Files
CosmicClash/Game/scripts/arena.gd
T
Josh Creek ff2e40198f fix(arena): duplicate shared Environment before per-arena mutation
WorldEnvironment's Environment sub-resource was shared across every
instantiate() of a cached arena PackedScene, so glow/brightness/sky
tweaks in Arena._ready() compounded further each time a player
re-entered an arena instead of applying fresh.
2026-08-04 18:56:22 +01:00

61 lines
2.0 KiB
GDScript

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.duplicate(true) as Environment
world_env.environment = env
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