can't disable more than the total number of parking_spots.")
var disabled_cars: int = 0
free_parking_spots.clear()
parking_spots.shuffle()
for parking_spot in parking_spots:
if disabled_cars < number_of_cars_to_disable:
parking_spot.process_mode = Node.PROCESS_MODE_DISABLED
parking_spot.hide()
free_parking_spots.append(parking_spot)
else:
parking_spot.process_mode = Node.PROCESS_MODE_INHERIT
parking_spot.show()
var car: Node3D = parking_spot.get_child(0)
randomize_car_transform(car, parking_spot)
randomize_car_color(car)
disabled_cars += 1
func randomize_car_color(car: Node3D):
car.randomize_color()
func randomize_car_transform(car: Node3D, parking_space: Node3D):
var randomness = parked_car_transform_randomness
var rotation_randomness = randomness * 0.35
var parking_space_position = parking_space.global_position
car.global_position.x = parking_space_position.x + randf_range(-randomness, randomness)
car.global_position.z = parking_space_position.z + randf_range(-randomness, randomness)
car.global_rotation.y = parking_space.global_rotation.y + randf_range(-rotation_randomness, rotation_randomness)
func get_random_free_parking_spot_transform():
return free_parking_spots.pick_random().global_transform