class_name Arena extends Node3D # A reusable stadium: terrain, lighting, environment, two team goals, and # spawn markers. An arena holds no rules and no state — game modes query it # for spawn transforms and goals, then spawn ships/ball themselves. # Per-arena Environment tuning. These live as exports (rather than baked # into each arena's Environment sub-resource) because Godot's scene # inheritance can only override whole top-level node properties, not # properties nested inside a sub-resource — so each arena_0N.tscn overrides # these on the Arena root instead, and _ready() applies them here. @export var sky_material: Material @export var ambient_light_color := Color(0.55, 0.6, 0.75, 1) @export var ambient_light_energy := 0.4 @export var glow_intensity := 0.9 @export var glow_strength := 1.2 @export var glow_bloom := 0.05 @export var glow_hdr_threshold := 1.0 func _ready(): add_to_group("arena") var world_env := get_node_or_null("WorldEnvironment") as WorldEnvironment if world_env and world_env.environment: var env := world_env.environment if sky_material: if not env.sky: env.sky = Sky.new() env.sky.sky_material = sky_material env.ambient_light_color = ambient_light_color env.ambient_light_energy = ambient_light_energy env.glow_intensity = glow_intensity env.glow_strength = glow_strength env.glow_bloom = glow_bloom env.glow_hdr_threshold = glow_hdr_threshold VideoSettings.apply_to_environment(env) func get_ball_spawn() -> Transform3D: return $BallSpawn.global_transform func get_ship_spawns(team: int) -> Array[Transform3D]: var spawns: Array[Transform3D] = [] var container := get_node_or_null("SpawnsTeam%d" % team) if container: for child in container.get_children(): if child is Marker3D: spawns.append(child.global_transform) return spawns func get_goals() -> Array[Goal]: var goals: Array[Goal] = [] for child in get_children(): if child is Goal: goals.append(child) return goals